Its Been
Its Been

Its Been

1 3
1 3

1 3

7 9
7 9

7 9

4 3
4 3

4 3

Put
Put

Put

Have
Have

Have

Are
Are

Are

With
With

With

Thats
Thats

Thats

Wheres My Super Suit
Wheres My Super Suit

Wheres My Super Suit

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15 2: Posting flowers until felix comes back, day 15 (2/2, forgot to post yesterday, 15 day milestone! Minecraft flowers)
15 2: Posting flowers until felix comes back, day 15 (2/2, forgot to post yesterday, 15 day milestone! Minecraft flowers)

Posting flowers until felix comes back, day 15 (2/2, forgot to post yesterday, 15 day milestone! Minecraft flowers)

15 2: Well, I was going to play Gmod, but I guess macOS 10.15.2 is the version before Mac OS X 10.6.7 [See comments for the x86 workaround, if you're curious.]
15 2: Well, I was going to play Gmod, but I guess macOS 10.15.2 is the version before Mac OS X 10.6.7 [See comments for the x86 workaround, if you're curious.]

Well, I was going to play Gmod, but I guess macOS 10.15.2 is the version before Mac OS X 10.6.7 [See comments for the x86 workaround, if...

15 2: Monday Tuesday Wednesday Thursday Friday Saturday Sunday Notes 001-365 002-364 003-363 3 004-362 4 005-361 New Year's Day Day after New Year's Day (NZI 006-360 007-359 008-358 009-357 012-354 011-355 10 010-356 12 11 Devonport Cup Day" (Tas) • Planning for 12 months DEBDEN from January - December • 12 Months Reference Calendar 13 013-353 14 014-352 15 018-348 019-347 19 • Plenty of space for jotting 12 MONTH CALENDAR down Notes / To do list etc... Holidays Shaded for easy recognition Personal Management Planner Shaded Saturday & Sunday 2020 021-345 025-341 026-340 020-346 22 26 20 21 Australia Day (ex. NZ) Anniv. Day" (NZ-Wellington) MIX FSC CO05387 9 312136 224825 Re-order code: 3901 29 28 028-338 Tabletop Planner Printed in China 027-339 27 Australia Day Holiday" (ex. NZ) Anniv. Day (NZ-Auckland) JANUARY 2020 DEBDEN NOVEMBER OCTOBER SEPTEMBER JULY AUGUST JUNE MAY APRIL MARCH FEBRUARY JANUARY DECEMBER FSS MTWT FS MTWT MT WT FSS MTWT FSS MTWT FSS MTWT FSS FSS MTWT MT WT FSS MT WT FSS MT WT FSS MT WT FSS MTWT FSS 5 6 30 1 2 3 1 2 3 4 1 2 4 31 12345 1 23 1 2 3 4 567 1234 5 30 31 1 2 3 45 9 10 11 30 31 2 3 4 5 678 5678 1 8 9 10 11 12 13 789 6 7 8 9 10 11 12 3 456 89 10 11 12 13 14 5 6 78 9 10 6 789 10 11 12 4. 45 6 7 89 234 5 67 3. 6 7 8 9 10 11 12 9 10 11 12 13 14 15 2 3 4 5 678 12 13 14 15 16 17 18 14 15 16 17 18 19 20 10 11 12 13 14 15 16 13 14 15 16 17 18 19 15 16 17 18 19 20 21 11 12 13 14 15 16 17 13 14 15 16 17 18 19 9 10 11 12 13 14 15 10 11 12 13 14 15 16 13 14 15 16 17 18 19 16 17 18 19 20 21 22 9 10 11 12 13 14 15 19 20 21 22 23 24 25 21 22 23 24 25 26 27 17 18 19 20 21 22 23 20 21 22 23 24 25 26 22 23 24 25 26 27 28 18 19 20 21 22 23 24 20 21 22 23 24 25 26 16 17 18 19 20 21 22 17 18 19 20 21 22 23 20 21 22 23 24 25 26 23 24 25 26 27 28 29 16 17 18 19 20 21 22 26 27 28 29 30 31 28 29 30 24 25 26 27 28 29 30 27 28 29 30 31 29 30 27 28 29 30 25 26 27 28 29 30 31 23 24 25 26 27 28 29 24 25 26 27 28 29 27 28 29 30 31 23 24 25 26 27 28 29 RORDen Coor 2001 9201 Nemcnwn Sro, COIN IUKI, DrN A, Au ROTE ESEED. COLLINS DEEN AUSTRALIA 00 Thought that it was just a piece of paper that would come of when I removed the plastic... nope! It’s even covering my birthday...
15 2: Monday
 Tuesday
 Wednesday
 Thursday
 Friday
 Saturday
 Sunday
 Notes
 001-365
 002-364
 003-363
 3
 004-362
 4
 005-361
 New Year's Day
 Day after New Year's Day (NZI
 006-360
 007-359
 008-358
 009-357
 012-354
 011-355
 10
 010-356
 12
 11
 Devonport Cup Day" (Tas)
 • Planning for 12 months
 DEBDEN
 from January - December
 • 12 Months
 Reference Calendar
 13
 013-353
 14
 014-352
 15
 018-348
 019-347
 19
 • Plenty of space for jotting
 12 MONTH
 CALENDAR
 down Notes / To do list etc...
 Holidays Shaded for easy
 recognition
 Personal Management
 Planner
 Shaded Saturday & Sunday
 2020
 021-345
 025-341
 026-340
 020-346
 22
 26
 20
 21
 Australia Day (ex. NZ)
 Anniv. Day" (NZ-Wellington)
 MIX
 FSC CO05387
 9 312136 224825
 Re-order code: 3901
 29
 28
 028-338
 Tabletop Planner
 Printed in China
 027-339
 27
 Australia Day Holiday" (ex. NZ)
 Anniv. Day (NZ-Auckland)
 JANUARY 2020
 DEBDEN
 NOVEMBER
 OCTOBER
 SEPTEMBER
 JULY
 AUGUST
 JUNE
 MAY
 APRIL
 MARCH
 FEBRUARY
 JANUARY
 DECEMBER
 FSS
 MTWT
 FS
 MTWT
 MT WT FSS
 MTWT FSS
 MTWT FSS
 MTWT FSS
 FSS
 MTWT
 MT WT FSS
 MT WT FSS
 MT WT FSS
 MT WT FSS
 MTWT FSS
 5 6
 30
 1 2 3
 1 2 3 4
 1 2
 4
 31
 12345
 1 23
 1 2 3 4 567
 1234 5
 30 31
 1 2 3
 45
 9 10 11
 30 31
 2 3 4 5 678
 5678
 1 8 9 10 11 12 13
 789
 6 7 8 9 10 11 12
 3 456
 89 10 11 12 13 14
 5 6 78 9 10
 6 789 10 11 12
 4.
 45 6 7 89
 234 5 67
 3.
 6 7 8 9 10 11 12
 9 10 11 12 13 14 15
 2 3 4 5 678
 12 13 14 15 16 17 18
 14 15 16 17 18 19 20
 10 11 12 13 14 15 16
 13 14 15 16 17 18 19
 15 16 17 18 19 20 21
 11 12 13 14 15 16 17
 13 14 15 16 17 18 19
 9 10 11 12 13 14 15
 10 11 12 13 14 15 16
 13 14 15 16 17 18 19
 16 17 18 19 20 21 22
 9 10 11 12 13 14 15
 19 20 21 22 23 24 25
 21 22 23 24 25 26 27
 17 18 19 20 21 22 23
 20 21 22 23 24 25 26
 22 23 24 25 26 27 28
 18 19 20 21 22 23 24
 20 21 22 23 24 25 26
 16 17 18 19 20 21 22
 17 18 19 20 21 22 23
 20 21 22 23 24 25 26
 23 24 25 26 27 28 29
 16 17 18 19 20 21 22
 26 27 28 29 30 31
 28 29 30
 24 25 26 27 28 29 30
 27 28 29 30 31
 29 30
 27 28 29 30
 25 26 27 28 29 30 31
 23 24 25 26 27 28 29
 24 25 26 27 28 29
 27 28 29 30 31
 23 24 25 26 27 28 29
 RORDen Coor 2001
 9201 Nemcnwn Sro, COIN IUKI, DrN A, Au ROTE ESEED. COLLINS DEEN AUSTRALIA
 00
Thought that it was just a piece of paper that would come of when I removed the plastic... nope! It’s even covering my birthday...

Thought that it was just a piece of paper that would come of when I removed the plastic... nope! It’s even covering my birthday...

15 2: PICKLE RICK Small monstrosity, chaotic neutral Armor Clms 16 (natural pickle armor) Hit Points 70 (20d6) Speed 3oft, climb son. STR DEX CON INT WIS CHA 9(1) 18(-4) 11 (-0) 24(-7) 15 (-2) 17 (-3) Saving Throws Dex +7, Int 10 Sils Acrobatics +7, Perception +5, Stealth +10 Senses pansive Perception 15 Languages Common Chalenge 4 (1,100 XP) Improvised Weapon Master. Pickle Rick is proficient with unamed strikes and improvised weapons His unarmed strike and improvised weapons use 2d6 in in place of their normal damage Rumning Leap Pickle Rick's long jump is up to 10 feet and his high jump is up to 10 feet when he has a running start Vermin Slayer. When Pickle Rick hitsa mouse, rat, or ather rodent with a weapan attack, the target takes an entra 5 (2d4) damage of the weapon's fype. Actions Multurtack Pickle Rick makes two unarmed strike attacks Unarmed Strike Melee Weapan Attack: +7 to hit, reach Sft, one target. Hit 11 (2d6 -4) bludgeoning or slashing damage. Nalgun (Ammunition Melee or Ranged Weapon Attack: 7 to hit reach Sft. or range 10/30ft, one target. Mir. 11 (2d6. 4) piercing damage Dope Ass-Lamer (Rechage 5-6) The pickle fires a concentrated beam uf energy in a 15-foot line that is 5 feet wide. Each creature in that area must make DC 13 Derterity saving throw, taking 24 (7d6) radient damage on a failed save, or half as much damage on a successful one. Pickle Rick Art Credit: htta instagram.com/teratophileart! Made ly httan/tumblc.com homebreming OPTIONAL ABILITIES • Jetpack: Allows Pickle Rick the ability to fly a total of 30 feet before needing a tum to recharge DnD dump
15 2: PICKLE RICK
 Small monstrosity, chaotic neutral
 Armor Clms 16 (natural pickle armor)
 Hit Points 70 (20d6)
 Speed 3oft, climb son.
 STR DEX CON
 INT
 WIS
 CHA
 9(1) 18(-4) 11 (-0) 24(-7) 15 (-2) 17 (-3)
 Saving Throws Dex +7, Int 10
 Sils Acrobatics +7, Perception +5, Stealth +10
 Senses pansive Perception 15
 Languages Common
 Chalenge 4 (1,100 XP)
 Improvised Weapon Master. Pickle Rick is proficient
 with unamed strikes and improvised weapons His
 unarmed strike and improvised weapons use 2d6 in
 in place of their normal damage
 Rumning Leap Pickle Rick's long jump is up to 10
 feet and his high jump is up to 10 feet when he has
 a running start
 Vermin Slayer. When Pickle Rick hitsa mouse, rat, or
 ather rodent with a weapan attack, the target takes
 an entra 5 (2d4) damage of the weapon's fype.
 Actions
 Multurtack Pickle Rick makes two unarmed strike
 attacks
 Unarmed Strike Melee Weapan Attack: +7 to hit,
 reach Sft, one target. Hit 11 (2d6 -4)
 bludgeoning or slashing damage.
 Nalgun (Ammunition Melee or Ranged Weapon
 Attack: 7 to hit reach Sft. or range 10/30ft, one
 target. Mir. 11 (2d6. 4) piercing damage
 Dope Ass-Lamer (Rechage 5-6) The pickle fires a
 concentrated beam uf energy in a 15-foot line that
 is 5 feet wide. Each creature in that area must make
 DC 13 Derterity saving throw, taking 24 (7d6)
 radient damage on a failed save, or half as much
 damage on a successful one.
 Pickle Rick Art Credit:
 htta instagram.com/teratophileart!
 Made ly
 httan/tumblc.com
 homebreming
 OPTIONAL ABILITIES
 • Jetpack: Allows Pickle Rick the ability to fly a
 total of 30 feet before needing a tum to
 recharge
DnD dump

DnD dump

15 2: If you were a 5e character, what ability scores would you have? Strength Dexterity 1 (-5): Morbidly weak, has significant trouble lifting own limbs. 2-3 (-4): Needs help to stand, can be knocked over easily. 4-5 (-3): Visibly weak. 6-7 (-2): Difficulty pushing an object of their weight. 8-9 (-1): Has trouble lifting heavy objects for a longer time. 10-11 (0): Perfectly average. Can perform manual labor with breaks. 12-13 (1): Can perform manual labor for hours without break. 14-15 (2): Visibly toned. Labor comes easy to you. 16-17 (3): Muscular. Can break objects like wood with bare hands. 18-19 (4): Heavily muscular. Able to out-wrestle a work animal or catch a falling person. Performs the work of multiple people in physical labor. 20 (5): Pinnacle of brawn, able to out-lift several people in combined effort. 1 (-5): Barely mobile, probably significantly paralyzed. 2-3 (-4): Incapable of moving without noticeable effort or pain. 4-5 (-3): Visible paralysis or physical difficulty. 6-7 (-2): Significant klutz or very slow to react. 8-9 (-1): Somewhat slow, occasionally trips over own feet. 10-11 (0): Capable of usually catching a small tossed object. 12-13 (1): Able to often hit large targets. Coordination comes easy and is barely a thought when acting (such as in sports). 14-15 (2): Can catch or dodge a medium-speed surprise projectile. 16-17 (3): Light on feet, able to often hit small moving targets. 18-19 (4): Graceful, able to flow from one action into another easily. 20 (5): Moves like water, reacting to all situations with almost no effort. Capable of dodging a large number of thrown objects. Intelligence Wisdom 1 (-5): Seemingly incapable of thought, barely aware. 2-3 (-4): Rarely notices important or prominent items, people, or 1 (-5): Animalistic, no longer capable of logic or reason. 2-3 (-4): Rather animalistic. Acts on instinct. 4-5 (-3): Still very much an animal. Very limited speech and knowledge. 6-7 (-2): Often resorts to charades to express oneself. Often forgetful. 8-9 (-1): Misuses and mispronounces words. Gets distracted easily. 10-11 (0): Knows what they need to know to get by, and nothing more. 12-13 (1): Knows a bit more than is necessary, fairly logical. 14-15 (2): Fairly intelligent. Able to solve physical or mental problems with reasonable accuracy. 16-17 (3): Very intelligent, often inventing new, easier ways to do things 18-19 (4): Probably the smartest person their entire community knows. 20 (5): Famous as a sage and genius. Leaps of logic are stepping stones to them. occurrences. 4-5 (-3): Seemingly incapable of forethought. 6-7 (-2): Often fails to exert common sense. 8-9 (-1): Forgets or opts not to consider options before taking action. 10-11 (0): Makes reasoned decisions most of the time. 12-13 (1): Able to tell when a person is upset. 14-15 (2): Reads people and situations fairly well. Can get hunches about a situation that doesn't feel right, 16-17 (3): Often used as a source of wisdom or decider of actions. 18-19 (4): Reads people and situations very well, almost unconsciously. 20 (5): Nearly prescient, able to reason far beyond logic. Constitution Charisma 1 (-5): Minimal immune system, body reacts violently to anything foreign. 2-3 (-4): Frail, suffers frequent broken bones. 4-5 (-3): Bruises very easily, knocked out by a light punch. 6-7 (-2): Unusually prone to disease and infection. 8-9 (-1): Easily winded, incapable of a full day's hard labor. 10-11 (0): Occasionally contracts mild illnesses. 12-13 (1): Can take a few hits before being knocked unconscious. 14-15 (2): Able to labor for twelve hours most days. Shrugs off illnesses 16-17 (3): Able to stay awake for days on end. 18-19 (4): Very difficult to wear down, almost never feels fatigue. 20 (5): Tireless paragon of physical endurance. Almost never gets sick, even to the most virulent diseases. 1 (-5): Barely conscious, probably acts very alien. 2-3 (-4): Minimal independent thought, relies heavily on others. 4-5 (-3): Has trouble thinking of others as people, interactions are a struggle. 6-7 (-2): Terribly reticent, uninteresting, or rude 8-9 (-1): Something of a bore, makes people mildly uncomfortable or simply clumsy in conversation 10-11 (0): Capable of polite conversation 12-13 (1): Mildly interesting. Knows what to say to the right people 14-15 (2): Knows what to say to most people, is confident in debate. 16-17 (3): Quickly likeable, respected or feared by many people. 18-19 (4): Very likeable, can win people to their side easily. 20 (5): Renowned for wit, personality, and/or looks. A born leader. If you were a DnD 5e character, what ability scores would you have? Be honest now!
15 2: If you were a 5e character, what ability scores would you have?
 Strength
 Dexterity
 1 (-5): Morbidly weak, has significant trouble lifting own limbs.
 2-3 (-4): Needs help to stand, can be knocked over easily.
 4-5 (-3): Visibly weak.
 6-7 (-2): Difficulty pushing an object of their weight.
 8-9 (-1): Has trouble lifting heavy objects for a longer time.
 10-11 (0): Perfectly average. Can perform manual labor with breaks.
 12-13 (1): Can perform manual labor for hours without break.
 14-15 (2): Visibly toned. Labor comes easy to you.
 16-17 (3): Muscular. Can break objects like wood with bare hands.
 18-19 (4): Heavily muscular. Able to out-wrestle a work animal or catch
 a falling person. Performs the work of multiple people in physical labor.
 20 (5): Pinnacle of brawn, able to out-lift several people in combined
 effort.
 1 (-5): Barely mobile, probably significantly paralyzed.
 2-3 (-4): Incapable of moving without noticeable effort or pain.
 4-5 (-3): Visible paralysis or physical difficulty.
 6-7 (-2): Significant klutz or very slow to react.
 8-9 (-1): Somewhat slow, occasionally trips over own feet.
 10-11 (0): Capable of usually catching a small tossed object.
 12-13 (1): Able to often hit large targets. Coordination comes easy and
 is barely a thought when acting (such as in sports).
 14-15 (2): Can catch or dodge a medium-speed surprise projectile.
 16-17 (3): Light on feet, able to often hit small moving targets.
 18-19 (4): Graceful, able to flow from one action into another easily.
 20 (5): Moves like water, reacting to all situations with almost no effort.
 Capable of dodging a large number of thrown objects.
 Intelligence
 Wisdom
 1 (-5): Seemingly incapable of thought, barely aware.
 2-3 (-4): Rarely notices important or prominent items, people, or
 1 (-5): Animalistic, no longer capable of logic or reason.
 2-3 (-4): Rather animalistic. Acts on instinct.
 4-5 (-3): Still very much an animal. Very limited speech and knowledge.
 6-7 (-2): Often resorts to charades to express oneself. Often forgetful.
 8-9 (-1): Misuses and mispronounces words. Gets distracted easily.
 10-11 (0): Knows what they need to know to get by, and nothing more.
 12-13 (1): Knows a bit more than is necessary, fairly logical.
 14-15 (2): Fairly intelligent. Able to solve physical or mental problems
 with reasonable accuracy.
 16-17 (3): Very intelligent, often inventing new, easier ways to do things
 18-19 (4): Probably the smartest person their entire community knows.
 20 (5): Famous as a sage and genius. Leaps of logic are stepping
 stones to them.
 occurrences.
 4-5 (-3): Seemingly incapable of forethought.
 6-7 (-2): Often fails to exert common sense.
 8-9 (-1): Forgets or opts not to consider options before taking action.
 10-11 (0): Makes reasoned decisions most of the time.
 12-13 (1): Able to tell when a person is upset.
 14-15 (2): Reads people and situations fairly well. Can get hunches
 about a situation that doesn't feel right,
 16-17 (3): Often used as a source of wisdom or decider of actions.
 18-19 (4): Reads people and situations very well, almost unconsciously.
 20 (5): Nearly prescient, able to reason far beyond logic.
 Constitution
 Charisma
 1 (-5): Minimal immune system, body reacts violently to anything
 foreign.
 2-3 (-4): Frail, suffers frequent broken bones.
 4-5 (-3): Bruises very easily, knocked out by a light punch.
 6-7 (-2): Unusually prone to disease and infection.
 8-9 (-1): Easily winded, incapable of a full day's hard labor.
 10-11 (0): Occasionally contracts mild illnesses.
 12-13 (1): Can take a few hits before being knocked unconscious.
 14-15 (2): Able to labor for twelve hours most days. Shrugs off illnesses
 16-17 (3): Able to stay awake for days on end.
 18-19 (4): Very difficult to wear down, almost never feels fatigue.
 20 (5): Tireless paragon of physical endurance. Almost never gets sick,
 even to the most virulent diseases.
 1 (-5): Barely conscious, probably acts very alien.
 2-3 (-4): Minimal independent thought, relies heavily on others.
 4-5 (-3): Has trouble thinking of others as people, interactions are a
 struggle.
 6-7 (-2): Terribly reticent, uninteresting, or rude
 8-9 (-1): Something of a bore, makes people mildly uncomfortable or
 simply clumsy in conversation
 10-11 (0): Capable of polite conversation
 12-13 (1): Mildly interesting. Knows what to say to the right people
 14-15 (2): Knows what to say to most people, is confident in debate.
 16-17 (3): Quickly likeable, respected or feared by many people.
 18-19 (4): Very likeable, can win people to their side easily.
 20 (5): Renowned for wit, personality, and/or looks. A born leader.
If you were a DnD 5e character, what ability scores would you have? Be honest now!

If you were a DnD 5e character, what ability scores would you have? Be honest now!