The Drowned Halls
[image description: pixel art of the house from piranesi. it has a marble hallway with a central staircase, surrounded by statues, and is half flooded. piranesi himself sits on the staircase, fishing. end description.]

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The Drowned Halls
[image description: pixel art of the house from piranesi. it has a marble hallway with a central staircase, surrounded by statues, and is half flooded. piranesi himself sits on the staircase, fishing. end description.]

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I saw a comment on your blog that says 'the way you eat does not cause diabetes'...are you able to expand on that or provide a source I could read? I've been told by doctors that my pre-diabetes was due to weight gain because I get more hungry on my anti psychotics and I'd like to fact check what they've told me! Thank you so much!
There are a lot more factors at play in diabetes — more complicated than “I had a cupcake at lunch.”
Pre-diabetes was rejected as a diagnosis by the World Health Organization (although it is used by the US and UK) - the correct term for the condition is impaired glucose tolerance. Approximately 2% of people with "pre-diabetes" go on to develop diabetes per year. You heard that right - TWO PERCENT. Most diabetics actually skip the pre-diabetic phase.
There are currently no treatments for pre-diabetes besides intentional weight loss. (Hmm, that's convenient, right?) There has yet to be evidence that losing weight prevents progression from pre-diabetes to T2DM beyond a year. Interestingly, drug companies are trying to persuade the medical world to start treating patients earlier and earlier. They are using the term “pre-diabetes” to sell their drugs (including Wegovy, a weight-loss drug). Surgeons are using it to sell weight loss surgery. Everyone’s a winner, right? Not patients. Especially fat patients.
Check out these articles:
Prediabetes: The epidemic that never was, and shouldn’t be
The war on ‘prediabetes' could be a boon for pharma—but is it good medicine?
Also - I love what Dr. Asher Larmie @fatdoctorUK has to say about T2DM and insulin resistance, so here's one of their threads I pulled from Twitter:
1️⃣ You can't prevent insulin resistance. It's coded in your DNA. It may be impacted by your environment. Studies have shown it has nothing to do with your BMI.
2️⃣ The term "pre-diabetes" is a PR stunt. The correct term is impaired glucose tolerance (or impaired fasting glucose) which is sometimes referred to as intermittent hyperglycemia. It does not predict T2DM. It is best ignored and tested for every 3-5yrs.
3️⃣ there is no evidence that losing weight prevents diabetes. That's because you can't reverse insulin resistance. You can possibly postpone it by 2yrs? Furthermore there is evidence that those who are fat at the time of diagnosis fair much better than those who are thin.
4️⃣ Weight loss does not reverse diabetes in the VAST majority of people. Those that do reverse it are usually thinner with recent onset T2DM and a low A1c. Only a tiny minority can sustain that over 2yrs. Weight loss does not improve A1c levels beyond 2 yrs either.
5️⃣ Weight loss in T2DM does not improve macrovascular or microvascular health outcomes beyond 2 years. In fact, weight loss in diabetics is associated with increased mortality and morbidity (although it is not clear why). Weight cycling is known to impacts A1c levels.
6️⃣ Weight GAIN does NOT increase the risk of cardiovascular OR all causes mortality in diabetics. In fact, one might even go so far as to say that it's better to be fat and diabetic than to be thin and diabetic.
Dr. Larmie cites 18 peer reviewed journal articles (most from the last decade) that are included in their webinar on the subject, linked below.
Available to buy on SendOwl
The link to “Prediabetes: The epidemic that never was, and shouldn't be” goes to the wrong article, here’s the correct one:
https://www.chicagotribune.com/opinion/commentary/ct-prediabetes-diabetes-pharma-epidemic-perspec-0801-jm-20160729-story.html
haven't seen the anyone upload the best video of the welsh holiday horse skull yet

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Day 10- Sword of the Healer
Sword- The Patchwork Protector
This sword is used by a healer- in addition to protecting its user, it takes on the pains of those she heals. As she transfers their wounds to her blade, the sword shatters and reforms with new pieces in a dizzying patterned patchwork.
Merry Winter’s Crest
from me to you
This was done for my postcard exchange giftee! I loved working on it, and I hope they and everyone has a lovely season and a Better New Year.
Hello recently saw your player sketches for your RPG group and would like to politely ask for character info on your group especially the one that could possibly a warforged it’s rather neat looking either you have my attention and and watch keep up the great art
How sweet of you to ask! I’m not sure why I didn’t include descriptions in the original, but here they are (she IS a warforged, she’s my character!)-
From Left to Right-
Eurydia- Tiefling Warlock. Tends toward the chaotic option. Has a penchant for room-clearing fireballs when sufficiently roused.
Vel- Half Elf Paladin. Vel is a recovering tree sap addict, but I started this when he was best described as an active, enthusiastic addict. He’s our Protagonist, which says… something.
Runilla- Dragonborn Ranger. Violently lactose intolerant. Once won us all a ton of money on the illegal boxing circuit.
Daimon- Half Orc Ranger. Despite taking up the center of the picture, Daimon didn’t hang around long. Last week Elizabeth started playing a bard instead and it turns out we love it when she sings.
Harp- War-Forged Monk. My character. Spreading the word about Autonomous Personhood and endlessly giving away all the money. She has a crush on the City Watch Captain.
Dornan- Dwarf Shaman. Our healer and just a really nice dude. Work schedules means he usually shows up halfway through the battle, and the result is his importance is more obvious.
Papaya (Paya)- Dog. Team dog. Played by real life team dog, Lola. Occasionally helped by the other real life team dog, Digby. Killed the dungeon boss last week with just a really well timed snap. That’s her only kill, but it was an important one.
Dusty (In the front, laying down)- Elf Ranger. The slightly amoral, super lethal one. Comes up with all the best ideas. WOULD BE the Protagonist, but his moral compass is… missing.
These are the good luck Tonberries.
Reblog to stab 2016 to death and to bring in a fruitful new year.
2017 needs to be stabbed to death too.
Friends

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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.
Spellcasting Combat Narration for D&D
image credit: Ben Wootten
So I was gonna include this in my other article on narrating combat, but it proved far too lengthy, so I made this into part 2!
Combat is easy to describe compared to narrating spell attacks. I ran into this problem last session when I was getting into detail telling the barbarian how they tore off an ogre’s head but then the druid just kept using Fire Bolt and I kept defaulting to “you shoot a bolt of fire at his face.” I’m going to try and vary things up with these lists and help everyone else in the process! I am organizing them by energy type.
Mode of Attack
Half of a spell’s attack is how the caster shapes their spell. The same spell can look very different with every casting if you have a creative DM. Feel free to switch it up each time it’s cast, or vary the same spell when cast by different characters of different classes.
Attack Words
Generic shapes and terms that will launch from the caster’s hand.
Helix, Spiral, Beam, Erratic, Mote, Bolt, Stream, Blast, Burst, Blade, Arc, Miasma, Cloud, Eruption, Wave, Cone, Missile, Rune, Glyph
Class-Based Ideas
Bard
Energy manifests from thin air a foot in front of their instrument as they play
Energy is shaped like ribbons of written music that ripples towards enemies
Several tiny motes of energy appear with each note sung or played. Each point of damage comes from a mote hitting the opponent (rolls a 4 out of a d6, 4 of the 6 note-motes hit)
Cleric
Energy falls from the sky or emerges from the ground as the cleric prays
Beam of energy originates from holy symbol
Spell attack should highlight that the cleric is granted their powers from a greater power, don’t have the energy come from their hand/finger. Have the energy come TO them, and then be thrown at the enemy.
Druid
Energy is shaped like an animal.
Energy rushes forth from the surrounding wilderness and zooms past the druid and toward the foe.
Much like Cleric, energy shouldn’t come from the caster. It should come from elsewhere before being thrown at the enemy.
Fighter (Eldritch Knight)
Energy blasts from their bound weapon pointed at the enemy.
Energy fires from their mouth as they yell.
Energy surrounds their weapon and is used in tandem with it (if close enough)
Monk (Way of Four Elements)
Literally just watch Avatar: the Last Airbender and do that.
Paladin
Most Paladin spells are smite-based, so they usually happen when an attack hits. Otherwise, let the energy come from a higher power like the Cleric.
Energy bursts forth from within the creature hit
Energy surrounds weapon right as the strike lands
Energy falls from the sky or erupts from the ground
Ranger
Honestly, most Ranger spells often seem a lot like man-made traps like Cordon of Arrows (arrow traps), Fog Cloud (smoke grenade), or Grasping Vine (slipknot trap). But otherwise, Play it like the Cleric where the energy comes from a higher power.
Energy takes the form of the Ranger’s animal companion or an animal they associate with.
Spells seem to cast automatically whenever the Ranger is in a tight spot, almost as if nature itself is protecting them. The Ranger gives an approving nod whenever this happens in thanks.
Rogue (Arcane Trickster)
Energy is always accompanied by a shimmer of glitter
The Rogue plays with the energy over their fingertips as they whistle before casting the spell.
Energy enchants one of the Rogue’s daggers and casts the spell by tossing the dagger at the intended location or target.
Sorcerer (Draconic Bloodline)
Energy takes the shape of a dragon of your bloodline.
Energy surges forth from your breath
All energy takes the shape of your bloodline dragon’s energy type, regardless of the actual energy type. For instance, a sorcerer of a blue dragon’s bloodline that casts Burning Hands or Cone of Cold keeps the energy type but shapes the fire and cold damage into the form of a bolt of lightning.
Sorcerer (Wild Magic)
Energy takes on many random forms, never under the full command of the Sorcerer.
Energy erupts from random places in the environment when the Sorcerer calls upon them.
Energy bubbles and fizzes with all energy types (but mostly the one called upon), as if a piece of Limbo was thrown at the enemy.
Warlock (Archfey)
Your energy shimmers with iridescent colors and showers enemies with sparks of glitter.
Warlock (Great Old One)
Your magic corrupts and twists the flesh of the target of your spell, regardless of the energy type.
Warlock (Fiend)
Energy takes the shape of the unholy symbol of your patron.
Wizard (Abjuration)
Energy shoots forth from your magical wards, arcing towards your enemies.
Wizard (Conjuration)
You conjure a short-lived elemental of the energy type you need. It soars at the enemy.
Wizard (Divination)
You weave the glowing threads of fate in the palms of your hands, tweaking reality to cast your spell.
Wizard (Enchantment)
You enchant an object to exude the energy and toss it at the enemy.
Wizard (Evocation)
I mean, you just sorta blast them. That’s what this school’s about.
Wizard (Illusion)
Your spell usually spawns two or three illusory copies. When the attack misses, the enemy simply managed to dodge the right duplicate.
Wizard (Necromancy)
Your energy takes the shape of a skull screaming as it flies toward the enemy
Wizard (Transmutation)
You transmute the energy out of the surrounding environment and fire it at the enemy
On-Hit
So if half of a spell’s attack is the shape and travel of the spell, the other half is when the spell hits. I organized this list by energy type, as different energies will do different sorts of things when they hit a creature. This is mostly a collection of interesting effects, colorful language, and examples.
Fire
Your bolt of fire singes their armor (burning cloth, blackening leather, discoloring metal)
A tiny bead of fire explodes on contact
Showers them with red sparks
Your attack leaves behind a billowing trail of smoke
A fast-travelling meteor of flame soars from the sky towards the enemy.
Your flames leave blisters and cracked skin in its wake.
Your fire blackens the enemy’s flesh
Cold
You freeze the moisture in the air into icy daggers that fall onto your enemy
You freeze the water in their blood to damage them
Their skin turns blue and numb
You literally hurl a snowball at them.
Your spell leaves them covered in a layer of frost
A buildup of ice covers where your spell hit. (it’s easily shattered once they move, though)
A blast of icy wind and rain leaves them shivering.
Thunder
A crack of thunder pummels your foe
A high-pitched, deafening shriek focuses itself on the target
A thin trail of blood races from the foe’s ears from a sound no one else can hear
The enemy falls to their knees cupping their hands over their ears, gritting their teeth
You buffet the target with waves of thunderous sound
The ground shakes with the force of your spell. Brittle glass objects nearby shatter.
Lightning
Lightning comes from the sky to smite your foe
You all smell the faint odor of ozone before a bright bolt of lightning streaks toward the target of your spell
Before your enemy can blink they are showered in electrical sparks followed by crippling pain
The enemy’s back stiffens as the powerful current of lightning surges through them
Your attack leaves a permanent web of lightning shaped burns all over one side of their body
Your blast of lightning causes their skin to rupture as it travels through their body
Acid
Your acid sizzles as it burns a new, unnatural color into their skin
The attack melts their flesh, leaving them permanently disfigured at the site of the spell
Your spell’s acid causes blue fire to burn where it hit their skin, and bleaches their armor and belongings
A rancid smell fills the foe’s nostrils as the acid bubbles on their bare skin, burning through the simple cloth of their shirt.
Poison
You spew a poisonous cloud from your mouth at your opponent
A spectral viper or insect is flung at the opponent, biting them and filling them with magical venom
Your index and middle finger each grow a poisonous fang which you sink into your opponent’s arm (melee range spell attacks only)
The enemy’s mouth fills with a foul tasting liquid which forces its way down their throat
Necrotic
Your target’s flesh bubbles and boils as a black ichor sputters from the spell’s origin
The foe’s flesh festers with magical disease as boils and wounds quickly cover the affected area
A skeletal hand wriggles free from beneath the earth, flying towards the target
An incorporeal undead shrieks as it flies from your finger toward the enemy to deliver the spell’s effect
Black energy swirls around your arm before launching towards the enemy as if it had a life of its own
Your iridescent blue magic enters the target’s body and afflicts their soul, making them momentarily dazed as their eyes glaze over.
Radiant
A holy light shines from the skies to harm your target, regardless of time of day or obstructions
A halo of radiant energy surrounds your head and blinds the target as they gaze upon it
Enemies that aren’t of your alignment hear the whispers of your deity moments before being enveloped in a blinding white light
The foe’s eyes and mouth emit warm light and they howl in pain
A blade of radiant energy slashes through the victim, leaving a trail of blinking motes of light in its wake
The enemy’s skin blisters from the raw positive energy surging through them
So essentially this whole post was a creative writing assignment for myself, but I hope that it gives you guys new creative ideas for new spells or new ways to describe existing spells! They don’t much affect the mechanics of the spell at all, so most DMs I suspect will be fine with most of these descriptions if you want your character to cast spells a certain way.
Just call us humanity’s best and brightest.
This is a painting of Jacek Malczewski called simply ‘Death’ and it’s my favourite personification of death in any medium.
She’s not creepy or scary, or sexy, or abstract. She is this thick woman with worn hands, dressed as normal, with a non-stylised scythe and pins in her hair: like a farmer’s wife that just came form the field and rests against the wall, catching some sun. She is not creeping about the dying one holding her scythe over their head, she is just there, calmly waiting her turn.
This painting always fills me with peace and optimism when I think about death. She is just there, outside the window, in no hurry at all, sensible and down to earth. I can live with that.
Eileen.

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Collection-post of my 2017 moth-knight goblins! 💖 I had a lot of fun this year, just like I do every Goblinweek, and I’m already making plans for next year. Previous years’ goblins: cave-gobs /// swamp-gobs /// arctic gobs Evan Dahm’s official goblinweek tumblr twitter/patreon/store