Tuesday, April 7, 2026
A Fillable Old-Style Player's Character Record Sheet
Saturday, March 7, 2026
Keeping A Record of Characters' Bare Essentials
Tuesday, December 30, 2025
Stay Tuned ...
Friday, January 26, 2024
Updated "New Knights of the All Mind" - Free!
Saturday, January 14, 2023
Hasbro, Please Take No Action Regarding the Open Gaming License v1.0a

Monday, July 12, 2021
New Ref Screen for Labyrinth Lord!
I finally fashioned a useable ref screen that is compact enough to fit in my FRP bag. I started with the inner panels designed waaay back in 2010 by Shane Mangus over at Swords Against the Outer Dark. I altered the player-facing side by including my own art (inside the now-tainted Decanter Room) and, a-la Judges Guild "Judge's Shield," added to-hit, saving throw, turning, and a couple other bits of info duplicated on both sides of the art where players can access them. (I also adopted the "Judge's Shield" canary yellow color.)
The build the screen I printed the 6 sides separately (i.e. 1-sided) in color on an Ink-Jet printer to water-proof photo paper. Next trimmed the outer edges, basically everything outside the print-area of the printed page so color went edge to edge. Then bound first with 2" width book-binding tape the inner-facing pages (so outer seams would only expose the non-glued side of the tape). And finally used an Elmer's glue stick to fasten the outer pages against the inside ones.
If you are interested in making your own screen, or just want to see the sides close-up, here are PDFs of the yellow-colored screen and a regular black &white one...
Sunday, July 4, 2021
Much Work Ahead
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| (Abyssal Levels Player Map) |
Dang, I want to develop a "Metropolis of Chaos" scenario as soon as I complete my Advanced Labyrinth Lord conversion of "Underport." I only had the barest completed work of yore, so figured pretty much an almost blank slate to go with. But I forgot about Player Maps...!
My friend J.A.S. ran a paladin in my first home brew campaign, from 1st until about 12th-13th level. It was his pegasus that fell through the prime material gate to the Abyss while the parties, yes there were two, fought Orcus. (Orcus' timestop vs Alancrost magic resist needed to play out each of several melee rounds. Yikes!)
While I would ref on the fly, I did draw maps for the players as they went along, and J.A.S. happened to pull an old box of stuff from his attic that included a bunch of old player maps from my 1980s Krull campaign. Pretty cool, now I want to incorporate them back into my published Krull stuff. Weeeee!!!
Uruk is on the north coast of a southern land mass that was being threatened by demons or some kind of monsters. That's why the city is surrounded by tents of refugees.
Har, I also forgot that Alancrost the Paladin now lairs in the Eternal Pit beneath Underport, watching over the prime material gate to the Abyss. I should add stats for Alancrost to my Rogues Gallery.
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| The Coastal city of Uruk |
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| Alancrost's Lair in the Eternal Pit. |
Saturday, June 27, 2020
New Knights of the All Mind
- Strength Above 19 - The Advanced Labyrinth Lord uses increased hit dice for belts of giant strength and the like, which on a certain level makes sense, but really only works for to hit and damage and not feats of strength like breaking down doors and bending bars. We went through a doozy of a discussion over how to stratify strength where the Gygaxian special "fighter type" strength from 1-100 is eliminated. (There was sooo much needless Gygaz complexity that our era beginning in the late 70s had to live with...)
- Divine Intervention - An old table I had from the original Knights, not always an impact, but when divine intervention is your character's last hope, well...
- Godly Grants - This came up because we were going to run a group through Geoffrey Dales Inferno, and J.A.S. has a fighter, Halberton, with a mace that grants a Godly Grant every day (He gained the mace at Grimcon III). Mark Scheinert was kind enough to describe this Arduin magical grant.
- Death and Dismember Table - I derived a much simplified 1d20 table adapted from Zak Smith's d100 DADT from the 5th edition Zak Hak. The mechanics are awesome because rather than having 0 hit points become this demarcation point between fighting as normal and unconsciousness/death, moving below 0 is a sort of dance between barely hanging on to consciousness, risking death, while often suffering injuries.
- Weapon Speed - Our group came about during the glorious period of J. Eric Holmes Dungeons and Dragons Basic Set. It had very simplified weapon speed: Light weapons take a half round to use, heavy weapons 2 rounds, and regular weapons 1 round. So when Players Handbook came out in late 1978, PRE Dungeon Masters Guide, we took all the weapon speed factors as number of segments to use and ran SEGMENT BY SEGMENT combat for nearly 30 years! It was insane, not what Gygaz intended, and FUN AS HELL!!! Anyhow, it doesn't work quite right with B/X 10-secomd melee rounds, but you know what? HOLMES BASIC USED 10-SECOND ROUNDS! So there we go, I just threw in the Holmes rules.
- Weapon Adjustments To Hit Versus Armor Type - This is really something that just about everyone ditched: Giving different weapons bonuses or penalty based on whether they were striking against someone wearing anything from no armor to plate mail. Most folks I supposed thought it was a needless wargaming complexity, I always thought it was kind of cool and made weapon selections a little more meaningful - and occasionally a PC super-needed that bonus! So I included armor type adjustments for all the weapons listed in Advanced Labyrinth Lord.
- Variety of Other Stuff - Most of these are from my earlier book that I though were useful, but there is just kind of a salad of other things: Mutation Table, Whimsey Table, Psionic Rules adopted to Labyrinth Lord as simplified by Silverblade the Enchanter, and my very own Appendix N.
Thursday, March 19, 2020
Color Maps!
I added the color maps that are completed for the new Advanced Labyrinth Lord/OSR compatible Underport: Abyssal Descent - Revisionist Edition to the current DriveThruRPG download of Underport: Abyssal Descent. The old black and white maps are still included, however, the color maps are much more legible.
The two differences between the original maps are an underground fungoid jungle section with an Aboleth on level 1 and a new level 9 which essentially incorporates a cross dimension connection with an alien spaceship. (The rough v.3.5 SRD version alien spaceship is free on Knights of the All Mind blogspot "Free Encounters" page. The new LL/OSR version will be encounter driven rather than these general notes.)
Once the new version of the dungeon is complete I will replace the old files with the new ones so anyone who purchased the v.3.5 SRD version will receive the new version for free.
Tuesday, March 3, 2020
Half Way There ...
Whew, this is taking me much longer than I expected...
Last June I had decided to convert my vintage (circa 1978-81) megadungeon "Underport: Abyssal Descent" from our home-ruled v.3.5 to 5e and also improve some of the shortcomings of the original presentation, specifically the long stat blocks and often illegible scanned maps.
The first part of the project was to add color to the maps, which in addition to making them more legible also came out purdy:
A problem developed in that the original-original Underport (pictured below) was not a complete dungeon. It was bits and pieces formed over time as adventuring parties delved there. With the home-ruled v.3.5 version I used Tome of Horrors from Necromancer Games (one of my favorite publishers from the 3rd edition days) to fill in critters and encounters. Now with deciding to go back to my roots, I was faced with converting 3rd edition stats to 1st edition. Bleh!
| (The "original" original Underport.) |
Swords & Wizardry is an OD&D retro-clone harkening back to the "White Box" set of little brown books that started the game way back in 1974. I had considered S&W as one of the option to propose to my home group when I wanted to pitch them going back to an earlier version. The reason I ultimately went with Advanced Labyrinth Lord is that we gamed 1st ed. AD&D from 1978 until 2005 and Advanced Labyrinth Lord adhered close to those rules while cleaning up some unnecessary Gygaxian complexities.
The bottom line is that the conversion is going soooo much smoother with the S&W Tome! Maybe even get this done by next June...
PS My plan is to replace the existing v.3.5 Underport on DriveThruRPG with the new retro-clone version. That means everyone who purchased the first version will get the new version for free, but if for some reason needs to re-download the first version will need to contact me to do that.
Sunday, February 23, 2020
The Silver Road
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| (The Silver Road available at DriveThruRPG!) |
A little Troika! scenario myself and Random Addison ran at DunDraCon #44 last weekend (February 14th) is now available free on DriveThruRPG and itch.io. Probably the only Troika! scenario I'll do for a bit because I have a couple things to complete for Advanced Labyrinth Lord.
This is a simple and basic elemental planar romp for up to 6 players. Old Addison was super helpful in getting me out of some standard tropes and also inventing ideas for breaking the fourth wall.
Our game at DunDraCon was just about the full 8 hours, but we left off before the end and had an intriguing philosophical tension during the climactic scene.
Please give it a whirl and let us know what you think.
PS: An early release of this scenario used material from Axes & Orcs Compendium: Volume Two: Science-Fantasy Potpourri Backgrounds for Troika! by Ian Woolley at https://axesnorcs.blogspot.com/. Ian does great work for the game and you should check him out.
Monday, January 13, 2020
Tuesday, December 31, 2019
Happy New Year - Shadow Drow
In keeping with winding down my efforts toward home-style rules, here is a new baddie that is playable with Advanced Labyrinth Lord™ and Other OSR Rule Sets.
The Shadow Drow is a regular elven drow integrated with the Plane of Shadow, from which the shadow drow may plot and launch attacks. Compared to normal drow, the shadow drow are faster, more difficult to detect, have additional resistances to cold, and once per day can shift to or from the Plane of Shadow.
Shadow Drow
No. Enc.: 2d4 (6d6)
Alignment: Chaotic (evil)
Movement: 180'
Armor Class: 2
Hit Dice: 2 + 2
Attacks: 1 or 2 (weapon)
Damage: As weapon
Save: F2
Morale: 11
Hoard Class: V x 5, XI x 2
XP: 67
Shadow drow are depraved and evil demon-worshipping subterranean creatures merged with non-corporeal darkness. Shadow drow hate the life energy of living things from above-ground.
Like regular drow, they tend to be 5’ tall and slight of build, but their skin, hair, and eyes are of dark, swirling shadow. Although shadow drow seem somewhat ghost-like, they are not truly undead creatures. As a consequence, shadow drow are not susceptible to the cleric ability to turn undead. However, like undead, shadow drow are unaffected by charm or sleep spells.
Shadow drow also have cold resistance and are impervious to all forms of ordinary cold. Further, damage from other kinds of cold is reduced by –2 per die of damage. These kinds of cold include cone of cold, wall of ice, and the intense cold of frozen sea. If exposure to such cold requires a saving throw, it is made at +2 to the dice roll.
Shadow drow have 120’ infravision and are completely silent and difficult to observe in any conditions other than full daylight granting them a +2 to armor class. When in bright light including sunlight they suffer -2 to hit and -2 to DEX, and if abruptly exposed to light are blinded for 1 round. They will surprise on a surprise check roll of 1-5 on 1d6 and are themselves surprised only on 1 on 1d8. Shadow drow can also Plane shift self to or from the Plane of Shadow once per day.
Shadow drow typically attack with short swords or darts which are coated with poison. Victims must save versus poison at -4 or fall unconscious for 1d4 turns. Shadow drow can use the following spell-like abilities once per day: dancing lights, darkness, and faerie fire. All shadow drow save versus magical effects with a +2. In addition, shadow drow of 4th level or higher have the following spelllike abilities once per day: detect magic, know alignment, levitate, and fear. Finally, female shadow drow are more powerful than males, and once per day have the abilities of clairvoyance, detect lie, dispel magic, suggestion, mirror image, and regenerate 2 hit points per round (slain if brought to 0 hit points).
In a group of 10 or more, a male 3rd level fighter will be present. In a group of 20 or more, a female cleric/fighter of 6th level will be present. If more than 30 are encountered, a female cleric/fighter of 7th or 8th level will be present, and a male fighter/magic-user of 4th or 5th level will be present.
There is a 5% chance per level that a shadow drow has a magic item.
Labyrinth Lord™ is copyright 2007-2018, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com.
Saturday, November 9, 2019
City Running Troika!
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| (City Running Troika! available at DriveThruRPG) |
So, I'm leaning away from being in the rules business and Troika! popped up for me.
The system is ultra simple. Each character has three attributes:
- Skill, which is the number added whenever a character tries to do something;
- Stamina, which score defines altogether general health, sturdiness, and hit points; and
- Luck, which is kind of a catch-all saving throw that decreases the more you use it.
I read that Daniel Sell got some inspiration for Troika! from a series of stories by M. John Harrison published between 1971 and 1984 about Viriconuim, a shifting, dystopian, post-apocalyptic future Earth.
Looking for role-playing material on Viriconium lead me to Logan Knight.
Logan Knight, under the Creative Commons non-commercial license, publishes a large number of random city tables for his own setting that are based on Harrison's Viriconium city.
Originally for my personal Troika! game I am running, I assembled a good number of the setting tables and adopted them to Troika! After running the random scenarios for a few sessions, I came to believe that Troika! players in general would enjoy the resource.
I edited a nice edition and tried to get through to Logan Knight to see if he had any concerns about my publishing and could not get a reply (there was a comment on his website about getting a new job). Anyhow, with his work being under Creative Commons non-commercial, I went ahead and released City Running Troika! for free on both DriveThruRPG and ich.io.
Hopefully Troika! players will discover and enjoy the product, and also hopefully Logan Knight won't be pissed off.
Friday, June 14, 2019
Underport - Revisionist Version
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| (Underport side view) |
When I put out Underport several years ago, my group was still using a 1st/3rd editions hybrid that seems sooo needlessly clunky now. One of the comments was that the author (me) seemed to lose gas at the lower levels, which I did. Writing high-level basically 3rd ed. stat blocks over and over was a pain in the ass.
Another comment was that the maps were, perhaps endearingly, super hard to follow. (I scanned my original pencil drawings in as black and white to gain definition.)
As a result I am going to revise Underport for the gently modified 5th ed. version, "Advanced Knights of the All Mind, 9th Edition." I intend to strip down the stat blocks, colorize maps, and add the long lost 9th level...
As it is said, writing is rewriting!
Monday, May 13, 2019
WIld Space

Good grief, I cannot let well enough alone...
Daughter the Cooliosis permitted us to game in the garage of her and new Coastie Husband. On the fly for characters (more for what cool miniatures I had rather than any meta-considerations) they each ended up as starfaring folk from a futuristic technology - essentially though a half-giant from Dark Sun flavor and a Rifts juicer.
Of course I'm running the gently modified 5th ed. rues from Advanced Knights of the All Mind 9th Edition, and further we just wing things on that first night, but I need to draft up a race, character, and background info.
So here it is, Wild Space, a free fan conversion with some of my fluff thrown in.
P.S. As an added bonus, I placed for the overall sci-fi milieu Judges Guild Wilderlands setting into Judges Guild Gateway Quadrant for Traveller! I found the Judges Guild Traveller adventure module "Marooned On Ghostring," about misjump that discovers an unexplored planet which happening to be the 4th planet out (just like the Wilderlands Ghenrek IV). THAT'S IT!
I just figured the "Ghostring" scenario a ruse to hide the true magical nature Ghenrek IV and there you are...
Friday, March 8, 2019
Gonzo Monsters - Star Spyder
The Star Spyder originally appeared in The Arduin Grimoire Volume III, "Runes of Doom."
Below is a video college of the creature that inspired Dave from the television show...
And Here is the Star Spyder as depicted on the cover of "Runes of Doom":
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| (Art by Greg Espinoza.) |
Star Spyder Huge aberration, Amoral evil
Armor Class 22 Arms, 20 Body, 13 eye (natural armor)
Hit Points 160 (20d12 + 20) Speed 40 ft.
STR 18 (+4) DEX 20 (+5) CON 12 (+1) INT 7 (-2) WIS 14 (+2) CHA 8 (-1)
Skills Arcana +7
Damage Resistances bludgeoning, piercing and slashing from nonmagikal attacks
Damage Immunities Charm, cold, confusion, poison, sleep, sonics
Condition Immunities Frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 14 (11,000 XP)
Penumbral Door. Instead of moving like a normal creature, the star spyder can shift to a different plane, move there, and shift back to the plane where it came from.
Plane Shift. Once per hour, the star spyder can magikally teleport to a different plane of existence. The star spyder does not have to know the plane or its nature. When it uses this ability, it will intuitively avoid planes with an environment too harsh for it to survive. The star spyder can take up to four creatures with it provided these creatures are in physical contact with it. If a creature is unwilling to travel with the star spyder, it must make a successful DC 15 Wisdom saving throw or be taken along anyway. The DC is reduced by 2 for every additional unwilling creature.
Actions
Multiattack. The star spyder makes a psychic charm attack and 4d6 arm tentacle attacks per round. If two arm attacks hit the same target, it is grappled (escape DC 14) and the dimensional star spyder can use its dimensional leap.
Psychic Charm. The star spyder targets one humanoid it can see within 30 feet of it. If the target can see the star spyder, the target must succeed on a DC 17 Wisdom saving throw against this magik or be charmed by the star spyder. The charmed target moves toward the star spyder and it is a willing target for the star spyder's arm attacks.
Arm. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (1d12 + 4) slashing damage plus 13 (2d8+4) constriction damage thereafter. The star spyder regains hit points equal to 1 hit point for every 2 hit points of damage caused. Also, the constriction comes with continuous suction (reverse cyclone) each turn. All under 3 HD cannot resist being seized. If the target is 3 HD or greater, it must make a grapple escape DC 16 or the target is seized. Those seized are dragged under the star spyder's mouth, where the victim’s body is consumed by radiation and heat in 2 melee rounds. Those killed in this manner are 100% irrecoverable.
Dimensional Leap. The star spyder teleports, along with any equipment it is carrying and any creature it is grappling, up to 60 feet to an unoccupied space it can see.
Description: Star Spyder looks like a bright light that makes observation difficult. When in danger of being killed, it teleports away. This creature is so rare as to be only a dim legend.
Sunday, January 27, 2019
Gonzo Items - Pulsonic Disruptor (Hell Hand)
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Whew, I have been off-the-grid from posting for some time as I am cramming to complete my 5th ed. conversion of the Arduin dungeon "Caliban" (1979) in time for DunDraCon 43 where the game is scheduled for 6:00pm Friday, February 15th.
You'll find this here "Pulsonic Disruptor" in Caliban's magik item cards, and it's an exemplary Dave Hargrave item in the sense it is a clear example of how Dave happens across something in a movie (or book, TV show, etc.) and then imagines it into something gameable.
"Laserblast" is a 1978 American science fiction film about an unhappy teenage loner who discovers an alien laser cannon and goes on a murderous rampage, seeking revenge against those who he feels have wronged him. The extremely low-budget film was directed by Michael Rae and produced by Charles Band, who is widely known for producing B movies. Starring Kim Milford, Cheryl Smith, and Gianni Russo, the film features Keenan Wynn and Roddy McDowall, and marked the screen debut of actor Eddie Deezen.
Anyhew, the laser cannon, in addition to blasting apart just about anything, also turn its owner into a murderous green-skinned monster. I can tell you from my games of yore there is nothing better than super powerful items with nasty side effects and watching PCs wonder, "Well, I probably shouldn't be using this, but we seem to be close to TPK so...."
Here is the laser cannon in action:
And here is the "Pulsonic Disruptor" (you'll notice some "Laserblast" similarities in Dave's write-up):
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| (The original "Pulsonic Distruptor" art by Michio Okamura) |
Weird Technology item, very rare
Power Source: Nuclear Pellet
Maximum Charges: 177
Range: 110/440 yards
AC Penetration: 23
Damage per shot: 25 hit points
Size: fits all normal sized humanoid arms.
Powers: This weapon, once put on, is irremovable by anything less than a “full wish” unless its power source runs down. All hit by it are dizzy, nauseated and stunned for 1d10 melee rounds (20% chance) or are at -4 attack/defense for 10d6 minutes. The device's own AC is 20 and it is immune totally to any form of sonics. Cold or heat only does 1/4 damage to it. For every shot fired from it there is a 2% cumulative chance the wearer will be driven insane from the "back lash." At any rate the radiation from this technological device will do the same in a year! It's a “no win” situation.
Description: This 6-pound sleeve-like tube that fits over a forearm is composed of Titanium, Gadolinium, boron filaments and some silver, and Usually appears metallic blue overall. The Disruptor's value is 250,000 gold pieces.
Thursday, November 29, 2018
9th Edition of the Judges Guide
Ok, because you asked for it... (Ha, perhaps...)
Here is the newly reformatted with double columns Advanced Knights of the All Mind Judges Guide 9th Edition! Tis really an exact copy of the info from the previous edition, but damn if it doesn't bring back memories with double columns of Calibri font just like the old 1st Ed. of The Worlds Most Popular Role Playing Game.
The "new" Advanced Knights of the All Mind Judges Guide 9th Edition is available in PDF for $5 over at Drive-Thru RPG.
(Now that I have standardized my personal ruleset, there is a dungeon needing unstuck from my brain...)
Sunday, November 25, 2018
Knights of the All Mind... 9th Edition?
Since I published my gently modified version of The World's Most Popular Role Playing Game's 5th edition, we put some sessions under our belts and there have been some errata and revisions (it was helpful with experienced 5th Ed. players pointing out some things I hadn’t caught).
So, in an effort to tidy things up adjusting stuff I performed a MAJOR format revision. The rules are virtually identical, but I removed portions of the art and reformatted into 2 columns per page layout.
An RPG author whom I follow (Zak S. of D&D With Porn Stars) opined awhile back something that D&D rulebooks should be 2-column. I did some research and learned the studies shewed when human eyes are scanning writings for information it is less stressful on the eye to keep lateral movements to within 60 characters. 2-column printed books happen to be 60 character columns!
So the Players Book is more compact now – 214 pages – and actually even has a bit more playable content because I added a really simple system for the old-school psionics adjusted for 5th Ed. from a 2nd ED hack by Steven James "Silverblade the Enchanter" over at Silverblade's Suitcase. (I really missed my friend J.A.S. going around Dominating folks…)
Other than that all the errata is updated and I removed some material that was redundant (e.g. Cleric bonus spells, process for Find Familiar). I also added little topical tags from the index at the bottom of each page to help locate info more efficiently. This PDF is really intended for print media.
You’ll notice the name, Advanced Knights of the All Mind 9th Edition, and be like “Whut?” Ha, I just added up all the editions we’ve used (1st-3rd-5th) and came up with 9th (ok, technically 9.5).
The new Advanced Knights of the All Mind Players Book 9th Edition is available in PDF for $5 over at Drive-Thru RPG.




















