The Beginning of the End: A Pawn's Dilemma

Game Master caster4life

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Posting Expectations:

Your posts should be descriptive and engage with those of your teammates. Long posts are often epic but this can be done in short posts as well. Example:
"Taking advantage of the distractions created by Bob the Fighter's mighty strikes, Jim the Rogue deftly strikes at their beleaguered adversary, his dagger seeking a vital organ. Dice rolls."
Further, posts should push the action along. In combat, this may be as simple as taking your turn. Out of combat, it may be more complex but it's still pretty easy. Example:
"I hate that wizard! Jim the Rogue exclaims. He turns to Bob the Figher How can we kill him?"
The above example advances the action and prompts teammates to join in while the below example
"I hate that wizard! Jim the Rogue exclaims."
doesn't advance the action and promote engagement nearly as much.

Posting will be expected to occur roughly once per weekday and once on weekends. Players may let me know ahead of time when exceptions come up.

Food, Drink, and Rest:

Characters who don’t eat or drink suffer the effects of
exhaustion (see appendix A). Exhaustion caused by lack
of food or water can’t be removed until the character
eats and drinks the full required amount.
Food
A character needs one pound of food per day and can
make food last longer by subsisting on half rations.
Eating half a pound of food in a day counts as half a day
without food.
A character can go without food for a number of days
equal to 3 + his or her Constitution modifier (minimum
1). At the end of each day beyond that limit, a character
automatically suffers one level of exhaustion.
A normal day of eating resets the count o f days
without food to zero.

Water
A character needs one gallon of water per day, or two
gallons per day if the weather is hot. A character who
drinks only half that much water must succeed on a
DC 15 Constitution saving throw or suffer one level of
exhaustion at the end of the day. A character with access
to even less water automatically suffers one level of
exhaustion at the end of the day.
If the character already has one or more levels of
exhaustion, the character takes two levels in either case.

Rest
A character who goes 24 hours without rest suffers one level of exhaustion. Sleeping on a uncomfortable surface without bedding requires a DC 8 con save.

Injuries rules from DMG:

Every time you get knocked to 0 hp, con save with DC = damage taken from the blow that knocked you down. Fail and I roll on the table.

Table:
d20 Injury
1 Lose an Eye. You have disadvantage on Wisdom
(Perception) checks that rely on sight and on
ranged attack rolls. Magic such as the regenerate
spell can restore the lost eye. If you have no eyes
left after sustaining this injury, you're blinded.
2 Lose an Arm or a Hand. You can no longer hold
anything with two hands, and you can hold only a
single object at a time. Magic such as the regenerate
spell can restore the lost appendage.

3 Lose a Foot or Leg. Your speed on foot is halved,
and you must use a cane or crutch to move unless
you have a peg leg or other prosthesis. You fall
prone after using the Dash action. You have
disadvantage on Dexterity checks made to balance.
Magic such as the regenerate spell can restore the
lost appendage.

4 Limp. Your speed on foot is reduced by 5 feet. You
must make a DC 10 Dexterity saving throw after
using the Dash action. If you fail the save, you fall
prone. Magical healing removes the limp.

5-7 Internal Injury. Whenever you attempt an action
in combat, you must make a DC 15 Constitution
saving throw. On a failed save, you lose your action
and can't use reactions until the start of your next
turn. The injury heals if you receive magical healing
or if you spend ten days doing nothing but resting.

8-10 Broken Ribs. This has the same effect as Internal
Injury above, except that the save DC is 10.

11-13 Horrible Scar. You are disfigured to the extent that
the wound can't be easily concealed . You have
disadvantage on Charisma (Persuasion) checks
and advantage on Charisma (Intimidation) checks.
Magical healing of 6th level or higher, such as heal
and regenerate, removes the scar.

14-16 Festering Wound. Your hit point maximum is
reduced by 1 every 24 hours the wound persists.
If your hit point maximum drops to 0, you die.
The wound heals if you receive magical healing.
Alternatively, someone can tend to the wound and
make a DC 15 Wisdom (Medicine) check once every
24 hours. After ten successes, the wound heals.

17-20 Minor Scar. The scar doesn't have any adverse
effect. Magical healing of 6th level or higher, such
as heal and regenerate, removes the scar.