If we’re not clever about this, no one will get to your brother.

oozey mess
Claire Keane
macklin celebrini has autism
YOU ARE THE REASON
Jules of Nature

#extradirty

Kiana Khansmith

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Janaina Medeiros
2025 on Tumblr: Trends That Defined the Year
cherry valley forever

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almost home
will byers stan first human second
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★

shark vs the universe
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@gondorsroukmout
If we’re not clever about this, no one will get to your brother.
ladies and gentleman, we got em
Haha, it’s otome. (No)
Words that NPCs might use for PCs
Ratcatchers: Especially in an urban campaign, this term is chosen specifically to disrespect and belittle adventurers. It comes from a more literal place, people who catch and dispose of rats and other vermin. It implies that adventuring is dirty work, unprofitable, undeserving of praise or respect.
Mercenaries: This one is more matter-of-fact. It’s still not a respectful term by any means, but there is a sort of professionalism to it. It also implies greed, that the PCs aren’t willing to do anything without the promise of pay. Also, there is the assumption that they are going to choose the violent solution to any problem, unless
Mercs: You might think this would be the same as mercenaries, but there is a wholly different intent behind the shortened version. This term assumes that the PCs are aggressive, that they only solve problems with violence. Not only that, this term implies that the violence isn’t just a means to an end, but something they actually enjoy.
Rogues: Not in the same context as the class. This is used to describe people who are likable despite their lawlessness. There is an implied charisma or charm, but also the assumption of greed as primary motivation.
Scoundrels: Like rogues in almost all ways, but without the requirement of likability. Still charm and charisma, just often more sleazy than actually likable.
Madcaps: Again, similar to rogue, but with a heavy implication of madness. Villagers who live near a haunted forest might call adventurers who go in there “madcaps.”
Bounders: Like scoundrels, but even without an implied charm. These are people without any sense of honor, motivated purely by greed.
Fixers: This one is straightforward. It doesn’t actively disrespect the PCs, but it also doesn’t elevate them above others. They are simply here to fix a problem, and after the problem is fixed, they’re useless.
Dungeoneers: This one is certainly more specific. It is similar to mercenaries, in that it doesn’t carry any respect, but it does have a professional air. Unlike mercenaries, there is an implied intelligence; a dungeoneer is an expert at dungeon-crawling. There isn’t as much of an emphasis on violence, instead there is an implied sneakiness. However, there is still an implication that greed is the primary motivator.
Explorers: This term may not be used for most PCs, but when it does apply, it is used in a respectful manner. It assumes even more intelligence, and it implies a scholarly bent, that the PCs are motivated by knowledge, not greed.
Wanderers: Like explorers, but without motivation.
Vagabonds: Like wanderers, but with the implication of being problematic to the community. Or, a sort of wandering scoundrel.
Pathfinders: Like explorers, but with the implication that they are clearing the way for the spread of civilization. There is an honor to this word, but also more implication of risk or danger.
Adventurers: There is more of an air of respect in this. The use of the word “adventure” implies a sort of storybookishness, there’s less of an implication of dirt and greed.
Heroes: This is a word chosen specifically to praise the PCs. It implies selflessness, a need to help others, and a certain level of competence.
Champions: Heroes, but tied to a specific place or group. The pinnacle of a community.
(I made this because it gets boring listening to NPCs saying the word “adventurers” all the time.)
Deputy: This is how I enter Hope County.
Deputy bursting in with a helicopter while the Seeds are at a meeting: WHAT’S UP FUCKERS!
John: Why do you have my radio?
Deputy: FUCK YOU, THAT’S WHY
Loki!
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Madagascar, Tsingy. These knife-like limestone formations stretch over 70 meters into the air. Known as The Forest Of Knives, these razor-sharp limestone points can slice through equipment and flesh easily, which makes traversing them extremely difficult and dangerous, some climbers have been known to get through over 15 pairs of boots! It is estimated that the Tsingy has the largest underground cave system in the world and many animals live among the endless maze of disorienting corridors, humid caves, and unforgiving razors at the ground level. (Image one credit: Pierre-Yves Babelon)
WHOA!!!
Yeah it’s pretty sweet and for anyone who is about to ask, it’s a Sifaka lemur! Tsingy is formed by mildly acidic rainwater dissolving into the softer strata of limestone from above, and carved it out from underneath, eroding the solid rock both vertically and horizontally, and wearing it away on every surface to a sponge-like, porous honeycomb of limestone cells.
So many of you are probably thinking “Wow I’d love to go and climb around it” and yeah I don’t blame you, it looks amazing. The Tsingy are located in the ANKARA geographic park.
However it’s also incredibly dangerous, due to the fact that those spires are literally razor-sharp. Seriously, most of the park is completely unexplored because it’s so dangerous and you will burn through shoes like anything. It’s not something to just have a walk around, it’s genuinely a feat.
GEEZ!!! That’s amazing!! Is it because it’s porous/spongy that it can support those large overhangs? Also, I assume that the tops of the ridges are sharp, but is it also razor sharp down the sides where it’s porous?
I imagine it has something to do with it as well as lucky balance. In Malagasy (the native language), the word tsingy means “where one cannot walk barefoot.” Tsingy formations started about 200 million years ago when a bed of porous limestone was deposited in a lagoon. Over time the land was lifted up and sea levels began to fall as well which exposed the limestone bed that had been protected under the salt water of the lagoon. After it was exposed, fresh ground water started the chemical erosion process that formed caves about 1.8 million years ago.
The calcium carbonate in limestone dissolves easily in the presence of water so the fault lines from the plate tectonic uplift were the first to erode and begin this amazing transformation.
I’ll be honest though, that’s about the full extent of my knowledge when it comes to the Tsingy. They’re cool as fuck though!
Nobody’s giving up around here, and don’t you forget it, ever. You’re Rex. You’re King. You’re Duke. You’re Boss! I’m Chief. We’re a pack of scary indestructible alpha dogs.
Kazumasa Uchio
This isn’t funny.
Dragon Bones by artist Stefan Koidl.
Do you have any suggestions on how to make Dungeon Crawls more.. exciting or have a better atmosphere? Rather than just "The hallway extends 20ft and turns left.." I love dungeons, but as a DM it feels like my delivery is.. bland.
Lots of DMs struggle with this, and for good reason.
Dungeons are the most mechanically straightforward aspect of the game besides combat, and the immediate shape and contents of them is more pressing to players than the atmosphere.
But, there are some simple ways to make your dungeons more atmospheric. Here’s my proposed solutions, both a long thinky one and a fast random one:
I think that dungeons should thought about as ‘once functional spaces’. Every place in the world has a purpose for which it was built, even if it’s a weirdo crazy one. Dungeon rooms should almost always be more than just treasure, traps, and monsters.
For example, temples have cloisters, treasuries, storage rooms, waiting rooms, choirs, sanctuaries, apse, washing rooms, etc. Each of these rooms has specific objects and furniture inside them, as well as different acoustics. They get decorated with frescoes and murals or hanging art or sculptures. They’re cultural places. Think about them as physical spaces that people would use.
Now imagine something happened in them, long ago. Why is this place a ‘dungeon’ and not still used? What event caused it to be abandoned? A battle? Plague? Was the place cursed? Come up with that and you can seed the rooms with small historical details: evidence of fights, skeletal remains, treasures hidden so they could be reclaimed later (but never were).
Now add the effects of time and nature. Fabric rots, metal rusts, stone erodes and crumbles. Plants and roots push stone tiles aside, and water seeps in and floods deep places. The passage of ages scours away history and purpose. Now, your once functional rooms don’t appear so functional, but their purpose can still be intuited.
Now add some new tenants. Monsters are always the first to reclaim abandoned civilized spaces: goblins make shantytowns out of old human ruins, beasts make warrens in sepulchral tombs, small dragons and basilisks favour places with statuaries and abandoned treasures. No matter the space or its original purpose, monsters move in and call it home. Sometimes multiple species of monsters…and then they fight or argue over sharing space.
So now your dungeon has a vivid look and feel. The important bit now is to think about how that imagined space sounds and smells.
With every room and hallway, imagine how its history smells. Is it acrid or pungent? Smokey or mouldy? Does it smell surprisingly pleasant? If so, that’s often a worrisome sign, because it means something sentient might already be there.
Audio can clue players into a space faster than any other description. Wind whistling indicates access to the surface…or a much deeper cave. Dripping denotes water (you hope). Creaking could mean doors…or ghosts. Large spaces echo, and sounds warp and distort the further away they are. There’s even different kinds of silence. There’s an empty, lonely silence that comes with long dead spaces, or the claustrophobic close silence of small spaces.
Appeal to your players senses besides sight. Describe what rooms smell, sound, and even taste or feel like. This is a surefire way to make your dungeon rooms stand out. For example:
“You enter a 20 by 20 foot square room. It’s a stuffy old parlour. Pushing the door open you immediately smell something caustic and sour, but you don’t see an immediate source. All the furniture is rotted, but some of it looks smashed. You can hear the faintest scraping of something against the wall in the adjacent room”.
If that seems like a lot to write, try something like this: Reveal each bullet point as the players inquire about them, or when they make Perception checks:
Parlour, 20 ft square room.
The room feels uncomfortably thick and stuffy.
All the furniture is rotted out. Some of it is smashed. Evidence of a fight.
Smells caustic and sour. The smell comes from under a tattered rug. It’s beholder puke. 50gp if collected and sold to the right buyer.
Scraping sounds from the cloaker in the next room.
So maybe you already have a pretty basic dungeon and you need to make each room (or block of rooms) less boring. Here’s my handy set of sense tables:
Random Room Sensations:
For each room you want to enhance, roll four dice (a d12, a d10, a d8, and a d6). Your rolls will determine what’s up with this room. Every time you roll a result, cross it out and replace it with a new one you come up with.
Smells (1d12):
Sickly sweet, like rotting fruit or wilting flowers.
Musty, like old people and expired cologne.
Tangy, like body odour and grime.
Dusty, the choking scent of age and ghosts.
Foul, like waste and death; something unholy.
Crisp, like freshly cut grass or unchecked plant life.
Soggy, the lingering smell of still water and flooding.
Pungent, like rot and decay.
Spicy, like herbs and dried ingredients, aged.
Electric, a faint aroma of ozone and metals.
Earthy, like fresh dirt and clay, mixed in with the copper of blood.
Roll again twice, both smells clash together.
Sounds (1d10):
Claustrophobic silence.
Deep, echoing silence.
Low moaning or groaning.
Creaking of wood in the distance.
Faint, maddeningly indistinct whispering.
Faint, maddeningly indistinct whispering in a language you don’t know.
Metal scraping against metal, rhythmically.
Dripping of some kind of liquid onto stone.
Dripping of some kind of liquid into more liquid.
Roll again twice, both sounds are present.
Touch Sensations (1d8):
Dryness on the skin, chapped lips and dry eyes.
Cold dampness, water beads on metal items.
Humidity, clothes become hot and heavy, metal feels colder.
Dry heat, throats become parched, skin itches.
Pressure change, ears pop and noises distort.
Static tingling, hair stands up on end, goosebumps.
Unholy chill, shivers, goosebumps, a sense of unease.
The feeling of being watched, an uncomfortable presence.
Kinds of Darkness, if applicable (1d6):
Grey, distant darkness that yields to lantern light.
Cloying, smothering darkness that seems to draw close to you.
Eerie still darkness that feels like it holds endless monsters.
Calm, still darkness that invites restfulness.
Flickering, shifting darkness where the room seems to be moving.
Impenetrable darkness that makes darkvision endowed races feel at uneasy.
I hope all this helps make your dungeons a little less boring. The dungeon tables in the back of the 5e Dungeon Master’s Guide from @dndwizards is also helpful in this regard.
Saving for later
There’s a special method of Dungeon design that makes them very fun as well. Basically this method makes the Dungeon fun for ANY player, be it story focused, loot focused, or whatever else you got.
The way it works is it breaks down all of Dungeon crawling into four elements: lore, traps, treasure, & encounters.
This idea states that every room of your dungeon should have 3 of these four. That way every player has something to do.
Example:
You enter a simple rectangular chamber. The cold air washes over your skin sending goosebumps down your spine, no less than the sight of the eerie statue of a woman in the center of the room does. Her lifeless eyes stare down at a brazier in her hands, inside of which is a shining pile of gold. As you slowly approach to get a closer you look, you also spy two things. First, several crates in the back of the room, stacked in the corner. Second, the sound of scratching on stone, near yet muffled. What will you do?
In this example I have three elements present that the players don’t know but get a hint of.
I have treasure clearly in display for those who like loot.
The scratching sound implies combat. The fighters are ready and on edge waiting for something to jump them.
The smart players know that the statue isn’t gonna give away the gold for free. Especially after I called it “eerie.” So those who love a good puzzle or trap are now gonna go nuts looking for a trap on that statue.
As for what the trap is, it matters little. The gold could be covering a pressure plate and when removed it would open secret doors behind which would stand some horrid beast. To find it PCs would need some sort of a Investigation check or what not. The point is this situation provides 3 of 4 elements and entertains 3 out of 4 types of players.
And if you’re wondering what was up with the crates, those contain some minor loot. A potion or two, some gold. That’s for the players to not feel cheated out completely of their reward. Or you can make them mimics. PCs love mimics.
What do you guys think?
Me: *fighting off 17 cultists with 3 bullets left whilst trying to revive my companion and avoid getting eaten by a bear* honestly my life would be a whole lot easier if I just joined the fucking cult
30 DAY LOTR CHALLENGE | Day 16 ➼ Scenes I cannot believe were cut
“There’s room for a little more.”
I AM FREAKIN’ DEAD.
As much as I dislike the new Mickey voice for these, they’re actually legitimately funny and hilariously dark compared to what they usually let Mickey and friends do.
This looks like a typical D&D campaign where one person in the party keeps rolling 20s and making the DMs life difficult.
I guess it shows how much I’m bad at English and comics, but I kinda needed to do it. I got feels, and I don’t know what to do with them. But I try.