Damage, Death and Healing

Damage, Death and Healing

Whilst we hope that it will mainly be your opponent’s getting damaged, the following section covers the subject of taking damage and how to recover from it. 

Hit Points  

In Eventyr, a distributed system of hit points is used, with the body being divided into six locations; two critical locations and four minor locations. 

Critical Location 

Minor Location 

Head  Left leg 
Left arm 
Body  Right leg 
Right arm 

All characters start with 1 hit point per location. This is expressed as having 1/1 hits; the first number states how many hits the critical locations have and the second number states how many hits the minor locations have. When a location takes damage equal to (or greater than) its hit point total, that location cannot be used. A location cannot be taken to less than zero hits. If either of the critical locations or two of the minor locations are reduced to zero hit points, the character must fall unconscious. Characters in an unconscious state should fall to the floor if safe to do so; no one should attack or be attacked whilst they are on the floor. At this point, the character begins their death count. 


Damage can be healed in many different ways; some are instantaneous whilst others take time.  

Spells (and scrolls) – The caster of the spell or scroll will touch the location of the target they want to heal. The spell description will dictate the amount of healing points restored. If the touched location requires less healing than the total granted by the spell, any additional points overflow to another damaged location of that target.

Potions – upon consumption by the target (signified by tearing the single-use trade card), the total healing granted by the potion is spread out evenly across all damaged locations, starting with the critical locations before spreading to the minor locations. 

Mundane healing, through the first aid or camping skills, takes time. The length of time required to heal a location is given in the skill descriptions; if the healing process is interrupted for any reason, the healing will not take effect. It should be noted that a night’s rest will not heal your character; only one hit point can be restored through bed-rest, to the most damaged location. 

As soon as an unconscious character currently in their death count is healed, they regain consciousness and their death count is reset. 

Broken Bones 

Bones can be broken for a number of reasons. A broken bone is significantly more serious than a simple wound and as such, there are complications and longer-term effects associated with them. If a bone is broken then the location becomes unusable, even if the hit points are restored. Broken bones will not trigger a character’s death count, as long as the location has hits on it. The effect of a broken bone depends upon its location, as per the following table 

Broken Location 


Arm  The arm cannot be used to carry anything or be used in combat. 
Leg  The leg cannot bear weight; the character cannot walk unaided. 
Chest or head  The character falls unconscious and remains so until the bone is mended. No death count is required; the character is stable whilst unconscious. 

A broken bone can only be healed by an effect that specifically states it mends a broken bone; general healing spells will not heal a broken bone. 


If you fall down a pit or hole, you will take damage dependent upon the depth fallen and what you have fallen onto or into. As a rule of thumb, you will take 1 point of damage to a leg for every 10 feet fallen. If a leg is taken to zero hit points due to falling, the bone is also broken. 


Any character finding themselves in deep water (e.g. simulated by an area marked on the ground) who does not have the swimming skill will start to drown by taking 1 hit to their chest for every 30 seconds they are in the water. Wearing anything with an armour value will reduce this time to 1 hit every 15 seconds as the weight of the armour drags you under the water. Note that unless a character is able to swim, once they are out of reach of the edge of a body of water they are unable to move without the assistance of a trained swimmer. 


When a character falls unconscious due to damage, they must begin their death count. The death count is a two minute period (a slow count of 120) in which time the character must receive healing or medical attention. If the character is not healed or stabilised within that time, they will die. 

If mundane healing (e.g. first aid) is administered to the unconscious character, they can pause their death count whilst the character is being treated. However, if the process is not completed then the count will be resumed from the point it was paused. If magical healing is administered, the death count is not paused; healing is instantaneous at the moment the spell is successfully cast. 

If your character dies, make your way to a referee or GOD, hand in any items that have not been looted and then create a new level 1 character in order to re-join the fun. If your character dies on the Sunday morning of an event (or earlier if you prefer) then you are advised to join the crew rather than write a new character as there may not be sufficient time available for new character to become established on Sunday.  

By this point, you should know almost everything you need to know to embark on your great adventure. There are just a few more things you should be aware of before you set out…