Ralph McQuarrie Star Wars Christmas cards
"I'm Dorothy Gale from Kansas"
Aqua Utopia|海の底で記憶を紡ぐ
cherry valley forever
Lint Roller? I Barely Know Her
Cosmic Funnies

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if i look back, i am lost
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Mike Driver
trying on a metaphor
𓃗

#extradirty

oozey mess
2025 on Tumblr: Trends That Defined the Year

izzy's playlists!
official daine visual archive
almost home
Keni
seen from United States

seen from Malaysia
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seen from Croatia
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@mischievousadventures
Ralph McQuarrie Star Wars Christmas cards
Mrs. Claus opens "The Year Without a Santa Claus" by claiming the eponymous year took place "before you were born". Seeing as the movie was released in 1974, this means the year must have been before then.
Bounding this on the lower end is the presence of ice hockey - mentioned by Heat Miser - and the use of telephones. Ice hockey was invented in 1875, while Alexander Graham Bell built the telephone in 1876, meaning the year must post-date these. These figures give a range of approximately 100 years during which Santa may have taken his holiday.
Yet, narrowing this further is the presence of a December calendar counting the 1st to a Wednesday. Between 1876 and 1974, only the Decembers of 1880, 1886, 1897, 1909, 1915, 1920, 1926, 1937, 1943, 1948, 1954, 1965, and 1971 started on a Wednesday.
But still this can be narrowed further.
When Santa set out that Christmas Eve, we see what appears to be an almost full Moon in the sky. Within the years listed, only 1920 had a full Moon on Christmas.
Ergo, 1920 was the year without a Santa Claus.
Tips for Writing Injuries
✧ Broken ribs suck. You don’t just “walk it off.” Breathing hurts. Laughing hurts. Existing hurts. Characters with rib injuries won’t be doing heroic sprints.
✧ Concussions aren’t instant naps. Dazed vision, nausea, dizziness, maybe even personality changes, but they’re not going to collapse neatly like in the movies.
✧ Blood loss is sneaky. It’s not just about dramatic pools of blood. It’s dizziness, confusion, and the body getting cold as circulation tanks.
✧ Adrenaline lies. Someone can take a serious injury and not feel it until the fight’s over. That “I didn’t realize I was bleeding until later” trope? Very real.
✧ Twisted ankles are brutal. One bad step and suddenly running is off the table. Even walking hurts like hell. Perfect way to ground a chase scene.
✧ Burns linger. Even small burns hurt more than most people expect. Blisters, infection risk, constant pain, it’s not just a cool scar later.
✧ Dislocated shoulders = useless arm. Characters can’t keep swinging a sword or firing a gun. They’re basically fighting one-armed until it’s fixed.
✧ Shock is a thing. Pale skin, trembling, rapid heartbeat, and eventually disorientation. A character might not even realize how bad their wound is.
✧ Stitches aren’t magic. Getting sewn up is painful and recovery takes time. They’re not instantly battle-ready after a needle and thread.
✧ Scars tell stories. Some fade, some don’t. Some stay sensitive forever. Don’t forget the aftermath when the wound becomes part of the character.
The Mermaid Accountant
Contrary to what many people think, I am not an accountant.
This is one of the greatest comics I've ever read in my fucking life.
This is living ladies and gentlemen. You pick a random irrelevant character to fixate on and just watch the nothing flow in
Wild how many people believe medieval armor is super hard to move in.
Like, do these people realize those armors were usually made for fighting... to the death? Where mobility is kind of important???
boss... youre gonna wanna see this one (holds up drawing of a really epic awesome dragon)
An exceedingly rare para-elemental of ice, a midwinter maiden can only be summoned when the conditions are just right: the summoner must spill their own blood using a shard from a broken mirror, rimed in perfect frost, in the presence of a snake, on Auril's holy day.
There are many reasons why one might want to summon a midwinter maiden. Not only are they incredibly lethal in combat, but they also have the ability to grant shelter against the most ferocious blizzard, or even part the veil and transport their summoner to other planes of existence. If you intend to do so, however, great care is required. Midwinter maidens are cruel and violent by nature; if one happens to break loose from its summoner's control, it is liable to go on a rampage, slaughtering anyone it can get its hands on.
by Дмитрий Алексеев
Composite rapier, Europe, early 17th century
from Czerny's International Auction House
Unknown Constellation - Artem Chebokha
another brook, this time with a tiny waterfall
A happy fat dragon !!
Testing D&D acrobatic combat!
(Turns out doing this stuff under time pressure is HARD)
Outtakes on Patreon
D&D 5e is bad for this. In 2014 the skill system was half-baked: there were no mechanics or DCs for even the most bog-standard skill uses, and the DM was expected to wing it every time and decide action economy, DC/contested check, and possibly what conditions grant advantage/disadvantage. Good news for experienced DMs who knew what they were doing and already had Opinions on how to run things! They basically had a blank slate to do what they want. Bad news for everybody else.
In 2024 the skill system was basically abandoned. They simply scrapped the section that explained what skills even do (2014 managed that at least, though they never explained how rolls are resolved). It's a mess, and I'm still livid.
Now, Cunning Action allows you to Dash, Disengage, or Hide as a bonus action. This doesn't appear to help with Acrobatics, does it?
The 2024 Acrobatics skill is defined (I'm using the term very liberally) as "Stay on your feet in a tricky situation, or perform an acrobatic stunt". What type of action is it when it's not reactive? We don't know. What's the DC? We don't know. Is it part of movement? We don't know. Can you combine it with an attack action, or any other action? We don't know. Can a successful Acrobatics check grant you some sort of benefit in combat? We are strictly in homebrew/houserule territory, and there's no rules framework nor a set of guidelines that can help DMs decide that.
So with rules as written, Rogues can combine an attack with an acrobatics check as much as anyone else: they can't, unless your DM thinks they could. Maybe the DM will rule you can do it as part of your movement – regular move, or action (Dash), or bonus action (rogue's Cunning Action: Dash, or monk's Step of the Wind: Dash). It's not unreasonable and I recommend it. Or maybe the DM will rule it's an action. We don't know.
For reference, here's ALL the instances that tell us how the Acrobatics skill can actually be used in game in D&D 5.5:
action, DC = grapple's DC (typically 8+grappler's STR+grappler's proficieny bonus), to escape a grapple (PHB)
action, DC 18, to escape a chain (PHB)
part of Utilize action, DC 15 to catch a grappling hook at a ledge (PHB)
reaction, DC 15, to half the dmg from falling into water (PHB)
no action in itself, DC 10, to avoid landing Prone if you Long Jump to Difficult Terrain (PHB)
action, DC 15, to escape a Rope of Entanglement (DMG)
action, DC 12, to escape Webs (DMG)
no action mentioned (presumably part of movement?), DC 12, to leap between platforms in The Lost Library of Lethchauntos adventure (Forgotten Realms: Adventures in Faerûn)
And that's it. The system can't help you further. Go forth and improvise, cooperating with your DM, or pick another system. If you really like 5e and want to tweak it, check out Tales of the Valiant and Level Up: Advanced 5th Edition (aka A5E). If nothing else, you can crib ideas for your own houserules. Or, if you like the nitty gritty stuff, try D&D 3.5 or Pathfinder (either edition) – you'll lose bounded accuracy and you'll have a lot more bookkeeping, but it's a tradeoff for much more accurate simulation. Whatever floats your boat. :)
Sailing Star, digital illustration by Ben J