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AREMORICAN ADDENDUM VOLUME 1

Player Option

Version 1.1
These classes are designed with the idea of replacing the regular default classes from Labyrinth Lord in my next game of
Labyrinth Lord. The idea is a long-percolating one, coming from the long-standing dissatisfaction of race-as-class, not for
whatever reason dealing with the idea that not all elves are fighter/magic users, for example, but for the fact that it is more
fun to have the dwarf class represent a dungeoneer. Why let the fun demi-human classes go to waste just because one
habitually runs a humans-only game? And what about the other classes, while we're thinking about it? Something always
seemed funny about the thief class, and why is there a cleric class but none for the regular robed and fragile priest, and why
are all magic users the same... You get the drift.

So out of the Unknowable Void comes the AREMORICAn Addendum Volume 1: Player Option, the only Labyrinth Lord
companion piece you'll ever need, assuming that you only need one companion for your Classic Fantasy Games and their
retro-clones. You'll need that game to play, to be sure, but when it comes to choosing a class, feel free to ditch it and look
here. You'll find rules for mage-seeking warriors, demonologists, elemental summoners, crusading knights, and more. It's
everything you need for a human-centric game that doesn't lose anything by losing out on boring, trite, and overused
demihumans.

I hope you enjoy this supplement to Labyrinth Lord as much as I enjoyed writing it. It's taken some time, but has been a
blast!

DEDICATION:
My eternal gratitude goes out to my brother for always being such a good springboard for my ideas, and letting me abuse
him in 10+ years of gaming, my wonderful girlfriend for tolerating me spending almost literally all day at the computer
sometimes (thank you!), my father for keeping that Expert set in the basement on that fateful day, and my mother for
supporting her growing geek by constantly feeding me books. Also to Steve and Jeph, for letting me introduce them both to
gaming and, specifically, Labyrinth Lord, and rekindling
my love of old-school gaming. You guys are awesome
friends and I appreciate all the cool times we've spent
together.

Big thanks to JB at B/X Blackrazor for the inspiration,


and the realization that rewriting the classes of Labyrinth
Lord wouldn't be nearly such a tedious task as it seems. I
hope your B/X Companion sells a thousand copies- I
know one of them will be mine :). And to everybody else
in the OSR who reads my blog and posts nice (and not so
nice) things- thanks for the encouragement! You guys are
what keeps me going and makes my deja vu act up.

Visit the author at http://lawfulindifferent.blogspot.com!

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INDEX
AREMORICAN ADDENDUM VOL. 1- PLAYER OPTION The Scoundrel
The Dungeoneer- Trapspringer and lucky thief. 16
INTRODUCTION The Assassin- Killer for hire and bounty hunter. 18

PLAYER OPTIONS
The Warrior NEW MECHANICS
The Fighter- Tough and adaptable combatant. 4 Spellcasting
The Witchfinder- Mage-slaying specialist. 6 Sorcery- The bond between elemental and sorcerer 19
The Marksman- Archer extraordinare. 8 Diabolism- Unholy service 19
Prayers- Divine intervention 22
The Magic-User Invocation- Part battle-cry, part prayer 23
The Sorcerer- Summoning elementals for power. 9 Weapon and Armor Tables
The Diabolist- Concentrating on unholy studies. 11
Attack Tables 24
The Acolyte
The Abjurer- Pious servant of divinity. 13 House Rules Index 25
The Crusader- Warrior-priest of a militant temple. 14

OGL ATTRIBUTION

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INTRODUCTION
Welcome to AREMORICA, a land where sea-raiding
adventurers walk over time-worn soil in pursuit of the same
things adventurers are always after- gold, glory, and some
way to afford that damn plate mail. Magic is a new pursuit,
rediscovered from ancient tablets dredged from the forgotten
tombs of long-dead kings. The land is bedeviled by wights,
wendigoes, griffons, umber hulks, orcs, and the like, and strong hearts and sure constitution may survive, and those
humanity clings together for protection from the all- without either are slain and forgotten to the inexorable march
encompassing darkness. The sun shines bright, yes, but only of armies, of trade, and of conquerors. Alliances in
because of the valiant men and women who are not afraid to AREMORICA and without are constantly shifting, and warfare
protect their dukes, people who work tirelessly against between one Duchy and another are more common than not.
constant warfare to bring their families a future that is better The blacksmiths dare not complain, as it keeps them in
than tomorrow. In the mist-shrouded world of AREMORICA, business. So, too, does it encourage trade, as not all
there is little in the way of hope, but more than enough work dominions are blessed with iron, or of strong, sure lumber, or
that few manage to look above their plows and oxen to of skilled craftsmen to build and rebuild the stone keeps
realize that with even a wavering in resolve, the world would from which the Dukes, Counts, and self-styled Kings rule
be nothing, eaten up under hordes of hateful half-human their people. Life for the average peasant in AREMORICA is
abominations who know not why they seek to destroy. good but hard, tilling constantly under the protection of their
Underneath the treaded path are countless labyrinths rulers. Few would trade such a life for the freedom to die in
and dungeons holding profane and awful secrets. Such the pursuit of glory as adventurers, but some always heed the
places are avoided, and only the half-wits and suicidally call.
brave dare breach their musty depths. Such men have no real Separated from such men by their strength, force of
place in the world, scouring their forgotten troves for the personality, swiftness, or simple luck, such adventurers are
wealth of ages lost to time. Such places have monsters who welcomed for the gold they bring to towns, for the news
can tear a man's limbs from his body, or worse, rend his soul they've gathered, and for their personal courage. But they are
from him and cast it into the unknowable void. watched with a careful eye, for all men know that fate
Though other than the infrequent raid from the dark follows these men, and they are bad luck as often as not.
depths of the forests, or the vast reaches of the underground Behind the courteous demeanor of every innskeeper is the
world, or from the sun-blighted mountaintops, life is much realization that destiny follows these foolhardy souls
as it has always been for men time over. In the safe holds of wherever they may roam, and that when not challenged,
the cities, and in the reaches of the feudal lords, safety can be adventurers are likely as not to cause trouble. When
found. As often praised as reviled, the rangers patrol the adventurers leave, wise men breathe a sigh of relief that
wilds and seek that which should be left undiscovered. there is nothing worth the notice of such men, that they have
Knights sheathed in coats of iron bring the only protection found a challenge for their skills elsewhere instead of testing
men have ever needed, that of arms and armor, and the town their steel and their mettle against the local guardsmen, or
guards do their best to make humanity safe. taking the local daughters of the council for brides, or
In this dying world of iron and lead, only those with recruiting hard-working men as retainers, henchmen, or
torch-bearers.

WARRIOR Rough and tumble men-at-arms who fight with iron and steel, Warriors are always ready for a fight. Wearing thick
armor over their stout hearts, they protect their allies and slay their hated foes. While they know nothing of gods or demons,
they are intimately familiar with blood, pain, and suffering, and are the most sturdy and courageous member of any party.

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Warriors are by far the toughest and strongest of and aventurer. They gain
levels, attack power, and hit points quickly, and they can wield the greatest
variety of weapons, as well as wear the greatest variety of armor.

F IGHTER

Fighters are the front-line warriors whose expertise in combat makes


them the ideal shock troops in any party.No mere goons or cannon fodders,
Fighters are veterans from the very first, often coming from stints in a local
militia, as guardsmen, or soldiers. Their arms are strong, their legs are stout,
and their courage is unquestionable.
Fighters do not specialize, never sure what trouble they'll get
themselves into. Instead, they train for breadth and wide expertise, able to
adapt and overcome any situation they may find themselves thrust into.
Whether purging a goblin's trapped and maze-like den, fighting barbarians on
the borderlands, or running down bandits on the back of a swift courser, they
are more than capable of mayhem and havoc.

Hit Dice: d8 Class Requirements: Con 9


Weapons Allowed: All Prime Requisites: Constitution
Armor Allowed: All, any shield

Level Experience Special Features

1 0 Hardiness

2 2,035

3 4,065 Flurry

4 8,125

5 16,251 Hard to Kill

6 32,501

7 65,001 Dominator

8 120,001

9 240.001 Stronghold / Wandering Swordmaster

FIGHTER FEATURES
Hardiness Even when down, Fighters are difficult to kill. They are not
At first level, all Fighters gain an additional 1d4 hit points.
considered dead until they take “Negative Constitution”
damage. In other words, a Fighter with 14 CON is not
Flurry considered dead until his hit point total reaches -14. He is
Against one hit die or lower foes, the Fighter gains an still rendered unconcious at 0 hit points, however.
additional attack per level.
Dominator
Hard to Kill The Fighter always goes first in combat. If two combatants

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both would go first, roll iniative to determine which of them from their homelands to follow such a legendary figure.
goes first, and then roll for the remaining combatants.
Wandering Swordmaster
Stronghold If the Fighter chooses not to settle down and form a
At 9th level, the Fighter gains the ability to create a Stronghold, he may elect instead to become a Wandering
Stronghold. He attracts 1d6x10 Normal Men as serfs, who Swordmaster. Instead of spending his time as a ruler, he
will obey his laws, farm his fields, and serve in his town perfects his fighting technique to a legendary level. Work out
guard. They are not supernaturally compelled- rather, the the details with your DM to determine the specifics of your
Fighter's fame is at such a level that people will emigrate Master Style.

W ITCHFINDER

As a subclass of the Warrior, Witchfinders specialize


in seeking and destroying those who harness the unholy
forces of magic, as well as beings created by the use of
magic. Typically, Witchfinders consider themselves to be
as regular fighters with a natural immunity to magic. Their
strong wills and dedication to rooting out evil magic allow
them to overcome even the strongest enchantments.
Even Witchfinders make allies, sometimes even with
spellcasters. Not all wizards are evil, after all. The
tolerance any individual has for spellcasters varies by
Witchfinder. Some have an absolute burning hatred for
conjurers, and some view the real evil as the horrible
undead that unscrupulous magicians create for their own
purposes.
Witchfinders fill the same role as Fighters in any
party, although they bring their own specialties to bear in
fights against any sort of magical creature. They are often
found in the front of the party, ready to defend their more
vulnerable peers. Though a Witchfinder has dedicated his
craft to seeking out and destroying wizards, he is more than ready to fight against non-enchanted foes as well.

Hit Dice: d8 Class Requirements: 9 Strength, 11 Charisma


Allowed Weapons: Any Prime Requisite: Strength
Allowed Armor: All, Any shield

Level Experience Special Features

1 0 Strong Will, Witchsight

2 2,035

3 4,065 Mageslayer

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Level Experience Special Features

4 8,125

Dispel Magic

5 16,251

6 32,501

7 65,001 Unstoppable

8 120,001

9 240.001 Stronghold / Wandering Swordmaster

WITCHFINDER FEATURES
Strong Will Dispel Magic
Witchfinders are strong willed and resistant to magic. They With a stroke of his sword, a Witchfinder can attempt to
gain a +1 bonus to all saving throws against magic. dispel the enchantments a wizard has laid. If his damage roll
is equal to or greater than the spellcaster's level, the
Witchsight enchantment is broken.
Unnatural magic appears as great blotched patterns, horrible
scars, and twisting, malevolent claws across the world. Unstoppable
Those who traffic in unnatural magic are similarly marked. The Witchfinder is immune to magical barriers, illusions,
This does not confer any supernatural abilities for the and mental effects, with such magic parting before him as
Witchfinder to see where he could not see before. though made of butter and he a hot knife.

Mageslayer Stronghold/ Wandering Swordsmaster


Against an enemy magic-user, or against creatures of At 9th level, a Witchfinder is able to create a stronghold or
enchantment such as skeletons and devils, the Witchfinder become a Wandering Swordmaster in the exact same way as
deals an extra three damage. a Fighter of equivalent level. Witchfinder's strongholds are
often intolerant of nearby wizard's towers, and will likely
beseige them before long if the magic user is evil.

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M ARKSMAN

Having trained for many long years in the art of the bow, crossbow, or rarely, the sling,
the Marksman is an archer extraordinare. While a capable combatant with any weapon,
he is devastating with any form of bow, dealing death on fletched wings.

Marksmen come from any walk of life where aptitude with a ranged weapon is a
necessity for life. Some are middle class farmers fed up with the agricultural life. Some
are highly trained trackers and scouts in a Duke's army. And some are simply
huntsmen, men born to the bow. A very few are trained crossbowmen and professional
soldiers out for more excitement and less guard duty.

While the Marksman is a solid fighter, he is not trained in the use of much armor, nor is
he typically found near the front of a battle. He is more comfortable near the back,
where he can engage his foes on his own terms, peppering arrows, bolts, and even
sling-stones at his foes.

Hit Dice: d6 Prime Requisite:


Allowed Weapons: Any Dexterity
AllowedArmor: Medium, any shield
Class Requirements: 11 Dexterity, 9 Con

Level Experience Special Features

1 0 Eagle-Eyed

2 2,035

3 4,065 Discriminating Shot

4 8,125

5 16,251 Skirmisher

6 32,501

7 65,001 Deadly Accurate

8 120,001

9 240.001 Stronghold / Wandering Archer

MARKSMAN FEATURES

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Eagle-Eyed
The Marksman gains a +1 bonus to his attack rolls when Deadly Accurate
using a ranged weapon. At 7th level, the Marksman's ranged attacks critical on rolls
of both 19 and 20. In addition, his critical hits deal triple
Discriminating Shot damage instead of double.
Starting at 3rd level, the Marksman is able to distinguish
between friends and foe even in the quick-moving tumble of Strongholds
melee combat. He, alone of all the character classes, is able The Marksman can found a Stronghold, in exactly the same
to fire a ranged weapon at a target engaged in melee with an way as a 9th level fighter. A Marksman tends to have highly
ally. trained ranged guardsmen, for one reason or another.

Skirmisher Wandering Archer


The Marksman is able, at 5 th level, to fire his ranged weapon At 9th level, a Marksman may choose to continue wandering
at close range without penalty. When he does so, he gains +2 instead of building a fortress at 9th level, in the same way a
to damage. Fighter of 9th level may.

MAGIC USER
Sorcerers, witches, and conjurers, Magic users are the possibly insane individuals who engulf themselves in the dark rituals
of true magic. Looking down their noses at the “mumbling quacks” of Acolytes and their “little ditties”. True magic, claims
the sorcerer, lies in the conjuration of elementals and in claiming their assistance for yourself. Not true, states the diabolist,
true magic is in shaping the world itself to your very desires, using the gifts of demons.

Regardless of the form, magic requires absolute dedication to its craft. Those who choose to pursue the arcane secrets know
almost nothing of the arts of war, and are typically no stronger than your average man. Regardless, their spellcraft makes up
for their relative fragility in a fight.

S ORCERER

Sorcerers delve into the very raw materials of creation, seeking to reshape the
world as they see fit. Using the secrets of the arcane circles they've gleaned from
years of study into the bizarre and blasphemous books of the wizards of old,
Sorcerers take what knowledge they've plundered and turn it into raw power.
Sorcerers tend to be aggressive, as they are dealing with raw energy and absolute
power. Their powers are more suited for searing their foes with gouts of fire and
creating great cracks in the earth than subtlety.
Though just as many sorcerers are indifferent to the affairs of the gods as not,
there is a strong current of faith in amongst them. They tend towards worship of the
Unknowable Ones, a cthonic mystery cult dedicated to the creators of the world itself.
They hold that the gods of acolytes and laymen alike are but scavengers on the corpse
that the Unknowable Ones had created, and that they deserve no more respect than
the flies on the corpse of a mule. The true worship goes towards the Unknowable
ones, and the result of their worship is the blessing of the Bonded Elementals.
To a sorcerer, their elemental is not their servant or their slave, but a minor deity
in and of itself. They do not demand for their elementals to do their bidding, but
rather request it upon them. And the elemental, for its part, often complies. They are
dynamic beings of action and do not relish stagnation.
The elementals themselves are highly variable. A stone elemental is as likely to
be an ambulatory boulder or a man made of mud, and fire elementals can be anything
from a pillar of burning ash and smoke to a salamander composed of molten lava!
Very few elementals are to be found in the stereotypical “anthropomorphic” style, tending instead to be as variable and

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bizarre as the elements themselves.

Hit Dice: d4 Class Requirements: 11 Charisma


Allowed Weapons: One-handed weapons only, sling Prime Requisite: Charisma
Allowed Armor: None

Level Experience Special Features

1 0 Elemental Binding, Summoning Circle

2 2,501

3 5,001 Elemental Resistance

4 10,001

5 20,001 Raw Power

6 40,001

7 80,001 Elemental Mastery

8 160,001

9 310,001 Tower Master / Sage

SORCERER FEATURES
Elemental Binding
At 1st level, a Sorcerer has the ability to bind elemental Elemental Resistance
spirits to do his bidding. The Sorcerer may bind a single The sorcerer's close bond with the Elementals has bolstered
element to himself, gaining its abilities as his own. For his personal toughness to those who would use the elements
example, a Sorcerer who powers over fire may sear his foes against him. He takes one less damage from all attacks.
or quelch a wildfire, whereas a Sorcerer with power over air
may cause gusts of wind and whirlwinds. Raw Power
At 5h level, the Sorcerer's receives an extra 1d8 points of
The Sorcerer gains 1d8 points of Power per level after power when he performs the Binding Ritual.
performing the Binding Ritual. These points of power may
be spent to cast spells, with each type of magic costing Elemental Mastery
different amounts based on the “personality” of each At 7th level, the Sorcerer's magic costs one less point of
elemental. See the section on Sorcery for details. Power per use. Spells that would cost one point are now free,
able to be cast at no cost whatsoever.
Once a Sorcerer is bound with an Element, he tends to take
on traits of that element. A Sorcerer who has bound the Tower Master
element of Earth, for example, will have a more gravelly At 9th level, the Sorcerer may build a tower. Typically this is
voice, whereas one who has bound the element of Water may built without permission of the local lord, and no permission
be more smooth and measured. is required. Few interfere with the affairs of powerful
wizards! Once a tower is built, 1d4 low level magic users
Binding Ritual will come to the tower to learn the ways of the Sorcerer
Sorcerers have knowledge of the Binding Ritual, an within a matter of weeks. In addition, 1d6 Normal Men may
extremely secretive ritual that is never shown to outsiders or come.
taught to non-Sorcerers. The ritual varies by the specific kind
of elemental that the wizard is attempting to channel, but it Sage
always requires solitude and at least an hour worth of time A Sorcerer who does not build a tower may choose to
for each. wander further as a Sage, ever seeking more and more

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knowledge to further his power. In many social circles, Sages are accounted the very highest of respect.

D IABOLIST

Where some magic-users pay homage to the gods, some would rather
delve deep into a world of black magic, forbidden spells, and insane ramblings
of madmen. Such magicians are known as Diabolists and they are cursed
amongst the men of AREMORICA.
The magic of these Diabolists is both powerful and dangerous, said to
be like a double-edged sword. More apt is the comparison to the candle that
burns at both ends, for a Diabolist must manage to stay the balance between
access to all-encompassing and all-dominating power with the magical
“buildup” called, prosaically, Instability. Instability is built up whenever a
Diabolist fails or nearly fails to cast a spell due to a mispronunciation of a
profane word, or a botched gesture but regardless of its cause, it lies in wait
until... backfire.
Diabolists can choose from one of many Spheres of magic, typically
a sphere that their patron power is eminent in- a pact with a traditional
brimstone and sulfur demon would likely grant powers of fire and domination,
whereas a tundra wraith might give a Diabolist power over frost or shadow in
exchange for the Diabolist's service.

Hit Dice: d4 Class Requirements: 11 Intelligence


Allowed Weapons: One-handed weapons only, sling Prime Requisite: Intelligence
Allowed Armor: None

Level Experience Special Features

1 0 Sphere Access, Instability

2 2,501

3 5,001 Familiar

4 10,001

5 20,001 Sphere Access

6 40,001

7 80,001 Master of Diabolism

8 160,001

9 310,001 Covenmaster

DIABOLIST FEATURES
Sphere Access The Diabolist gains access to a single sphere at 1 s level and

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another at 5th level, gaining the ability to cast spells from respects a normal animal, except that it takes perfect
that sphere. See the section on Diabolism for details. directions from the Diabolist. When the two are far apart,
the magician can still sense the whereabouts of his familiar,
Instability but cannot communicate or give specific directions. He
Those who delve too deeply into the demonic arts are likely must instead settle for “urges” such as “come”, “stay
to discover that the world isn't quite as it appears... hidden”, or “run.”

Casting Diabolic spells has a chance to raise the Diabolist's


Instability score. Instability is a measure of the magician's Master of Diabolism
insanity, and as it rises, more unpleasant effects are likely to The Diabolist's spells are unusually powerful from his long
take place. Aside from the hallucinations, delusions, days and nights spent searching out ancient tomes and from
phantom voices, and paranoia, the magic-user's spellcasting nights communicating with spirits, demons, and the like.
is likely to suffer. His foes suffer a -2 penalty to saving throws resist his
magic.
With passing time, the scars of magic can be lessened, and
even removed. At the end of each day, the Diabolist Covenmaster
recovers 1d4 Instability points. In no way can this be A successful Diabolist is likely to get plenty of notice. At 9 th
reduced to less than zero. level, the Diabolist attracts 1d4 lower-level magic users to
him, who act as students and apprentices to the magical
Familiar craft. Though Diabolism is illegal in all but the most
A minor animal follows the Diabolist everywhere. The two depraved communities, there are always those who seek
beings have a psychic link and can communicate power over others.
telepathically when close to each other. The familiar is in all

ACOLYTE
The Acolyte is the basic term given to magicians who utilize “white”
magic. White magic is that magic which does not harm another, instead bringing
aid to others or their own self. This does not mean that all Acolytes, from the
enchanted to the martial are pacifists! Far from it! It merely designates their
magic as being generally protective, curative, and helpful rather than harmful or
destructive.
As his magic comes from powers greater than himself, Acolytes must
take care to abide by the dictates of their cult. Failure to follow rules can result in
harsh punishment, though more benevolent gods are often more forgiving of their
followers.
Acolytes can come from any faith or creed, depending on where they are
from. The deities most likely to have Acolytes tend to be concepts ingrained
nearest the human conciousness, such as agriculture, justice, light, war, strength,
and astrological concepts such as the Sun or the Moon. Those who follow gods of
fire, water, air, or earth tend to be Sorcerers, and those who follow darker gods are
likely to be Diabolists, as those powers cleave more closely to the ideal set by
their divinity.

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T HE A BJURER

The Abjurer is the most mystical of all Acolytes, specializing in praying for
divine intervention instead of fighting foes with sword, staff, or spell. Abjurers are
typically worshippers of clerics of protection, justice, and mercy, having a variety of
abilities to protect and heal their allies. They are unlikely to attempt to slay foes
outright, instead preferring to leave the battle to others.
Abjurers are so named due to the magical meaning of the word “abjuration”,
meaning magical protection. Some wizards claim that the meaning is perverted, but in
game terms, it matters little. Most Abjurers refer to themselves as priests, adepts, or
disciples, or possibly more exotic names depending on the culture they hail from. They
are an enormously variable lot- the priest of Bomtradei would wear long robes
primarily in blue and would wield a sling, whereas the disciple of Klom'dro would wear
simple travelling clothes in gray and wield nothing more cumbersome than a staff.
Abjurers are nearly useless in actual combat, however, and they are no stronger
than a normal man, so they often seek the protection of more martial allies such as
Fighters and Crusaders. They work well in a group, but are significantly weaker when
alone, owing to their low Hit Points and lack of armored protection.

Hit Dice: d4 Class Requirements: 11 Wisdom


Allowed Weapons: Blunt weapons only Prime Requisite: Wisdom
Allowed Armor: None

Level Experience Special Features

1 0 Minor Prayer

2 1,565

3 3,125 Divine Grace

4 6,251

5 12,501 Major Prayer

6 25,001

7 50,001 Miracle

8 100,001

9 200,001 Cultmaster

ABJURER FEATURES
Minor Prayer Minor Prayer after the first adds a +1 penalty to the roll. For
The Abjurer gains the ability to pray. Each time an Abjurer example, an Abjurer prays for Divine Guidance. If it is his
prays, he rolls 2d6. Any roll over a 1 succeeds, but each first prayer of the day, only a roll of 1 will cut off his divine

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aid. On the other hand, if it is his fifth prayer of the day, he the exact same rules as minor prayers, but each Major Prayer
must avoid rolling any result from 1-6 in order to continue adds a +2 penalty to each follow up prayer roll.
receiving aid.
Miracle
A failure on the prayer roll indicates that the prayer is An Abjurer may make an emergency call for help from his
unanswered, and that no more aid will be granted for 1d6 patron. If he manages to roll a natural 20 on his special
hours. Miracle roll, his divine patron acts in incredible ways. The
exact details are up to the DM.
Divine Grace
The Abjurer gains the ability to reroll any single roll of his Cultmaster
choice once per day. Any roll may only be rerolled once. At 9th level, an Abjurer may found a Temple to his deity. This
temple is favored by his god, and is likely to receive some
Major Prayer sort of boon upon its creation. Running a temple can be
The Abjurer gains the ability to pray for greater things, extremely taxing, on the order of running a small town,
gaining access to the Major Prayer list. Major Prayers follow though there will likely be no lack of followers.

C RUSADER

Is an Acolyte by any other name as pious? Crusaders are frequently


found in temples to warlike gods, gods of valour, and of protection. They are
similarly found amongst deities of tyranny, oppression, and slaughter.
Regardless of the particular source of their devotion, Crusaders are both strong
fighters and talented miracle workers, often finding themselves fitting into
whatever role suits them at the moment. Though their training isn't as complete
as a Fighter's, and their magic isn't as broad as an Acolyte's, they make up for it
by being more than the sum of their parts.
Crusaders are often found bringing up the rear of parties, where they
can respond to wounded compatriots with much haste, while still being able to
participate in combat when needed. Their sense of fair play and valour means
that while they are capable of battling their foes, they do so in melee combat
only. They do not cherish long-ranged combat, often viewing the bow and the
crossbow as the weapons of cravens and farmers.

Hit Dice: d8 Class Requirements: 11 Strength, 13 Wisdom


Allowed Weapons: Any melee weapon Prime Requisite: Strength
Allowed Armor: Medium, any shield

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Level Experience Special Features

1 0 Faithful

2 2,035

3 4,065 Smite Foe

4 8,125

5 16,251 Lay on Hands

6 32,501

7 65,001 Strong Heart

8 120,001

9 240.001 Temple / Paladin (Blackguard)

CRUSADER FEATURES
Faithful their hands on. When a Crusader hits a traditional enemy of
Crusaders don't have the detailed patience for long lists of his faith, the Crusader gains a +2 bonus to damage.
prayers and for quietly praying when they should be acting.
Instead, they gain access to Invocations. Always Lay on Hands
accompanied by the name of their patron diety and some sort The Crusader gains a special Invocation. If successful, the
of verb, (As in, “By Odin's great lance, I shall slay you all!”) prayer adds a -2 penalty to his next prayer roll, but heals the
Invocations are part battle-cry, part prayer, and part blessing. ally for 3d6 damage, as well as recovering any poison in the
body of his ally. The Crusader can Lay Hands on himself, if
A Crusader may Invoke at any time, but Invocations are he so desires.
subject to diminishing returns. He must roll 1d6 after each
Invocation. On a roll of 1, the invocation fails. On a roll of 2- Strong Heart
6, the invocation succeeds. Whether it succeeds or fails, the The Crusader gains a +1 bonus on all his saving throws.
next invocation suffers a cumulative -1 penalty to the roll.
Temple
For example, the first invocation is rolled at no penalty. The The Crusader can erect a Temple to his deity at 9 th level,
second invocation is rolled at a -1 penalty, the third at -2, and following the same rules as a level 9 Abjurer.
so on.
Paladin(Blackguard)
A Crusader knows three invocations. He may unlearn old A wandering Crusader is known as a Paladin or Blackguard.
invocations and learn new ones if he spends time in solitary Paladins and Blackguards can continue to gain levels and
contemplation, learning the will of his gods. adventure instead of managing a Temple, if they so choose.
In addition, they may gain access to additional Invocations,
Smite Foe fighting styles, or even the prayers of Abjurers! Work with
When fighting the foes of their cult, Crusaders are rabid on your DM for details.
the attack, dealing death with whatever weapons they can get

15/27 A REMORICAN ADDENDUM VOL. 1


SCOUNDREL
Scoundrels are theives, murderers,
pickpockets, and thugs. They are firmly entrenched
in the get rich quick lifestyle, preferring to take
things from others rather than earn them. Each
scoundrel is unique; one dungeoneer may be a quick-
talking jokester with an innate knack for mechanics
and a lucky rabbits foot, and another may be a
somber, black-clad bounty hunter turned mercenary.
Regardless of their backgrounds and temperaments, Scoundrels often find themselves tagging along with Crusaders,
Fighters, and the like on adventures, because their skills can easily make up for their relative lack of combat prowess or
magical knowledge.
Scoundrels aren't all theives and murderers, of course. Some are simply experts in an “unusual” field, such as the
loyal, perceptive expert, the Dungeoneer. Some may be particularly subtle but otherwise honorable fighters who call
themselves Assassins. The name is particularly misleading to those rare types who practice the more subtle arts of
skullduggery and assassination but still abide by their own code of ethics. Such lawful people nevertheless have found that
their skills are useful in the adventurer's life.

D UNGEONEER

The Dungeoneer is a tomb-robber, theif, and lockbreaker. He is


looked at askew by the more “proper” adventurers in his party, but his
skills are without peer. He is at home underneath the ground, and in the
endless dark of the crypts and catacombs he so loves to explore, often
standing near the front of the party, hoping to spot traps and tricks before
the party stumbles upon them.
While he can fight if he must, he is no warrior and cannot wield
the great variety of weapons and armor that a fighter can. His training is
in the detection and avoidance of tricks and traps, not in the cleave and
thrust of melee combat, although he can constructively participate if he
must. Generally, the Dungeoneer will restrain himself to ranged combat
and other non-melee maneuvers, such as flanking, or ambushes, or other
non-standard techniques to help disguise his relatively lackluster combat
abilities.

Hit Dice: d6 Class Requirements: 9 Dexterity, 9 Intelligence


Allowed Weapons: Any one-handed weapon, all ranged Prime Requisite: Dexterity
weapons
Allowed Armor: Light

A REMORICAN ADDENDUM VOL. 1 16/27


Level Experience Special Features

1 0 Trapspringer

2 2,187

3 4,375 Dungeon Sense

4 8,751

5 17,501 Darksight

6 35,001

7 70,001 Reflexes

8 140,001

9 280,001 Guildmaster

DUNGEONEER FEATURES
Trapspringer the faintest light is as a torch. At level 5, Dungeoneers can
Starting at level 1, The Dungeoneer gains a +1 bonus to all see in low-light conditions as though it was full daylight. He
his saving throws against traps. still requires the light of a torch for his Dungeon Sense to
work in detecting stonework, however.
Dungeon Sense
The Dungeoneer has a bonus 1-in-6 chance to notice unusual Reflexes
stonework, such as a secret door, pit trap, or sawblade, at Sometimes, you just need a little luck. Whenever a trap
level 3 when actively searching. would activate on a Dungeoneer, roll a d6. On a roll of 6, the
Dungeoneer gets away in just the nick of time, rolls just so,
In addition, he gains the ability to orient himself when or otherwise completely negates the effect. His companions
underground, detect sloping passageways, and determine may not be so lucky, however.
roughly how far
underground he Guildmaster
has become. At 9th level, the Dungeoneer is able to found a guild
dedicated to skullduggery and theivery. Generally, the guild
Darksight has a front as a locksmith's guild, a clockworking guild, or
If one spends some similar such organization. Upon its completion, 1d6
enough time in Normal Men will come to the guild looking for work or
the dark, even training.

A SSASSIN

17/27 A REMORICAN ADDENDUM VOL. 1


More than petty thugs and backstabbers, Assassins are in the business of the silent kill. While many adventurers are
violent and many will kill to advance their cause, the Assassin is a specialist. Many assassins are bounty hunters,
mancatchers, or other professions that require both a skillful touch and a disregard for human life.
Unlike some other scoundels, Assassins do not view themselves as theives, burglars, or sneaks. They often see
themselves as professional fighters, much like the Fighter class, or a crusader. Just because they eschew heavy and
cumbersome armor, hard-to-conceal weapons, and they prefer flank attacks and ambushes to straight knock-down, drag-out
fights doesn't mean they're any less courageous or potent as their more direct counterparts. In an Assassin's view, they're
simply a little more subtle, and a little less obvious.
While often loners, Assassins may find the camraderie of a group setting to be relieving and helpful. They are
typically found near the middle of the party, where they can sneak off and act as advance scouts or assume a flanking
position, the better with which to use their backstabbing skills.

Hit Dice: d6 Class Requirements: 9 Charisma, 11 Dexterity


Allowed Weapons: Any one-handed weapon Prime Requisite: Dexterity
Allowed Armor: Light

Level Experience Special Features

1 0 Backstab
2 2,187
3 4,375 Precision
4 8,751
5 17,501 Shadow Born
6 35,001
7 70,001 Organ Rupture
8 140,001
9 280,001 Guildmaster

ASSASSIN FEATURES

Backstab When the Assassin makes a Backstab attack, the target must
When an Assassin strikes at an unaware foe, is behind an roll to save vs paralyzation or take double damage from the
enemy, or manages to take a flanking position, the Assassin's attack.
gains a +2 to the attack roll and +4 damage. If using a ranged
weapon, the Assassin must be in Close Range for the If the Assassin rolls a critical hit for the Backstab, then the
weapon. target must roll to save vs death or immediately die.

Precision Guildmaster
An assassin's strikes deal critical damage on a roll of 19 as At 9th level, Assassins may found an Assassin's Guild in any
well as a roll of 20. city. It is likely to take the place of a fortified townhouse,
and is often fronted by a normal-seeming guild, such as a
Shadow Born weaver's guild or cooper's guild. Many Assassins even make
An expert in camoflague and in misdirection, the Assassin is sure to have a legitimate business front, in case any gets
extremely difficult to catch when hiding, gaining a +1 bonus suspicious. Regardless, 2d6 Normal Men will be allowed to
to avoid detection. discover the Guild and act as apprentices, and 1d4 low-level
Assassins will also be discovered.
Organ Rupture

A REMORICAN ADDENDUM VOL. 1 18/27


SORCERY
Sorcerers may summon elemental spirits and bind generally willing to shape the earth, or to change the terrain
them to their wills, allowing them to cast magic. They utilize in an area. They are opposed to creating holes in the earth, or
the their Power points as fuel for their magic, slowly creating tunnels.
depleting their elemental power. When it is reduced to zero, Water elementals are modest and docile. They are
the binding disspates, and the elemental spirit that was once inclined to reshape the flow of water, to provide sustenance,
bound to the Sorcerer dissipates. and to cause floods. They are unwilling to drain water, to
Sorcerers need not roll dice to create magical cause it to evaporate, or to corrupt water in any way. They
effects. Instead, they direct their elemental spirit, and the are opposed to drowning living beings or dessication.
element obeys as its nature dictates. Directing an elemental Air elementals are fickle, though they are inclined
to do a task they would naturally do costs merely one point. to create breezes, tornadoes, and whirlwinds, and to clear the
Directing an elemental to a task they are not willing to do air. They do not enjoy taking directions or using continued
costs two points, and directing them to do something they effort, so they generally do not want to shove objects, move
are opposed to costs four points. them a specific direction, or lift objects straight in the air.
Fire elementals, being mischeivous and energetic, They are opposed to causing stillness, removing air or
naturally wish to cause uncontrolled fires. This includes stopping the natural flow of air.
heaving fireballs, setting torches on fire, and starting forest As a general rule, using an elemental to simply
fires. They are not generally willing to create a controlled attack a foe should cost 2 points for all non-fire elementals,
fire, such as cauterizing a wound, creating a searing beam of and should deal no more than 1d6 damage. In specific
heat, or setting fire to only a single tree. They are opposed to situations, it's perfectly reasonable for the elemental to deal
stopping fires or removing heat from objects. more damage, such as when an earth elemental causes a
Earth elementals are slow moving, solid, and cave-in, or a goblin is caught in a wildfire, or an ogre drowns
patient. They are naturally inclined to create terrain, such as in the flooding water elemental's whirlpool.
steps, columns, and pillars. They also tend to be willing to
toss stones at their foes, or to shake the ground. They aren't

DIABOLISM
Diabolists do not summon beings for their power, 2d6 Result Spellcasting Effects
nor do they pray for magic. Instead, they select a small
number of Spheres that grants them their magical powers. 2-6 Spell cast as normal
Spheres are organized roughly into theme, which affects the
sorts of things a Diabolist can achieve. 7-9 Spell cast as normal, but gain 1
Diabolists do not roll dice to cast magic. Instead, additional Instability
they roll to determine any possible side effects from casting 10-11 Spell fizzles, and gain 1d4 additional
a spell. When casting a Diabolic spell, gain one Instability Instability
per level of the spell, then roll 2d6, and consult the
12 Roll on Backfire Table
Spellcasting Effects table below.

When rolling on the Backfire Table, add any points

19/27 A REMORICAN ADDENDUM VOL. 1


of Instability the Diabolist may have incurred through his Spellcasting Effects roll, the spell affects all those near the
spellcasting efforts. These points represent the Diabolist'soriginal as well as the intented target.
increasingly unstable and uncautious state of mind- a bad Spells:
state to be in when channeling raw, unholy powers! Singe: Level One. The foe writhes in pain as they are
In addition to rolling on the backfire table whenever
engulfed by temporary, though painful flames. That enemy
called for on the Spellcasting Effects table, Diabolists must
must save vs magic or take 1d4 damage and suffer a -1 to all
roll for a Backfire effect whenever they cast a spell above rolls for a round. No saving throw bonus.
their current level. Clearly a Diabolist must be careful as to
Flame Ward: Level One. The Diabolist can scratch a mark
what they cast, as well as simply how often! on himself or another, dealing one damage but protecting
them from 20 total points of fire damage for the next thirty
2d6 Result Backfire minutes.
Dragon's Breath: Level Three. The Diabolist breathes a
2-6 Paralyzed 1 round for each point of Instability billowing cloud of flame, incinerating his foes for 2d10
damage each unless they save vs. breath attacks.
7-12 Take 1d4 Damage for each point of Instability Fireball: Level Four. An exploding ball of fire streaks from
13-16 Summon a Devil, DM's choice the outstretched hand of the caster and slams into a single
target and those nearby. Deals 2d6 damage, save vs breath
17+ Posessed, unless successfully save vs magic
attacks for half.
Nearly all spells allow a saving throw against Pillar of Flame: Level Five. A moving, whirling tornado of
magic, unless a more specific saving throw applies, or is fire careens around the area uncontrollably. Each round, roll
mentioned in the description of the Sphere. 1d6. If the result is 1-3, the Diabolist controls the direction
this round. Otherwise, the pillar moves in a random direction
SPHERE LIST 1d6x10 feet.

Sphere of Domination Sphere of Shadows


Diabolists who select this sphere tend to be controlling, and Those with an understanding of the sphere of shadows are
have a hard time resisting telling others what to do. often secretive and suspicious. Recognizing all that hides in
Benefit: Strong-willed and certain of himself, these the shadows, these warlocks trust no one.
Diabolists gain a +1 bonus to his Charisma score. Benefit: The magician understands the void behind the
Spells: darkness. If the victim of a Shadow spell rolls a natural one
Sleep: Level One.The Diabolist waves his hand, and a foe on a saving throw, they must make a morale check or be
turns to slumber. The slumber is natural in all other ways, reduced to a quivering, shaking lump of terror.
and the sleeper is awakened by loud noises or disturbances. Spells:
Binding: Level Two. A foe's muscles lock up, suddenly Conceal: Level One. Inky darkness springs into existance at
finding himself unable to move for one minute. Save vs the Diabolist's command, obscuring sight and chilling skin.
paralysis negates the spell. Claws of the Night: Level Two. Forming claws out of pure
Submission: Level Three. An enemy obeys a single, simple, shadow essence, the claws rip and tear at the Diabolist's foe.
one-word command from the Diabolist. If the command The target must be in at least a moderately shadowy place,
takes more than two rounds, he will obey for two rounds and and then must save vs magic or take 1d6 damage.
then the spell ends. Night Terrors: Level Two. The night holds many terrors to
Suppress: Level Four. The Diabolist may suppress a single the uninitiated; the target must save vs magic or immediately
action from his foe. For example, an ogre can be instructed make a morale check. Failure indicates that the fear of the
not to fight with his club, a goblin not to run, or a dragon not dark overwhelms his poor mind and they run for their lives.
to breathe fire! The suppression lasts for 1d6 rounds unless a Sleep: Level Three. Selecting a single foe from many, the
save vs paralysis is made. Diabolist causes him to lose conciousness unless he makes a
Unwilling Servant: Level Five. The Diabolist controls the saving throw vs magic.
mind of another, causing the original's personality to be Unnoticed: Level Four. Clouding the minds of those around
temporarily displaced and replaced by a “friendly” demonic him the Diabolist gains a limited invisibility. He has a high
spirit for ten minutes. chance to simply slip from the notice of those that see him,
although the alert will certainly see him, as will those
Sphere of Flame guarding places where there should be no trespassers.
Those who are granted powers from the Sphere of Flame
often have reddish skin or unnaturally bright eyes. Some
look rather burnt, as though they'd been too near a fire. Sphere of Death
Benefit: Fire magic tends to cause large swaths of Diabolists of the sphere of bone are often like grisly
destruction and mayhem. If the Diabolist rolls a 2 on his physicians, with a surgical stare and calculated motions.

A REMORICAN ADDENDUM VOL. 1 20/27


They are capable of reshaping the bodies of the dead into defend and dodge when one cannot stop coughing. Save vs
more “useful” forms for their own benefit as well as slaying poison negates the spell.
those who oppose them. Enervate: Level Two. A sweating sickness robs its victim of
Benefit: The Diabolist gains strength from the death of energy, leaving them drained and weak. The target suffers a
others. He recovers 1 Instability point for each slain foe of -1 penalty to all of its rolls, and deals 2 less damage. +1
greater than one hit die. saving throw bonus. Save vs death negates.
Spells: Flesh Eater: Level Three. A particularly nasty virus literally
Skeletal Minion: Level One. A single 1 Hit Die skeletal chews at the skin of its victim, dealing 1d6 damage for the
minion can be raised from the earth. next two rounds. Save vs death negates.
Decrepify: Level One. The enemy must make a saving throw Eyerend: Level Four. The target's eyes are covered in
vs death or suffer a -1 penalty to all rolls for the next 1d6 cataracts, blinding them until they make a successful save vs
minutes. death. The affected may save every four rounds until
Doom-Bolt: Level Two. The Diabolist flings a bolt of raw successful.
death energy which deals 1d8 damage and causes the Brain Tumor: Level Five. An expanding lump in the target's
affected to lose 1 point of damage for the remainder of the head causes incredible pain and suffering. The target must
fight. save vs death or be paralyzed for 1d6 rounds.
Finger of Death: Level Three. An enemy may make a save
vs death with a +3 bonus, or take 2d10 damage. Sphere of Frost:
Spectre: Level Four. The Diabolist may raise a Wraith under Those who have gained power in cold magic often herald
his control from the corpse of the freshly slain. +1 saving chill winds and have ice-cold fingers, never again able to
throw bonus. know the warmth of the fire. They tend towards callousness
Vampiric Touch: Level Five. The Diabolist points his finger, and stoicism, and are unable to relate to their fellow men.
and the target must make a saving throw vs death or suffer a Benefit: The skin of a frost-mage drains life itself from those
level of energy drain for 1d6 hours. The Diabolist heals 1d6 it touches- whatever the arcanist touches with his hands
hit points for each level drained. takes one point of cold damage.
Headwind: Level One. An icy chill flows through the area,
Sphere of Plague piercing through cloth and armor as though made of rags.
Initiates of the working of the plague are sickly individuals, Frostbite: Level One. Exposed skin becomes frostbitten,
with a wracking cough at the best of times. They often have reducing the target's maximum hit point total by 1d4 points
a runny nose and seem unusually thin. Alternately, they are until the frostbite is healed.
hardy and powerful-seeming folk, as though sickness has not Hailstorm: Level Two. The weather turns dark and in a
once touched their bodies. couple of turns, icy rocks begin to fall from the sky. Those
Benefit: Plague spells can afflict their victims longer than nearby must make a saving throw vs breath attacks or be hit
the magic itself lasts. If the initial target rolls a 1 on its by 1d6 hail stones, each dealing one point of damage.
saving throw, the effect is permanent until cured via rest or Leech Warmth: Level Four. Touching a single foe, the
magic. Diabolist steals the warmth from their bodies for his own
Spells: gain; his victim suffers a -2 penalty to all saving throws,
Wracking: Level One.With a nasty gesture and a few words where the Diabolist gains a +1 bonus to his saving throws.
of power, suddenly an enemy is wracked by powerful chest Save vs paralysis negates.
spasms. The foe gets -2 to its AC, as it is more difficult to Ice Wall: Level Three.

PRAYERS
Prayers are divided into Minor and Major Prayers, with each level being attainable by increasing experience levels
of the Acolyte. An Acolyte may pray for any intervention suitable to his divine patron. For example, a god of war is unlikely
to heed a prayer for Recuperation but is likely to allow a request for Valor.
The prayers are mechanically the same, but have different effects depending on the deity in question. For example,

21/27 A REMORICAN ADDENDUM VOL. 1


a god of fire may grant Recuperation by way of cauterization, and a god of agriculture may grant Manna by the flowering of
plants and berry-laden shrubs at the feet of the acolyte.

Minor Prayers
Unless otherwise noted, an Abjurer's prayers last for only a single turn. He may choose to continue any prayer's magical
effect simply by praying.

Minor Prayers cause a -1 penalty to the prayer roll.

Recuperation: Grant self or an ally 1d4 points of healing.


Vision: Gain a single, cryptic word of advice pertaining to
Protection: +2 Armor Class. the current situation.

Might: +1 Damage, +1d4 temporary hit points. Silence: A single being is struck mute. Save vs magic to
negate.
Light: Illuminates the nearby area.
Guide: Self or an ally gains a +2 bonus to their attack rolls.
Bless: +1 to all saving throws.
Befriend: You seem more beatific and trustworthy, gaining a
Manna: Enough food to feed the Acolyte for a single meal. +1 bonus to reaction rolls.

Halt: Single creature must save vs magic or be paralyzed Rally: Your allies may reroll any morale check they must
for a round. make and take the highest result.

Chastise: Target creature must save vs spell or receive 1d4 Bane: Your foes suffer a -1 penalty to their attack rolls.
points of damage.

Major Prayers
Unless otherwise noted, Major Prayers last for 1d6 rounds after the Acolyte stops praying.
Major Prayers cause a -2 penalty to the prayer roll.

Recover: Self or nearby ally recovers 3d6 points of healing.


True Sight: The acolyte can see past any and all illusions.
Mass Recuperation: Acolyte and all nearby allies
simultaneously restore 1d6+1 hit points. Banish: Single otherworldly being is returned to its world of
origin. Save vs magic to negate.
Sanctum: 10 foot area around Acolyte cannot be exited or
entered until spell ends. Cure: A successful save vs poison will negate any poison.
Save vs disease will negate any disease.
Shield: +3 Armor Class for all nearby allies. Penance: A single creature must save vs spell or take 3d4
points of damage and be stunned for a round.
Daylight: The sun's light enters the area, harming undead
and other creatures of darkness. Glory: You and your allies all gain a +2 bonus to attack rolls
and +1 to damage rolls.
Spirit Speak: The acolyte can speak with the spirit
of those who have been dead for less than a week.

INVOCATIONS
A REMORICAN ADDENDUM VOL. 1 22/27
When a Crusader marches on the warpath, it is himself and his god both that seek to strike down his foes. Shouting curses
and swearing oaths, the devout warrior must work his will and his sword against his foes to the best of his ability.

The Crusader may invoke his god any time he likes, and at any point during his turn. When he does so, he rolls 1d6. A result
of 1 indicates that this particular invocation was not answered. Future rolls get a -1 penalty, as explained in the section
dedicated to the Crusader class, so that the Crusader is best when he saves his Invocations for when he particularly needs
them. In order to remove his penalties, or to “swap out” invocations, the Crusader must spend time in solitary
contemplation, re-dedicating himself to his dieties, and attempting to once again find the proper connection to divinity.

Crusader invocations do not stack with themselves; one cannot invoke Rage five times in a row, for example, to gain a +5
bonus to attack and damage for 5d6 rounds, or Endurance three times for 3d10 bonus hit points.

Rage: “By the Sword of Truth, I will end you, O demon!” Crusader's next Strength check gains a +2 bonus. This
The Crusader finds himself in a veritable frenzy, gaining +1 includes checks for breaking down doors, bending bars, or
to his attack and damage for 1d6 rounds. lifting objects, but not damage.
Freedom: “By the will of Kvallos, I will be free!” The Protection: “Demon-blades cannot harm a true follower of
Crusader is granted an additional saving throw to free righteousness!” The Crusader gains a +2 bonus to Armor
himself from any form of magically binding effect that has Class for the next 1d6 rounds.
taken place recently. Endurance: “By the 12 Trials of the World-Eater, I shall
Smite: “Great Sun-Sphere, guide my strike true!” The persevere!” The Crusader gains 1d10 temporary hit points
Crusader's next attack is at a +3 bonus. until the end of the combat.
Strengthen: “This obstacle cannot stand before me!” The

WEAPON AND ARMOR


TABLES
Weapons and puncture skin, rend flesh, and do other nasty things that
armor in Crayonian sharp weapons can do. It's also the precedent set by
Labyrinth Lord generations of Classic Fantasy Roleplaying Games, and is
have a slightly part of that Classic Fantasy feel. But to throw the priestly
different feel to types a bone, and also make it possible for a Fighter to be
them. There's no able to choose a warhammer, maul, or flail, in good faith,
real reason for blunt weapons reduce the Armor Class of those wearing
pseudo-historical armor by one. This also applies to monsters whose Armor
accuracy in a game Class derives from their tough skin, which of course is up to
where armor has no the Game Master.
benefit other than Note that various weapons and armor types could fit
making one slightly into each category given. For example, a light sharp weapon
harder to hit. could be a punching dagger, or a dart, and a Two-Handed
Instead, weapons Blunt could be an enormous club, a quarterstaff, or a fierce
deal damage based war-maul.
on how large they
are. MELEE WEAPONS
Blunt weapons
deal less damage because they are entirely unable to

23/27 A REMORICAN ADDENDUM VOL. 1


Weapon Damage Cost Weight Weapon Damage Cost Weight

Light Blunt 1d4-1 2 gp 1 lb Two-Handed 1d12 15 gp 15 lb


Sharp
Light Sharp 1d4 3 gp 1 lb
Medium 1d6 5 gp 3lb
Blunt RANGED WEAPONS
Weapon Damage Cost Weight
Medium 1d8 10gp 4 lb
Sharp Sling 1d4 2 gp -
Two-Handed 1d10 9 gp 8 lb Bow 1d6 25 gp 2 lb
Blunt
Crossbow 1d8 25 gp 8 lb

Armor is categorized into three groups: Light, Medium, and MEDIUM ARMOR
Heavy. Character classes are limited to various levels of
armor based on what armor they're trained in using, as well Armor Armor Class Cost Weight
as what is, usually, the optimal armor for their archetype.
Scale Mail 6 50 gp 40 lb

LIGHT ARMOR Chain Mail 5 70 gp 30 lb


Armor Armor Class Cost Weight Shield -1 Armor Class 10 gp 10 lb

Padded 8 4 gp 10 lb
HEAVY ARMOR
Leather 8 6 gp 15 lb Armor Armor Class Cost Weight
Studded Leather 7 30 gp 20 lb
Banded Mail 4 85 gp 35 lb
Plate Mail 3 450 gp 50 lb

THE ATTACK TABLE


Levels To Hit Armor Class: Roll over or meet listed number
Magic Acolyte Scoundrel Warrior
User
Normal -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
Man

0 20 20 20 20 19 18 17 16 15 14 13 12 11 10
1-4 1-3 1-2 1 20 20 20 19 18 17 16 15 14 13 12 11 10 9
5-8 4-6 3-4 2 20 20 19 18 17 16 15 14 13 12 11 10 9 8
9 7-8 5-6 3 20 19 18 17 16 15 14 13 12 11 10 9 8 7
9 7-8 4 19 18 17 16 15 14 13 12 11 10 9 8 7 6
9 5 18 17 16 15 14 13 12 11 10 9 8 7 6 5

A REMORICAN ADDENDUM VOL. 1 24/27


6 17 16 15 14 13 12 11 10 9 8 7 6 5 4
7 16 15 16 13 12 11 10 9 8 7 6 5 4 3
8 15 14 13 12 11 10 9 8 7 6 5 4 3 2
9 14 13 12 11 10 9 8 7 6 5 4 3 2 1

Magic-Users consist of Sorcerers and Diabolists.


Acolytes are Abjurers.
Scoundrels are Assassins and Dungeoneers.
Warriors include Crusaders, Marksmen, Witchfinders, and Fighters.

HOUSE RULES INDEX


Contained below the house rules and modifications wounds. Wounds are healed at a rate of one per night. Hit
that make the campaign world of AREMORICA different than points are recovered after a brief rest, of no less than five
vanilla Labyrinth Lord, so that a prospective Labyrinth minutes. This usually includes water or wine, and possibly a
Master can mine this document more effectively for ideas. In light meal. Using this system results in more capable
addition, for those wishing to adventure AREMORICAn-style, adventurers who act more like the heroes in our fiction, able
despite their being a surprising dearth of information, this is to fight for long periods of time without sleeping for a day.
for you.
You'll notice that Alignment doesn't get a mention
Weapon Damage by Size and Type, where weapon in the game. In this author's mind, Alignment is tied
damage, cost, and weight is determined by the size and type inextricably into Micheal Moorcock's works, specifically
(slashing vs blunt). This keeps the number of actual weapon Elric and Corum. AREMORICANS know little of the Cosmic
statistics down and reduces the unfun “what's better, the Balance, or the Lords of Law or Chaos, and so they are
bastard sword or the battleaxe”, to which one can now almost all Neutral. At the Labyrinth Master's option,
answer “they both do 1d8 damage if one-handed and 1d12 if Abjurers, Diabolists, and Crusaders may have an Alignment,
two-handed.” as may anybody else who has been initated into one of the
many mystery cults in AREMORICA.
In addition, blunt weapons grant a +1 attack bonus
against any creature whose armor class comes from armor or Keeping track of “stones” instead of individual
toughness, as blunt weapons are designed to work regardless pounds, deciding that one stone equals ten pounds, is quicker
of any armor worn. and easier than keeping track of every individual pound. A
character can carry a number of “stones” equal to his
Armor Class grouped into types is my work, and
strength score without becoming over-burdened, so that a 10-
makes for simpler conversation about what sorts of armor
strength man could carry 10 stones without a significant
one can wear, as well as increasing the values of certain
problem and a 15 strength man could carry 15. Smaller items
kinds of armor. As it stands, Fighters and Witchfinders can
are counted in tens (so that ten daggers could weigh one
use heavy armor, Marksmen and Crusaders can use medium
stone), and truly small items (parchment, needles, vials) are
armor, Dungeoneers and Assassins use light armor, and
not counted at all.
Abjurers, Diabolists, and Sorcerers use no armor at all.
Anybody who can wear medium armor or heavier can use a The last major house rule dictates the fighting styles
shield, although this is mostly coincidence. It's possible to of warriors. Any character may choose to wield a two-
design a class that uses medium armor but not shields, but handed weapon, two one-handed weapons, or a one-handed
each armor category implies a certain level of martial weapon and a shield. (Provided, of course, that their class
training. allows the use of the weapon or shield at all!)
Wounds are suffered at a rate of one per attack. A character using a two-handed weapon gains the
Wounds reduce your maximum hit points by one per benefit of the increased damage of a two-handed weapon,

25/27 A REMORICAN ADDENDUM VOL. 1


and a character using a shield gains the benefit of a shield, provides a +1 bonus to attack, as the second weapon works
but a character wielding two weapons does not gain the to create openings for the first weapon's strike.
ability to attack with both. Instead, the additional weapon

IMAGE ATTRIBUTION
Witchfinder illustration by Tensen from Deviantart. Url: http://tensen01.deviantart.com/
Magic-User Illustration from http://harmonillustration.blogspot.com/2009/07/wizard.html, a blog by Mark Harmon.
Free woodcut art from: http://www.godecookery.com/ and http://etc.usf.edu/clipart/
Images taken from the internet. If you're the image's rightful owner and do not wish for it to be used in this document, email
me at lawfulindifferent@gmail.com and let me know.

the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive


OPEN GAME LICENSE ATTRIBUTION license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original


material as Open Game Content, You represent that Your Contributions are Your
OPEN GAME LICENSE Version 1.0a: The following text is the property of Wizards
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of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
by this License.
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1. Definitions:
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Game Content You are copying, modifying or distributing, and You must add the
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the Coast, Inc.
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System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
Gary Gygax and Dave Arneson.
acceptance of the terms of this License.
Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth LordTM and
4. Grant and Consideration: In consideration for agreeing to use this License,

A REMORICAN ADDENDUM VOL. 1 26/27


Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks
are used under the Labyrinth LordTM Trademark License 1.1 available Open Game Content for AREMORICAn Addendum Vol. 1 is defined as everything
not covered by another copyright. The text, classes, typography, layout,
at www.goblinoidgames.com. everything except the art is absolutely open. Have fun!

27/27 A REMORICAN ADDENDUM VOL. 1

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