T-shirt and Accessories using POD drop shipping

Why are you selling this site?
I started this project but I have too many shirt businesses on my back burner so I'm letting someone else take this business and make it big

How is it monetized?
by selling print on demand items

Does this site come with any social media accounts?
no, it does not have a social presence

How much time does this site take to run?
takes 20-30 minutes to add a few items and publish them to the site. I can help the new owner with a…

T-shirt and Accessories using POD drop shipping

Using own SMTP server with GSuite

We’ve been having problems recently with our email ending up in junk and after doing some testing it turns out that (some of) the GSuite IPs have been blacklisted, which explains the partial deliverability.

E-mail is very integral to our business so we’d happily pay to have a dedicated IP but Google doesn’t give that option.

Is there a way to force outgoing email to go through a custom SMTP that we’ll setup with another provider that can offer dedicated IPs?

Are there positionning rules when using battles maps on Dragon Age RPG?

We have been running a Dragon Age RPG using battle maps (online) as it is more convenient for playing remotely. The core rulebook gives hints about how such a game could run in the section Using Battle Maps in page 52 :

Using miniatures and battle maps in Dragon Age is easy. Two yards in the rules translates into 1 square or hex on the map. Round down if needed. So a character with Speed 9 would move 4 squares or hexes on a battle map with a move action. A short bow with a range of 32 yards can shoot up to 16 squares or hexes on a battle map.

And that is it with the matter of using maps, unless I missed some other rules. But based on the answers on that other RPG.se post, I think there is not : How is the Dragon Age RPG combat supposed to be played?

In our usual experience of battlemap systems like D&D or Pathfinder, that use 5ft squares, you can find clear rules about :

  • Movements : and specifically diagonal movements (odd diagonal = 1 movement, even diagonals = 2)
  • Stacking up : tokens would not usually stack on the map, unless they have a size Tiny or less
  • Zones of threat : ennemies have zones of threat, for example 1 or 2 squares arround them, they control that zone and player are subject to opportunity attacks when moving in that zone
  • Moving through occupied squares : it is impossible to move past an occupied square unless the occupant is willing to let you do so and that you do not finish your movement on that hsquare

Dragon Age RPG does not provide for zones of opportunity attacks and threat zones, with the exception of the minor action press the attack which reacts to the movement of your adjacent foe by a movement of your avatar.

In those conditions there is nothing that would stop or threaten the player to go past one or multiple ennemies unharmed, and that seems a little too permissive. That means under certain circonstances that the player may even move through an occupied tile.

For the time being we agreed with the players on the following rules :

  • there are no zones of threat, so the player can leave or go past a tile adjacent to the foe, but cannot move past them (it may allow an ennemy blockade)
  • As tile are slightly bigger than D&D tiles (2yards vs 5ft) we have allowed allies to stack upon certain conditions, like taking cover for example

But as the longer we will use those rule the harder it will be hard to fix them, my question is :

Do you know some rule that I am yet unaware of ?

Otherwise in your experience, did you have to deal with the same situation ? Did you manage to keep the game balanced and without ruining the gameplay opportunities brought by the stunts system ?

Using some homebrew i created. How to design a level 1 encounter with 7 level 1 characters

Me and my friends decided to play some dnd 5th edition. The issue is, though i am a long term DM i am only well-versed in the rules for 3.5e and Pathfinder 1st, same as Open Legend but it uses a completely different base system than the other ones.

I am essentially playing in a world that has been changed by the invention of Magitek. Technically it was discovered by some ancient ruins by the big empires expedition into the wilderness, though they honed and reverse engineered all that old tech in those ruins.

Right now my adventuring party is about to meet in the common tavern setting. All of those characters are of level 1 and consist of:

-Life Cleric




-The UA Pheonix Sorcerer with a few tweaks.

-A warlock with homebrew. Pact of the Vengeful Spirit as a mounted warlock kind of deal.

-Blood Hunter

Right now i want to make a small adventure playing in a neutral swiss like country, which is outside of the large and political conflicts of this world. To get the characters to bond in a more neutral environment. Since 1 Character comes from the "evil" empire and the other 3 come from it’s natural enemy. So to build up a group i decided to let them start in a neutral environment. Though i would like to introduce that little homebrew i entered into the world.

Magitek Items or rather Items with the Magitek Keyword are like magical items, but require fuel to sustain themselves for a more beneficial effect. What i was thinking of was that a Beast Tribe with enough Intelligence, probably Goblinoids, stole some shipments from the place they are currently situated at and are using that to raid the lands.

Though personally with a relatively balanced lineup of characters and essentially 7 turns in player character action economy. I personally do not know how to make an engaging encounter for them or multiple during this mini-adventure so that the players feel challenged and feel that this is an actual threat if these items get out of control. Obviously i would also not hand my players magitek items early on in the campaign. The Life Cleric is a Kleptomaniac. So should i maybe build in a failsafe ?

I’d require some good help for encounter building against overwhelming action economy in 5e as in 3.5 or pathfinder 1st i can handle it. Though there i feel it is quite confusing. Any advice is helpful here.

Thanks for the help in advance.

Can you train a hydra after using Charm Monster?

So my plucky halfling street performer bard is whisked away to a magical land and lands in a tropical beach. A six-headed hydra assails the party from the surf. In response, my halfling softens it up with a dirge of doom and successfully enchants it with Charm Monster. I’m level 10, so in theory it is now a nice, friendly hydra for ten days.

So, the question: Can I use Handle Animal or any other mechanic to domesticate the beast and get me a pet-six headed hydra?

Inquisitor using a baldric, bane

I would like some clarification on exactly how the baldric, bane magic item works when used with an inquisitor.

Baldric, Bane

If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities . If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon.

So for non-inquisitor’s its straight forward. A single light or one-handed melee weapon gains a 5th level inquisitors bane ability.

If an inquisitor is under level 5, would it grant the bane ability as if they were 9th level, or because it wasnt unlocked yet would the magic item do nothing for them? Same question for someone between 7-11 level would they unlock the greater bane ability?

So basically, does the item allow them to unlock bane/greater bane up to 5 levels early? Or does it only grant you increased usage once you have unlocked them?

ShaderLab: correctly using Offset, Factor and Units?

In the documentation of ShaderLab culling and depth testing you have the following:


Offset Factor, Units

Allows you specify a depth offset with two parameters. factor and units. Factor scales the maximum Z slope, with respect to X or Y of the polygon, and units scale the minimum resolvable depth buffer value. This allows you to force one polygon to be drawn on top of another although they are actually in the same position. For example Offset 0, -1 pulls the polygon closer to the camera ignoring the polygon’s slope, whereas Offset -1, -1 will pull the polygon even closer when looking at a grazing angle.

I have the following scenery, it’s two cylinders of the same size, one being the sky, one being the horizon on the floor, it is shown exactly how it is expected to render:

enter image description here

This is how it actually looks without playing with the offset factor and units, lots of Z-fighting:

enter image description here

I had to put a fairly high value to Factor so Z-fighting stops, around 15.

And setting the value of Units has absolutely no effect.

So I’m a bit at a loss as on how to correctly use both of these parameters.


Can you explain how shall one understand the meaning and correctly use Factor and Units?