Originally I posted Knights of the All Mind rules to supplant skills points and checks common in 21st century versions of The World’s Most Popular Role Playing Game with old school race, class, and ability checks; and also add tables for critical hits, fumbles, initiative, and other attributes from late-1970s-style third party supplements.
Now I say "Screw that, I just want to play the game I used to play!"
Going forward Direbane Publishing with just focus on the adventure side of things useable with Advanced Labyrinth Lord and other OSR rules. Life is too short.
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New Knights of the All Mind is first in a Direbane series intended to be playable with Advanced Labyrinth Lord™ and other OSR rule sets. Extended strength above 19, thief’s reading languages, certain magic items, divine intervention, death and dismemberment, weapon to-hit adjustments by armor type, and even variable weapon speed a-la J. Eric Holmes.
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Krull Wilderness Map . . . (2014) The first campaign map intended for Knights of the All Mind. “Krull” (a city-state, actually) started in 1979 – well before the 1983 movie of the same name. The lands depicted in this map are the extent of “Krull” circa 1979-81 (map drawn over time) and is a direct copy of the campaign map used for play that has been annotated for legibility. Scale is the old Judges Guild standard 5 miles per hex. Campaigns typically began in the river pirate enclave of Underport, adventuring through caverns beneath the fortified town. (Look for Underport: Abyssal Descent, a vintage mega-dungeon.) Included as a bit of diversion is the incomplete, but newly formatted "Crack at Garn's Canyon" dungeon scenario from the "Krull" campaign world. This scenario was featured in its original, handwritten form in the book Habitition of the Stone Giant Lord, a collection of DIY modules from tabletop fantasy gaming's early years published by The Hutchingsonian Institution in collaboration with PlaGMaDA in 2013. The scenario is available here as written for the 1st edition rules of The World's Most Popular Role Playing Game. Also included is a second version of the wilderness map with original, handwritten, somewhat illegible place names that may be used as a player handout. *** As a bonus, a map to the town of Elktree is included. Elktree is the last "civilized" outpost heading west and is situated on the banks of River Aston 35 miles east of Underport. The town is intended for adventurers to rest and resupply from their excursions, therefore only general descriptors are given for locations in this map's key. As GM, of course, you can make of the town what you will.
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Underport: Abyssal Descent . . . (2016) A vintage mega-dungeon nearly 4 decades in the making. Originally written incrementally during RPG's early years between mid-1978 and late 1981, the style was swords & sorcery focused on heavy fighting action. Now there are more than 250 individual, detailed encounters on 9+ dungeon levels plus a small pirate village and 2 underground keeps. Levels of difficulty range from 1st to perhaps 16th or 17th for a party of 5 or more adventurers. However, these are not "game balanced" encounters and players must measure when to cut & run. Revel in the chaos with an artifact based from the Wild West era of The World's Most Popular Role Playing Game! ***Please Note this product was edited to be compatible with a version of rules based on System Reference Document v.3.5.
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