
blake kathryn
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The Stonewall Inn
Cosimo Galluzzi

★
wallacepolsom

ellievsbear
Today's Document
noise dept.
Claire Keane

gracie abrams

❣ Chile in a Photography ❣
TVSTRANGERTHINGS
Game of Thrones Daily
Stranger Things
almost home
NASA
he wasn't even looking at me and he found me

#extradirty
seen from Spain
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seen from Türkiye
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@lsdmcnabb
Germany insects (beetles)
by Jacob Sturm.
Publication info Nuremberg: Printed at the author’s expense from 0.1805 to 1857. BHL Collections: Smithsonian Libraries
when you forget to message back a friend
Упитан. Рыж. Прекрасен….
“Well-fed. Ginger. Beautiful…”
License, Pepsi, and registration please
Is Coca Cola okay?
working with children is a wild fucking experience yall. this morning at work one of our second graders got my attention and was like “you know what word my mom told me not to say? PUSSY.” and i was like “then why did you just say it??” and she went “i dunno” and then dabbed
Eyes go wide.
D&D 5e Random Disease Generator
image credit: Noblecrumpet
D&D 5e is light on the number of diseases they have available, so I developed a series of tables that creates random, generic diseases. The main part of this table was actually taken from the AD&D Dungeon Master’s Guide, but it works well for this purpose. This table isn’t particularly flavorful about the disease, so it doesn’t work well as a story element, but as a game mechanic it at least gives some more information for a random disease and lets you come up with one off-the-cuff.
The generator determines how the disease is caught and transmitted, so if it’s contagious the other players ought to be careful. Then you determine what part of the body the disease affects. Once you know that, you know what ability scores it weakens. Once you know the disease’s occurrence and severity, you can make a roll at each time interval. On a failed save, the prior-determined ability scores are affected according to the severity.
The duration of the disease determines how long it takes for the disease to pass. Some diseases will eventually kill the creature, while others might go away on their own. There is also a table for treating the disease, which here grants advantage on CON saves for the disease. You can also use it as a jumping-off point for coming up with a way to completely cure the disease, like finding rare reagents for a spell or potion or finding a unique herb. Of course, a Cure Disease spell will always come in handy.
D&D 5e Random Disease Generator
Transmission: Roll 1d6 to determine how the disease is initially caught.
1: Contact - Merely touching an infected creature can put you at risk of infection. Common for skin conditions and STDs.
2: Fluid Contact - Only contact with infected bodily fluids can spread the disease, so intercourse, blood, spit, or bodily waste can all be contagious.
3: Inhaled - Can some from being near spoiled food or festering filth or rancid corpses, and is transmitted through the breath of a diseased person. Common for throat/nose diseases.
4: Ingested - Diseased or spoiled food, usually a parasite of some sort.
5: Injury - Usually from diseased monsters like rats or otyughs.
6: Genetics - Sometimes a disease unfortunately just manifests as a result of a genetic mutation. Such a disease is always considered noncommunicable.
Contagiousness: Roll 1d6 to determine how contagious the disease is. Whenever a creature comes in contact with a disease, have them make a CON save to resist catching it. The DC is based on the contagiousness as shown below.
1: Noncommunicable - The disease is not contagious once contracted.
2-3: Weakly Contagious - CON DC 8
4-5: Somewhat Contagious - CON DC 11
6: Highly Contagious - CON DC 15
Disease Type: Roll 1d100 to determine the part of the body that the disease attacks. The ability scores that relate to the location of the disease are described are affected by the severity of the disease, as shown in the severity table.
Occurrence: Roll 1d6 to determine how frequently the disease’s effects occur. Roll a CON saving throw at each interval. On a failed save, the diseased creature is affected as determined by the severity as shown in the severity table.
1-2: Chronic - Roll a CON saving throw each week.
3-6: Acute - Roll a CON saving throw each day.
Severity: Roll 1d20 to determine the severity of the disease. The listed effect occurs with each interval listed in the Occurrence roll. This determines how the disease affects the ability scores associated with it (see Disease Type). The only exceptions are diseases of the eyes and ears.
1-2: Terminal - Each failed CON save reduces relevant ability scores by 1. When one reaches 0, you die. Eyes/Ears: You become permanently blind/deaf.
3-10: Severe - Each failed CON save reduces relevant ability scores by 1, on a successful save, heal them by 1. Eyes/Ears: You become blinded/deafened for the duration of the disease.
11-20: Mild - Each failed CON save reduces applies disadvantage on rolls involving the relevant ability that period. Eyes/Ears: You gain disadvantage on Perception checks involving sight/sound for the duration of the disease.
Duration: Roll 1d20 to determine how long it takes for the disease to pass through one’s system naturally.
1: Permanent: Make a CON saving throw
2-5: 1d6+1 Months
6-10: 1d4+1 Weeks
11-20: 1d10+1 Days
Treatment: Roll 1d12 to determine how to properly treat the disease. Each CON save is made with advantage if the creature is being treated properly between each CON save. This is assuming divine magic cannot cure the disease outright with a Cure Disease spell. A Medicine check will accurately diagnose the disease and its treatment, usually with a DC of 15 or higher.
1: Heal Naturally - rest, drink plenty of fluids, and hope it goes away on its own.
2: Herbology - mixing of medicinal herbs. Requires a WIS check with a Herbalism Kit with a DC equal to the disease’s Severity DC, otherwise it worsens the disease by acting as one failed saving throw.
3: Alchemy - Mixing of chemicals to help cure the disease. Requires an INT check with Alchemist’s Supplies with a DC equal to the disease’s Severity DC, otherwise it worsens the disease by acting as one failed saving throw.
4: Arcane Magic: Contagion - You combat the disease with one of your own; requires an Arcana check with a DC equal to the disease’s Severity DC, otherwise it worsens the disease by acting as one failed saving throw.
5: Arcane Magic: Necrotic Damage - You kill off the disease by expending at least a level 3 spell slot on a spell that deals necrotic damage; requires an Arcana check with a DC equal to the disease’s Severity DC, otherwise it harms the target.
6: Arcane Magic: Poison Damage - You kill off the disease by expending at least a level 3 spell slot on a spell that deals poison damage; requires an Arcana check with a DC equal to the disease’s Severity DC, otherwise it harms the target.
7: Divine Magic: Lesser Restoration
8: Divine Magic: Greater Restoration
9: Divine Magic: Cure Wounds
10: Divine Magic: Remove Curse
11: Divine Magic: Protection from Poison
12: Surgery - Requires a Medicine check to perform with a DC of about 15 if external or at least 20 if internal. A failed save worsens the disease by acting as one failed saving throw.
me going outside and trying to contribute to society after watching 20 conspiracy videos in a row:
The best sex is when you’re dealing with a man that’s super patient with you and that will do everything in his power to make you feel comfortable when you’re with him.
wow its almost like thats the whole fucking point of sex
Not everybody has a good experience when it comes to sex tho??????
the road to el dorado when in the context of a d&d game is the most astounding and hellish streak of 1′s and 20′s
“The people think that you’re gods, what do you do?”
“…we go along with it.”
“Roll performance.”
“…I got a one.”
“Your foot gets caught in the stirrup while you try to dismount from the horse. You look ridiculous.”
“Well I rolled a twenty.”
“…somehow, a volcano stops erupting on your cue. Everyone falls to their knees in awe.”
“I roll to come up with an escape plan” “Alright roll” “…I got a one” “I try to convince the horse to break us out” “Roll…animal handling?” “I got a twenty”
Y'know now that I’ve seen this post I don’t think I’ve ever seen the movie like I thought I had
i just feel like if a job pays less than $15/hr… they shouldn’t ask for experience.
like if im going to get a minimum wage job, im going to do the bare minimum.
i just don’t understand how we’re “all an important part of the company” and the pay gap is so big
Also if I’m being paid minimum wage, don’t expect me to be passionate about whatever it is you want me to do.
minimum wage = minimum effort
And minimum commitment. Give me a reason to be loyal. Ducking pay me
Peak capitalism expects maximum effort and maximum commitment for minimum pay and minimum loyalty.
When the employer’s attitude is ‘you’re replaceable’ then the employee attitude is ‘this is just a temporary job’
I’m always seeing articles in HR industry publications and stuff that bemoan the “erosion of employee loyalty” and how employees are so willing to jump ship if someone offers them a few more bucks and like…yeah…because y'all made it super clear that we’re all replaceable cogs in the corporate machine, if you’ve got no loyalty toward your employees, what kind of brass balls do y'all have that you expect them to still be loyal to you anyway? This is a two way street, fuckers.
@netflix, new idea. you can make a show called “your life” and when i click on it i can watch all the footage that the government has taken of me through my webcam and cellphone. i fucking know. i fucking
can someone please just hand this man a root beer very carefully in this arc
it’s been years since i’ve first seen this comic and i still think it has one of the best punchline delivers of anything i’ve ever seen
eternal classic