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Yami Bakura
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Guardian of the Mortal Veil and Seer of Void
Guardian of the Mortal Veil and Seer of Void

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Monks are cool.  They're my favorite class in basically any version of D&D.  So it's been a preoccupation of mine to make them into an OSR friendly version of the class.  So finally, after a lot of thinking, I've done it.

The secret was, according to my previous revelation, is that all casting/magic classes are inherently different from each other, based on what spells they have.  For example, two Wizards with different spells will conduct themselves more differently than two Fighters with different weapons. 

Thus, it was unnecessary to write out various types of spellcasting class, when I could just stick with the base Magic-User class I wrote at the start of my blogging career, and just write up Wizard sub-classes like I've been doing this whole time.

Thus, Monks are Wizards, just like Sorcerers, Warlocks and Muscle Wizards are all just Wizards in different hats.

Also, thanks to +red_kangaroo and +Dan D for their unwitting contributions to this post.
OSR: Monk
OSR: Monk
remixesandrevelations.com

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The Seven Deadly Enemies of Mankind, which is a name I stole from somewhere, though I cannot recall where.  I think I might shorten it just to "The Seven Deadly Enemies" or maybe to just, "The Seven". 

Either way, the characters detailed in this post are seven of the strongest Outsiders I've ever written up, Demons of the highest order, monsters to cap off a campaign.  That is actually their original purpose, to be the final bosses in my current Those who Know campaign. 

So use caution when bringing them into a game, the Seven Deadly Enemies are terrible, utterly evil and incredibly dangerous.  If you're a Referee worth his or her salt, you should be able to slaughter half the party with any one of these creatures.  Except for Uniris.  Poor, poor Uniris.  You might have trouble with her, but every other one is especially lethal, especially the last one.  

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I am on a magic item binge right now, though all of the items I am currently writing about are very strong and at least for this last batch, very cursed.  The curses are to make the items more balanced, as well as to tell a bit about the previous owner of the items.  Also, since they formerly belonged to a wicked sorcerer-king, I thought giving them drawbacks that could be avoided through sinful acts was cool.

Also, these treasures have something to do with another post that is rapidly up-coming, so stay tuned for that.

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Dragons are sick.  They're so cool that I made a generator to customize them in the past.  Unfortunately, I looked it over recently, and found that it was terrible.  So I revamped it.  I hope you enjoy this new, better Dragon Generator.   

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I think that's enough high concept stuff for a while.  Let's do something more casual, and talk about swords.  Specifically, the magical kind.

I wanted to write a list of some semi-famous magic swords, and so I did.  I hope you get as much use out of them as I did.
OSR: The Nine Angel Blades
OSR: The Nine Angel Blades
remixesandrevelations.com

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D&D's most famous monster, the Beholder.  I've never really considered these guys very interesting.  They have cool powers, yes, but they're not really much beyond a big scary thing for the players to kill at the end of the adventure.  So I did what I always do, and ignored them.

Then, out of nowhere, this occurred to me.  So I re-designed the Beholder to better suit the OSR sensibility.  Now they can suck people into their eyes and imprison them there, they gain Eye Rays as they capture people, and they are unknowingly summoned by prideful people to assist in mad schemes which usually end in failure, followed by the Beholder capturing the proud soul and dragging them back through the mirror, into wonderland.
OSR: Abberrations: Beholders
OSR: Abberrations: Beholders
remixesandrevelations.com

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Consider this the unofficial part 1 to a series of posts on Deities.  This part deals with the Gods themselves, how strong they are, how they work, and etc.  I'll have some kind of Cult/Religion generator up soon, as Religion involves both God and Men working together.

This post deals with the Gods- what they are, how they work, and how to generate one quickly.

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This is my attempt to make my OSR Cleric more stylish, and to differentiate them from Magic-Users.  Instead of magic spells, they speak the Word of God, like the Paladins of the Word that Arnold K. came up with, but these also have terrible consequences unless you appease your God through sacrifices, so hopefully this encourages players to capture prisoners of war to burn alive and other freaky stuff like that. 
OSR: Bearers of the Word "GOD"
OSR: Bearers of the Word "GOD"
remixesandrevelations.com

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Finally, I get around to publishing part 2 of a series of posts!  I'm so proud of myself.

This is the first module for a mega-dungeon I am building to house the Forsaken, a group of four Monster Gods who were once worshiped as God and ruled over an Empire of dizzying breadth and opulence, now imprisoned in the rotting shell of their own palace.  The mega-dungeon isn't likely to be completed soon, but this first part should work perfectly well on its own. 

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This is a topic I've written extensively on, so hopefully, this is the last time I have to do so.  Now I can hopefully spend all my time thinking of weird Angels and Demons and the like.

This is my Outsider megapost, the one that covers every aspect of Outsiders (Angels, Demons and Spirits).  It includes an explanation of how they work in my games, how they operate, and includes a few tables to help you build your own.   I hope you find it useful.   
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