Infected Wounds

(Muriwo)

Quite apart from the many poisons and diseases which are rife in Legend*, any time a player takes a wound it may turn gangrenous, causing serious damage or even blood-poisoning and death. These rules are designed to be used in addition to Wayne Imlach's Disease rules.

How a Wound gets Infected

Almost any wound may lead to infection - in many cases the specific descriptions of monsters, spells and weapons deal with this. Where they do not, use the following guidelines. Roll a d20 and if you roll equal to or below the target number, the wound is infected. GMs should remember that a character would probably not realise they were infected until later on - so maybe this should be a secret roll.

Suggestion: do not check this rule every time a player is hit - do it at the end of the combat based on the nastiest wound they received.

  • Crushing or smashing attack (e.g. mace): 1
  • Cutting or impaling attack (e.g. sword): 2
  • "Natural weapon" attack (e.g. bite, claws): 3
  • Magical attack (direct or indirect): 0 unless spell specifically states otherwise
  • Attack with flaming or red-hot weapon: 0

The GM may apply appropriate modifiers to the target number such as:

  • Immediately after taking the wound, it is properly cleaned and dressed (not often feasible in a dungeon): -1
  • Immediately after taking the wound, the character benefits from some magical healing: -1
  • The environment, or whatever caused the wound, is particularly skanky: +1

Effects of an Infected Wound

On the beginning of each day after the wound was received, the player should make a Recovery Roll - as described on the Disease page. If they succeed, the body has naturally repulsed the infection and they may start to count the four days towards natural recovery of HP.

If they FAIL the Recovery Roll, they should take 1 HP damage on the first day, 2HP on the second day, and so on. This may seem brutal but it reflects the vicious way that wounds which nowadays would be entirely treatable, could rapidly poison the whole organism and lead to death.

Magical Treatment

Unless applied immediately after the wound was received, magical healing which is not specifically aimed at disease, can merely recover HP lost to infection and will not cure the infection itself.

Amputation

Once the character has suffered at least 1HP of wound-infected damage, it will be pretty obvious that they have developed gangrene. They may elect to have all or part of the affected part amputated if it is a limb. The effects of this are:

  • Character takes a d6 damage, with no protection from armour obviously. This damage will PERMANENTLY reduce their Health Point total.
  • The character makes another infection roll as for a cutting weapon - if they roll above the target number then the disease was stopped before it spread to the rest of the body, so the infection is cured and normal recovery rules begin to apply.
  • The GM should apply appropriate modifiers depending on the cleanliness of the environment and the skill of the surgeon - remember that in medieval times knowledge of modern hygienic practices was extremely limited, so it may not be sensible for characters to know about bacteria etc. just because their players do!

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