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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!
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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AREMORICAN ADDENDUM VOL. 1- PLAYER OPTION INTRODUCTION PLAYER OPTIONS
The Warrior The Fighter- Tough and adaptable combatant. The Witchfinder- Mage-slaying specialist. The Marksman- Archer extraordinare. The Magic-User The Sorcerer- Summoning elementals for power. The Diabolist- Concentrating on unholy studies. The Acolyte The Abjurer- Pious servant of divinity. The Crusader- Warrior-priest of a militant temple. The Scoundrel The Dungeoneer- Trapspringer and lucky thief. The Assassin- Killer for hire and bounty hunter. 16 18
4 Spellcasting 6 Sorcery- The bond between elemental and sorcerer 8 Diabolism- Unholy service Prayers- Divine intervention Invocation- Part battle-cry, part prayer 9 Weapon and Armor Tables 11 Attack Tables 13 House Rules Index 14 19 19 22 23 24 25
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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 humanity clings together for protection from the allencompassing darkness. The sun shines bright, yes, but only because of the valiant men and women who are not afraid to protect their dukes, people who work tirelessly against constant warfare to bring their families a future that is better than tomorrow. In the mist-shrouded world of AREMORICA, there is little in the way of hope, but more than enough work that few manage to look above their plows and oxen to realize that with even a wavering in resolve, the world would be nothing, eaten up under hordes of hateful half-human abominations who know not why they seek to destroy. Underneath the treaded path are countless labyrinths and dungeons holding profane and awful secrets. Such places are avoided, and only the half-wits and suicidally brave dare breach their musty depths. Such men have no real place in the world, scouring their forgotten troves for the wealth of ages lost to time. Such places have monsters who can tear a man's limbs from his body, or worse, rend his soul from him and cast it into the unknowable void. Though other than the infrequent raid from the dark depths of the forests, or the vast reaches of the underground world, or from the sun-blighted mountaintops, life is much as it has always been for men time over. In the safe holds of the cities, and in the reaches of the feudal lords, safety can be found. As often praised as reviled, the rangers patrol the wilds and seek that which should be left undiscovered. Knights sheathed in coats of iron bring the only protection men have ever needed, that of arms and armor, and the town guards do their best to make humanity safe. In this dying world of iron and lead, only those with
strong hearts and sure constitution may survive, and those without either are slain and forgotten to the inexorable march of armies, of trade, and of conquerors. Alliances in AREMORICA and without are constantly shifting, and warfare between one Duchy and another are more common than not. The blacksmiths dare not complain, as it keeps them in business. So, too, does it encourage trade, as not all dominions are blessed with iron, or of strong, sure lumber, or of skilled craftsmen to build and rebuild the stone keeps from which the Dukes, Counts, and self-styled Kings rule their people. Life for the average peasant in AREMORICA is good but hard, tilling constantly under the protection of their rulers. Few would trade such a life for the freedom to die in the pursuit of glory as adventurers, but some always heed the call. Separated from such men by their strength, force of personality, swiftness, or simple luck, such adventurers are welcomed for the gold they bring to towns, for the news they've gathered, and for their personal courage. But they are watched with a careful eye, for all men know that fate follows these men, and they are bad luck as often as not. Behind the courteous demeanor of every innskeeper is the realization that destiny follows these foolhardy souls wherever they may roam, and that when not challenged, adventurers are likely as not to cause trouble. When adventurers leave, wise men breathe a sigh of relief that there is nothing worth the notice of such men, that they have found a challenge for their skills elsewhere instead of testing their steel and their mettle against the local guardsmen, or taking the local daughters of the council for brides, or recruiting hard-working men as retainers, henchmen, or torch-bearers.
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. A REMORICAN ADDENDUM VOL. 1 4/27
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.
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 Weapons Allowed: All Armor Allowed: All, any shield
Level 1 2 3 4 5 6 7 8 9 Experience 0 2,035 4,065 8,125 16,251 32,501 65,001 120,001 240.001 Stronghold / Wandering Swordmaster Dominator Hard to Kill Flurry
Class Requirements: Con 9 Prime Requisites: Constitution
Special Features Hardiness
Hardiness At first level, all Fighters gain an additional 1d4 hit points. Even when down, Fighters are difficult to kill. They are not 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 5/27 A REMORICAN ADDENDUM VOL. 1
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.
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 Allowed Weapons: Any Allowed Armor: All, Any shield Class Requirements: 9 Strength, 11 Charisma Prime Requisite: Strength
Level 1 2 3
Experience 0 2,035 4,065
Special Features Strong Will, Witchsight
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5 6 7 8 9
16,251 32,501 65,001 120,001 240.001 Stronghold / Wandering Swordmaster Unstoppable
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 Against an enemy magic-user, or against creatures of enchantment such as skeletons and devils, the Witchfinder deals an extra three damage. Stronghold/ Wandering Swordsmaster At 9th level, a Witchfinder is able to create a stronghold or become a Wandering Swordmaster in the exact same way as 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. A REMORICAN ADDENDUM VOL. 1
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 Allowed Weapons: Any AllowedArmor: Medium, any shield Class Requirements: 11 Dexterity, 9 Con
Level 1 2 3 4 5 6 7 8 9
Experience 0 2,035 4,065 8,125 16,251 32,501 65,001 120,001 240.001
Special Features Eagle-Eyed
Stronghold / Wandering Archer
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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 The Marksman is able, at 5 th level, to fire his ranged weapon at close range without penalty. When he does so, he gains +2 to damage. Wandering Archer At 9th level, a Marksman may choose to continue wandering instead of building a fortress at 9th level, in the same way a Fighter of 9th level may.
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.
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 9/27 A REMORICAN ADDENDUM VOL. 1
bizarre as the elements themselves. Hit Dice: d4 Allowed Weapons: One-handed weapons only, sling Allowed Armor: None
Level 1 2 3 4 5 6 7 8 9 Experience 0 2,501 5,001 10,001 20,001 40,001 80,001 160,001 310,001 Tower Master / Sage Elemental Mastery Raw Power Elemental Resistance
Class Requirements: 11 Charisma Prime Requisite: Charisma
Special Features Elemental Binding, Summoning Circle
Elemental Binding At 1st level, a Sorcerer has the ability to bind elemental spirits to do his bidding. The Sorcerer may bind a single element to himself, gaining its abilities as his own. For example, a Sorcerer who powers over fire may sear his foes or quelch a wildfire, whereas a Sorcerer with power over air may cause gusts of wind and whirlwinds. Elemental Resistance The sorcerer's close bond with the Elementals has bolstered his personal toughness to those who would use the elements against him. He takes one less damage from all attacks.
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 A REMORICAN ADDENDUM VOL. 1 10/27
knowledge to further his power. In many social circles, Sages are accounted the very highest of respect.
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 Allowed Weapons: One-handed weapons only, sling Allowed Armor: None
Level 1 2 3 4 5 6 7 8 9 Experience 0 2,501 5,001 10,001 20,001 40,001 80,001 160,001 310,001
Class Requirements: 11 Intelligence Prime Requisite: Intelligence
Special Features Sphere Access, Instability
Master of Diabolism
Sphere Access 11/27 The Diabolist gains access to a single sphere at 1 s level and A REMORICAN ADDENDUM VOL. 1
another at 5th level, gaining the ability to cast spells from that sphere. See the section on Diabolism for details. Instability Those who delve too deeply into the demonic arts are likely to discover that the world isn't quite as it appears... Casting Diabolic spells has a chance to raise the Diabolist's Instability score. Instability is a measure of the magician's insanity, and as it rises, more unpleasant effects are likely to take place. Aside from the hallucinations, delusions, phantom voices, and paranoia, the magic-user's spellcasting is likely to suffer. With passing time, the scars of magic can be lessened, and even removed. At the end of each day, the Diabolist recovers 1d4 Instability points. In no way can this be reduced to less than zero. Familiar A minor animal follows the Diabolist everywhere. The two beings have a psychic link and can communicate telepathically when close to each other. The familiar is in all
respects a normal animal, except that it takes perfect directions from the Diabolist. When the two are far apart, the magician can still sense the whereabouts of his familiar, but cannot communicate or give specific directions. He must instead settle for “urges” such as “come”, “stay hidden”, or “run.” Master of Diabolism The Diabolist's spells are unusually powerful from his long days and nights spent searching out ancient tomes and from nights communicating with spirits, demons, and the like. His foes suffer a -2 penalty to saving throws resist his magic. Covenmaster A successful Diabolist is likely to get plenty of notice. At 9 th level, the Diabolist attracts 1d4 lower-level magic users to him, who act as students and apprentices to the magical craft. Though Diabolism is illegal in all but the most depraved communities, there are always those who seek power over others.
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 Allowed Weapons: Blunt weapons only Allowed Armor: None
Level 1 2 3 4 5 6 7 8 9 Experience 0 1,565 3,125 6,251 12,501 25,001 50,001 100,001 200,001
Class Requirements: 11 Wisdom Prime Requisite: Wisdom
Special Features Minor Prayer
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 13/27 A REMORICAN ADDENDUM VOL. 1
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.
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 Allowed Weapons: Any melee weapon Allowed Armor: Medium, any shield
Class Requirements: 11 Strength, 13 Wisdom Prime Requisite: Strength
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Level 1 2 3 4 5 6 7 8 9
Experience 0 2,035 4,065 8,125 16,251 32,501 65,001 120,001 240.001
Special Features Faithful
Lay on Hands
Temple / Paladin (Blackguard)
Faithful Crusaders don't have the detailed patience for long lists of prayers and for quietly praying when they should be acting. Instead, they gain access to Invocations. Always accompanied by the name of their patron diety and some sort of verb, (As in, “By Odin's great lance, I shall slay you all!”) Invocations are part battle-cry, part prayer, and part blessing. their hands on. When a Crusader hits a traditional enemy of his faith, the Crusader gains a +2 bonus to damage.
Lay on Hands The Crusader gains a special Invocation. If successful, the prayer adds a -2 penalty to his next prayer roll, but heals the 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
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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 quicktalking 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.
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 Allowed Weapons: Any one-handed weapon, all ranged weapons Allowed Armor: Light
Class Requirements: 9 Dexterity, 9 Intelligence Prime Requisite: Dexterity
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Level 1 2 3 4 5 6 7 8 9
Experience 0 2,187 4,375 8,751 17,501 35,001 70,001 140,001 280,001
Special Features Trapspringer
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.
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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 Allowed Weapons: Any one-handed weapon Allowed Armor: Light
Class Requirements: 9 Charisma, 11 Dexterity Prime Requisite: Dexterity
Level 1 2 3 4 5 6 7 8 9
Experience 0 2,187 4,375 8,751 17,501 35,001 70,001 140,001 280,001
Special Features Backstab Precision Shadow Born Organ Rupture Guildmaster
Backstab When an Assassin strikes at an unaware foe, is behind an enemy, or manages to take a flanking position, the Assassin's gains a +2 to the attack roll and +4 damage. If using a ranged weapon, the Assassin must be in Close Range for the weapon. When the Assassin makes a Backstab attack, the target must roll to save vs paralyzation or take double damage from the attack. If the Assassin rolls a critical hit for the Backstab, then the 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
Sorcerers may summon elemental spirits and bind them to their wills, allowing them to cast magic. They utilize the their Power points as fuel for their magic, slowly depleting their elemental power. When it is reduced to zero, the binding disspates, and the elemental spirit that was once bound to the Sorcerer dissipates. Sorcerers need not roll dice to create magical effects. Instead, they direct their elemental spirit, and the element obeys as its nature dictates. Directing an elemental to do a task they would naturally do costs merely one point. Directing an elemental to a task they are not willing to do costs two points, and directing them to do something they are opposed to costs four points. Fire elementals, being mischeivous and energetic, naturally wish to cause uncontrolled fires. This includes heaving fireballs, setting torches on fire, and starting forest fires. They are not generally willing to create a controlled fire, such as cauterizing a wound, creating a searing beam of heat, or setting fire to only a single tree. They are opposed to stopping fires or removing heat from objects. Earth elementals are slow moving, solid, and patient. They are naturally inclined to create terrain, such as steps, columns, and pillars. They also tend to be willing to toss stones at their foes, or to shake the ground. They aren't generally willing to shape the earth, or to change the terrain in an area. They are opposed to creating holes in the earth, or creating tunnels. Water elementals are modest and docile. They are inclined to reshape the flow of water, to provide sustenance, and to cause floods. They are unwilling to drain water, to cause it to evaporate, or to corrupt water in any way. They are opposed to drowning living beings or dessication. Air elementals are fickle, though they are inclined to create breezes, tornadoes, and whirlwinds, and to clear the air. They do not enjoy taking directions or using continued effort, so they generally do not want to shove objects, move them a specific direction, or lift objects straight in the air. They are opposed to causing stillness, removing air or stopping the natural flow of air. As a general rule, using an elemental to simply attack a foe should cost 2 points for all non-fire elementals, and should deal no more than 1d6 damage. In specific situations, it's perfectly reasonable for the elemental to deal more damage, such as when an earth elemental causes a cave-in, or a goblin is caught in a wildfire, or an ogre drowns in the flooding water elemental's whirlpool.
Diabolists do not summon beings for their power, nor do they pray for magic. Instead, they select a small number of Spheres that grants them their magical powers. Spheres are organized roughly into theme, which affects the sorts of things a Diabolist can achieve. Diabolists do not roll dice to cast magic. Instead, they roll to determine any possible side effects from casting a spell. When casting a Diabolic spell, gain one Instability per level of the spell, then roll 2d6, and consult the Spellcasting Effects table below. 2d6 Result 2-6 7-9 10-11 12 Spellcasting Effects Spell cast as normal Spell cast as normal, but gain 1 additional Instability Spell fizzles, and gain 1d4 additional Instability Roll on Backfire Table 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 efforts. These points represent the Diabolist's increasingly unstable and uncautious state of mind- a bad state to be in when channeling raw, unholy powers! In addition to rolling on the backfire table whenever called for on the Spellcasting Effects table, Diabolists must roll for a Backfire effect whenever they cast a spell above their current level. Clearly a Diabolist must be careful as to what they cast, as well as simply how often!
Spellcasting Effects roll, the spell affects all those near the original as well as the intented target. Spells: Singe: Level One. The foe writhes in pain as they are engulfed by temporary, though painful flames. That enemy must save vs magic or take 1d4 damage and suffer a -1 to all rolls for a round. No saving throw bonus. Flame Ward: Level One. The Diabolist can scratch a mark on himself or another, dealing one damage but protecting them from 20 total points of fire damage for the next thirty minutes. 2d6 Result Backfire Dragon's Breath: Level Three. The Diabolist breathes a billowing cloud of flame, incinerating his foes for 2d10 2-6 Paralyzed 1 round for each point of Instability 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 the outstretched hand of the caster and slams into a single 13-16 Summon a Devil, DM's choice 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 1d6x10 feet. SPHERE LIST Sphere of Domination Diabolists who select this sphere tend to be controlling, and have a hard time resisting telling others what to do. Benefit: Strong-willed and certain of himself, these Diabolists gain a +1 bonus to his Charisma score. Spells: Sleep: Level One.The Diabolist waves his hand, and a foe turns to slumber. The slumber is natural in all other ways, and the sleeper is awakened by loud noises or disturbances. Binding: Level Two. A foe's muscles lock up, suddenly finding himself unable to move for one minute. Save vs paralysis negates the spell. Submission: Level Three. An enemy obeys a single, simple, one-word command from the Diabolist. If the command takes more than two rounds, he will obey for two rounds and then the spell ends. Suppress: Level Four. The Diabolist may suppress a single action from his foe. For example, an ogre can be instructed not to fight with his club, a goblin not to run, or a dragon not to breathe fire! The suppression lasts for 1d6 rounds unless a save vs paralysis is made. Unwilling Servant: Level Five. The Diabolist controls the mind of another, causing the original's personality to be temporarily displaced and replaced by a “friendly” demonic spirit for ten minutes. Sphere of Shadows Those with an understanding of the sphere of shadows are often secretive and suspicious. Recognizing all that hides in the shadows, these warlocks trust no one. Benefit: The magician understands the void behind the darkness. If the victim of a Shadow spell rolls a natural one on a saving throw, they must make a morale check or be reduced to a quivering, shaking lump of terror. Spells: Conceal: Level One. Inky darkness springs into existance at the Diabolist's command, obscuring sight and chilling skin. Claws of the Night: Level Two. Forming claws out of pure shadow essence, the claws rip and tear at the Diabolist's foe. The target must be in at least a moderately shadowy place, and then must save vs magic or take 1d6 damage. Night Terrors: Level Two. The night holds many terrors to the uninitiated; the target must save vs magic or immediately make a morale check. Failure indicates that the fear of the dark overwhelms his poor mind and they run for their lives. Sleep: Level Three. Selecting a single foe from many, the Diabolist causes him to lose conciousness unless he makes a saving throw vs magic. Unnoticed: Level Four. Clouding the minds of those around him the Diabolist gains a limited invisibility. He has a high chance to simply slip from the notice of those that see him, although the alert will certainly see him, as will those guarding places where there should be no trespassers.
Sphere of Flame Those who are granted powers from the Sphere of Flame often have reddish skin or unnaturally bright eyes. Some Sphere of Death look rather burnt, as though they'd been too near a fire. 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
They are capable of reshaping the bodies of the dead into more “useful” forms for their own benefit as well as slaying those who oppose them. Benefit: The Diabolist gains strength from the death of others. He recovers 1 Instability point for each slain foe of greater than one hit die. Spells: Skeletal Minion: Level One. A single 1 Hit Die skeletal minion can be raised from the earth. Decrepify: Level One. The enemy must make a saving throw vs death or suffer a -1 penalty to all rolls for the next 1d6 minutes. Doom-Bolt: Level Two. The Diabolist flings a bolt of raw death energy which deals 1d8 damage and causes the affected to lose 1 point of damage for the remainder of the fight. Finger of Death: Level Three. An enemy may make a save vs death with a +3 bonus, or take 2d10 damage. Spectre: Level Four. The Diabolist may raise a Wraith under his control from the corpse of the freshly slain. +1 saving throw bonus. Vampiric Touch: Level Five. The Diabolist points his finger, and the target must make a saving throw vs death or suffer a level of energy drain for 1d6 hours. The Diabolist heals 1d6 hit points for each level drained. Sphere of Plague Initiates of the working of the plague are sickly individuals, with a wracking cough at the best of times. They often have a runny nose and seem unusually thin. Alternately, they are hardy and powerful-seeming folk, as though sickness has not once touched their bodies. Benefit: Plague spells can afflict their victims longer than the magic itself lasts. If the initial target rolls a 1 on its saving throw, the effect is permanent until cured via rest or magic. Spells: Wracking: Level One.With a nasty gesture and a few words of power, suddenly an enemy is wracked by powerful chest spasms. The foe gets -2 to its AC, as it is more difficult to
defend and dodge when one cannot stop coughing. Save vs poison negates the spell. Enervate: Level Two. A sweating sickness robs its victim of energy, leaving them drained and weak. The target suffers a -1 penalty to all of its rolls, and deals 2 less damage. +1 saving throw bonus. Save vs death negates. Flesh Eater: Level Three. A particularly nasty virus literally chews at the skin of its victim, dealing 1d6 damage for the next two rounds. Save vs death negates. Eyerend: Level Four. The target's eyes are covered in cataracts, blinding them until they make a successful save vs death. The affected may save every four rounds until successful. Brain Tumor: Level Five. An expanding lump in the target's head causes incredible pain and suffering. The target must save vs death or be paralyzed for 1d6 rounds. Sphere of Frost: Those who have gained power in cold magic often herald chill winds and have ice-cold fingers, never again able to know the warmth of the fire. They tend towards callousness and stoicism, and are unable to relate to their fellow men. Benefit: The skin of a frost-mage drains life itself from those it touches- whatever the arcanist touches with his hands takes one point of cold damage. Headwind: Level One. An icy chill flows through the area, piercing through cloth and armor as though made of rags. Frostbite: Level One. Exposed skin becomes frostbitten, reducing the target's maximum hit point total by 1d4 points until the frostbite is healed. Hailstorm: Level Two. The weather turns dark and in a couple of turns, icy rocks begin to fall from the sky. Those nearby must make a saving throw vs breath attacks or be hit by 1d6 hail stones, each dealing one point of damage. Leech Warmth: Level Four. Touching a single foe, the Diabolist steals the warmth from their bodies for his own gain; his victim suffers a -2 penalty to all saving throws, where the Diabolist gains a +1 bonus to his saving throws. Save vs paralysis negates. Ice Wall: Level Three.
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. Protection: +2 Armor Class. Might: +1 Damage, +1d4 temporary hit points. Light: Illuminates the nearby area. Guide: Self or an ally gains a +2 bonus to their attack rolls. Bless: +1 to all saving throws. Manna: Enough food to feed the Acolyte for a single meal. Halt: Single creature must save vs magic or be paralyzed for a round. Chastise: Target creature must save vs spell or receive 1d4 points of damage. Befriend: You seem more beatific and trustworthy, gaining a +1 bonus to reaction rolls. Rally: Your allies may reroll any morale check they must make and take the highest result. Bane: Your foes suffer a -1 penalty to their attack rolls. Vision: Gain a single, cryptic word of advice pertaining to the current situation. Silence: A single being is struck mute. Save vs magic to negate.
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 simultaneously restore 1d6+1 hit points. nearby allies Banish: Single otherworldly being is returned to its world of origin. Save vs magic to negate. Cure: A successful save vs poison will negate any poison. Save vs disease will negate any disease. Penance: A single creature must save vs spell or take 3d4 points of damage and be stunned for a round. Glory: You and your allies all gain a +2 bonus to attack rolls and +1 to damage rolls.
Sanctum: 10 foot area around Acolyte cannot be exited or entered until spell ends. Shield: +3 Armor Class for all nearby allies. Daylight: The sun's light enters the area, harming undead and other creatures of darkness. Spirit Speak: The acolyte can speak with the spirit of those who have been dead for less than a week.
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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!” The Crusader finds himself in a veritable frenzy, gaining +1 to his attack and damage for 1d6 rounds. Freedom: “By the will of Kvallos, I will be free!” The Crusader is granted an additional saving throw to free himself from any form of magically binding effect that has taken place recently. Smite: “Great Sun-Sphere, guide my strike true!” The Crusader's next attack is at a +3 bonus. Strengthen: “This obstacle cannot stand before me!” The Crusader's next Strength check gains a +2 bonus. This includes checks for breaking down doors, bending bars, or lifting objects, but not damage. Protection: “Demon-blades cannot harm a true follower of righteousness!” The Crusader gains a +2 bonus to Armor Class for the next 1d6 rounds. Endurance: “By the 12 Trials of the World-Eater, I shall persevere!” The Crusader gains 1d10 temporary hit points until the end of the combat.
Weapons and armor in Crayonian Labyrinth Lord have a slightly different feel to them. There's no real reason for pseudo-historical accuracy in a game where armor has no benefit other than making one slightly harder to hit. Instead, weapons deal damage based on how large they are. Blunt weapons deal less damage because they are entirely unable to 23/27
puncture skin, rend flesh, and do other nasty things that sharp weapons can do. It's also the precedent set by generations of Classic Fantasy Roleplaying Games, and is part of that Classic Fantasy feel. But to throw the priestly types a bone, and also make it possible for a Fighter to be able to choose a warhammer, maul, or flail, in good faith, blunt weapons reduce the Armor Class of those wearing armor by one. This also applies to monsters whose Armor Class derives from their tough skin, which of course is up to the Game Master. Note that various weapons and armor types could fit into each category given. For example, a light sharp weapon could be a punching dagger, or a dart, and a Two-Handed Blunt could be an enormous club, a quarterstaff, or a fierce war-maul.
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Weapon Light Blunt Light Sharp Medium Blunt Medium Sharp Two-Handed Blunt
Damage 1d4-1 1d4 1d6 1d8 1d10
Cost 2 gp 3 gp 5 gp 10gp 9 gp
Weight 1 lb 1 lb 3lb 4 lb 8 lb
Weapon Two-Handed Sharp
Cost 15 gp
Weight 15 lb
Weapon Sling Bow Crossbow Damage 1d4 1d6 1d8 Cost 2 gp 25 gp 25 gp Weight 2 lb 8 lb
Armor is categorized into three groups: Light, Medium, and Heavy. Character classes are limited to various levels of armor based on what armor they're trained in using, as well as what is, usually, the optimal armor for their archetype.
Armor Scale Mail Chain Mail Shield Armor Class 6 5 -1 Armor Class Cost 50 gp 70 gp 10 gp Weight 40 lb 30 lb 10 lb
Armor Padded Leather Studded Leather Armor Class 8 8 7 Cost 4 gp 6 gp 30 gp Weight 10 lb 15 lb 20 lb
Armor Banded Mail Plate Mail Armor Class 4 3 Cost 85 gp 450 gp Weight 35 lb 50 lb
THE ATTACK TABLE
Levels Magic Acolyte Scoundrel Warrior User Normal Man 0 1-4 5-8 9 1-3 4-6 7-8 9 1-2 3-4 5-6 7-8 9 A REMORICAN ADDENDUM VOL. 1 1 2 3 4 5 -3 20 20 20 20 19 18 -2 20 20 20 19 18 17 -1 20 20 19 18 17 16 0 20 19 18 17 16 15 1 19 18 17 16 15 14 2 18 17 16 15 14 13 3 17 16 15 14 13 12 4 16 15 14 13 12 11 5 15 14 13 12 11 10 6 14 13 12 11 10 9 7 13 12 11 10 9 8 8 12 11 10 9 8 7 9 11 10 9 8 7 6 10 10 9 8 7 6 5 24/27 To Hit Armor Class: Roll over or meet listed number
6 7 8 9
17 16 15 14
16 15 14 13
15 16 13 12
14 13 12 11
13 12 11 10
12 11 10 9
11 10 9 8
10 9 8 7
9 8 7 6
8 7 6 5
7 6 5 4
6 5 4 3
5 4 3 2
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 that make the campaign world of AREMORICA different than vanilla Labyrinth Lord, so that a prospective Labyrinth Master can mine this document more effectively for ideas. In addition, for those wishing to adventure AREMORICAn-style, despite their being a surprising dearth of information, this is for you. Weapon Damage by Size and Type, where weapon damage, cost, and weight is determined by the size and type (slashing vs blunt). This keeps the number of actual weapon statistics down and reduces the unfun “what's better, the bastard sword or the battleaxe”, to which one can now answer “they both do 1d8 damage if one-handed and 1d12 if two-handed.” wounds. Wounds are healed at a rate of one per night. Hit points are recovered after a brief rest, of no less than five minutes. This usually includes water or wine, and possibly a light meal. Using this system results in more capable adventurers who act more like the heroes in our fiction, able to fight for long periods of time without sleeping for a day. You'll notice that Alignment doesn't get a mention in the game. In this author's mind, Alignment is tied inextricably into Micheal Moorcock's works, specifically Elric and Corum. AREMORICANS know little of the Cosmic Balance, or the Lords of Law or Chaos, and so they are almost all Neutral. At the Labyrinth Master's option, Abjurers, Diabolists, and Crusaders may have an Alignment, 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 10makes 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 twodesign 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
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 firstname.lastname@example.org and let me know.
OPEN GAME LICENSE ATTRIBUTION
OPEN GAME LICENSE Version 1.0a: The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License,
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 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 original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Labyrinth LordTM is copyright 2007-2009, Daniel Proctor. Labyrinth LordTM and
A REMORICAN ADDENDUM VOL. 1
Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.1 available at
Open Game Content for AREMORICAn Addendum Vol. 1 is defined as everything not covered by another copyright. The text, classes, typography, layout, everything except the art is absolutely open. Have fun!
A REMORICAN ADDENDUM VOL. 1
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