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reprinted from V4 N3 of the Ink Blot

Bandage of Healing


Bandage of Healing
x.p. value {if found} 800
g.p. value 2500

A mage, finding that his adventuring party was without the aid of a healer, created this item. He felt, "Why should I keep wasting time and money on potions for these idiots? They can't seem to go anywhere without getting hurt. They need something that is reusable, durable, and relatively inexpensive to make. Something that will work on the surface as well as beneath the skin." He then spent the next six months researching this idea and testing it. Much to the joy of his apprentice, who was subjected to various forms of injury during the tests, he came upon a working solution.

Within a self-sealing pewter jar there are 3 small cloth rolls {approx. 10 feet long and 1 inch wide each}. The bandages, when applied, are magically self-sizing to accommodate virtually any size wound. When they are removed they will revert to their original size.

If a bandage is applied to an unconscious character {0 to -9 hp} ... any bleeding is stopped and the character is restored to 1hp. A constitution/health check at -2 is required to regain consciousness.

If a bandage is applied to a conscious character ... any bleeding is stopped and the character receives 6hp of healing. If a non-magical topical balm, oil, ointment, or salve is used with the bandage the healing is doubled {12hp}.

If a bandage is applied to a seriously or critically wounded character ... any bleeding is immediately stopped and the wound is healed to a point where it is no longer life threatening. The character does not receive any hit points at this time.

It takes one round to properly apply a bandage and stop the bleeding. It takes three additional rounds for the healing properties to take effect. Conversely, it takes one round to remove a bandage.

After use, the bandages must be rinsed with clean water and returned to the jar. The jar will magically sterilize the bandages over a 24-hour period. There is no way, magical or otherwise, to accelerate this process.

Each bandage may be used only once per day.

 

Disadvantages - The bandages will fail to work if used with magical topicals, giving you only the benefit of that balm, oil, ointment, or salve. Broken bones that are not properly set before the bandage is applied will not heal. These bandages will not reattach a severed limb. If the bandages are cut or damaged {saving throw as leather} or not cleaned after use, the magical properties are lost forever. If the bandages are not returned to the container within 24 hours of being applied, they will turn to dust and disappear.

An Example of Use - Joe Fighter receives a sword thrust to the kidney--a critical wound. He falls to the ground unconscious, his hit points have dropped to -3 by the time someone gets over to help him. Jane Bard pulls out the jar containing the Bandages of Healing. She applies the first bandage to the wound to prevent the impending death. The bleeding stops and Joe is now one hit point lower. After a few minutes Joe is still at -4 but no longer appears to be dying. Seeing that Joe's condition is a bit more stable, Jane removes the bandage and applies a second bandage. Any new bleeding that may have been started by pulling off the first bandage is stopped with the application of the second. Within minutes, Joe is conscious and at 1hp. He is still weak and unable to fight, but he can move or be moved without further damage to himself. Off comes the second bandage. Jane dabs some ointment on the wound and applies the third bandage. Joe will, in a very short time, have a total of 13hps and be ready to get himself into more trouble. Jane will clean, reroll, and put the bandages back in their jar. She'll get no more use from them today. Joe, in the meantime, was just eaten by trolls. What a waste of good healing magic.

(c) Patrick Collins, 1997


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