Friday, January 26, 2024
Updated "New Knights of the All Mind" - Free!
Sunday, July 4, 2021
Much Work Ahead
![]() |
| (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.
![]() |
| The Coastal city of Uruk |
![]() |
| 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.
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.








