While DMing I’ve used the concept of progressive checks for rolls over the listed DC, but the concept from Think DM takes it even further – start with a DC ZERO and add info the better your players roll. This adds more flexibility to the game, but does require more effort from Dungeon Masters.
As a matter of adventure design (or when improvising as a DM), you shouldn’t lock mission-critical information behind a skill check. Because if the characters fail the check, the plot line is dead.
But, the solution isn’t to get rid of skill checks.
The solution is DC 0 checks.
“Isn’t that basically just telling them the information?”
Yes, but we don’t stop there.
Progressive Skill Checks
The idea is to move away from binary skill checks to a progressive resolution system. So, you still have a check to discover mission critical information. But, the DC to learn the stuff you need to know is set at zero.
As you roll progressively higher, you learn additional information that isn’t necessary, but helpful. You probably could have found out that extra information eventually with your DC 0 clue, but rolling better lets you take shortcuts by applying more intuition or conducting a…
There are two important things in a goblin’s lyfe. I’m talking about all of us, the gobkon, the hobkon, the mulkon — all of us — our relationship to the Queen and our Guild. This is hard for you humans, with all your divergent nations and cities and faiths and disgusting menagerie animals to understand.
By creanita design und ausführung by nina saner (CC BY-SA 2.0)
I’m a printer, part of the Ratxet Guild. My engines run on the power of muls (best!) or whoever else I can hire. The clockwerks give that comforting noise as sheaf and stamp press against each other leaving words behind.
We’re into gears, mostly. But also some other interesting clockwerks. Frankly, we do better with springs than the Union does. Sure, they’ve the Queens’ Stamp – so we cannot sell to others. In our builds we don’t buy from the Union anymore.
My first engine was a climbing device. Lean it up against a feral tar-tree and you’ll be able to get to the top on a platform to work that tree with nary your own effort. It was a tough build, because I needed it to be strong enough for a hob. Without a brother there were no hobs to help me. Sis rode atop my shoulders during the entire testing phase.
At Test it showed a new mechanic for the tar-tree. A Baroness blessed the family via flag and decree. Mother’s standing improved, and the full family took on that glory.
Now, sister is part of the Airxip Syndicate. They’re relatively new. Taking our bike-props and bladders from the Sisterhood, and the Federation’s tar stacks, the Syndicate built those awesome airxips. I don’t understand her werk. There’s something about steampipes. She’s done well for mother. Her flags came from a Countess, one for her and one for mother. Blerxa left on the First Flight with me.
I’m Phatha Phioxa Baroness-flagged of the Guild. Sis is Blerxa Phioxa First-Countess Flagged and Many Unfurled of the Syndicate.
We are what we build and how much the Ladies, may they serve the Queen, reward us for our werks.
A few more daughters like us and mother could be a Lady. If Blerxa and I hadn’t left for the untamed lands of the Kin Blerx may have earned mother the knighting on her own.
Our werks are trapped from knowing since we are far from Queen, so I expect mother to have a few more gobkon. Maybe I’ll find out if I go back, not until after I figure out how to use the power of horses in my next werk. They smell, but they are even stronger than mulgobs.
How magic interacts with the world is often a defining space in Dungeons & Dragons. In the Forgotten Realms magic, whether arcane or divine, exists as 5th edition defines it. In Eberron magic is instead something that is common, fueling the themes of steampunk and noir with orcs and elves. Dark Sun goes the opposite direction. Magic there is not just limited. Magic continues the ecological disaster that mars the world.
In the World of the Everflow magic burst forth onto the world in two awakenings. The first, explored mostly through short fiction and table narration gave the Kin (People of Love) a single cantrip, all of them. The second awakening brought the ability to cast spells to certain Kin and saw the return of the Ken (People of Knowledge) and Kon (People of Technology) to the shores of the Six Kingdoms.
As my worldspace, and the associated tales continuing to develop, the thought popped into my head “What happened to the animals during the Awakening?” Throughout known time the Kin were always bonded with companions (initial rules). With the bond between beast and person so strong, did some beasts get small magics?
The answer is yes.
And so the Thunder Monkey became a reality in the World of the Everflow.
The mechanics are fairly simple. The Thunder Monkey can cast Thunderclap once per short rest. They can also use the first bullet point from Thaumaturgy at will. All other stats are like the basic version of a baboon with minor tweaks that you feel are appropriate. This spectacular beast is rare within the Six Kingdoms, mostly found in Douad, a Mediterranean feeling space.
A character, player or non-player, with a Thunder Monkey becomes more notable and memorable.
Combining mundane beasts with other cantrips can lead to other fun combinations.
Lightning Lure Bugs are giant wasps without a stinger, but instead the ability to cast Lightning Lure and Dancing Lights making them useful in a conflict or able to help light the darkness.
Flapping Foxes are fennec foxes that cast Gust with the breeze originating from their big ears.
Pointers are tracking dogs able to cast True Strike as they direct their companion where the target is.
Slinging Spiners are porcupines that cast Sword Burst flinging more spines than their body carries.
Fixin’ Friends are spiders that cast Mending, using their silk to fix what is broken.
Tidings Birds are pigeons with the ability to cast Encode Thoughts, carrying messages throughout the town.
Savage Mousers are housecats with the ability to cast Primal Savagery, their normal painful non-damaging bites now capable of felling a threat.
These remarkable companions are practically limitless. The damage dealing cantrips (probably Guidance and True Strike as well) at just 1 per short rest will not create any sort of imbalance on any world. Others can be more frequent, likely at 2 or 3 ties a short rest, so that they are used but do not overshadow the players.
Every cantrip and every beast is an opportunity to expand the stories you are telling through the use of magic. This expands the 1,000 times a thousands tales available at the table.
What will be the first remarkable beast your character meets?
What I like about this is the density of the shops and how they share spaces, as well as the alley. Dyson Logos did an interesting mix of spaces with this.
Here we have a collection of five mercantile businesses along the south side of Moonset Street. These are fairly traditional business designs – in most cases there is no access to the interior of the business for shoppers and they instead interact through the long shop windows.
Moonset Street Shops
From left to right we have:
First Building – Front – Cloth Shop
This shop mostly deals in lengths and bolts of cloth, imported and domestic. They also provide some dressmaking and tailoring services (the workshops being in the rooms behind the shop, one sharing space with the owner’s bedroom).
First Building – Back – Trinkets & Jewelry
This shop actually has a “shopping space” within the building (so that people can examine the wares without taking them outside) including a small showroom and counters where work is done as well as sales. The back rooms include a workshop and…
All of these backgrounds vary from the system as outlined in the Player’s Handbook (2 skills and 2 languages/kits/games/instruments/tools). They are slightly more powerful, but also have limitations in regards to origin kingdom and maybe negative features. The bonuses include an extra non-damaging cantrip, a bit more equipment, a single weapon or companion points. A DM running a game outside of the World of Everflow should take caution in adding these to their campaign, but they may be needed flavors within their world.
The backgrounds are: Street Mage, Glight’s Monitor, Keeper of Everflow, Tinker, Farmer/Rancher, Messenger Service, Villien
This post was updated on 5/24/2020
Street Mage
Performing on the streets earned you a few coin, and the feeling that you are constantly hunted by those that wish to limit magic. You’ve found a way to take the new magic and use it to entertain the common man. You can be a hustler, an entertain, and some even call you a charlatan, but you know that magic is real and there is potential for so much more to Kin than a few animals and stodgy rituals.
In most of the West street mages are welcomed in the ghettos while watched by the Guard when they visit good neighborhoods. In Qin they are often found dead in alleys, unless they are part of the Ashen Scarves.
Skill Proficiencies: Performance, Sleight of Hand Tool Proficiencies: None Languages: Two languages Equipment: Gaming set, Fine clothes, 3 shells or similar, belt pouch containing 15 gold
Feature: Prestidigitation and Wanted
Word of your powerful magic (it’s not necessarily powerful) has spread. You heard you were being hunted and now know you cannot stay in one town too long as word will get out that you have learned to control magic. There are many who distrust magic, as the Awakening and magic lead to the fall of Sheljar and other cities around Kin.
These itinerant teachers visit small villages on the Day of Glight. They encourage reading, study and a knowledge. In all villages they are a welcome distraction from day-to-day life. The Day of Glight ensures that everyone has a bit of an education in how the Kingdoms came to be and what the various faiths are. But none can explain the Awakening and these magics that are now real, rather than legend.
Glight has the second most followers in the West. These teachers are common throughout Kin, even in Azsel.
Skill Proficiencies: History, Religion, Arcana Tool Proficiencies: None Languages: One of your choice Equipment: Folding chalkboard, chalk, common clothes, history book, belt pouch with 10 gold
Feature: Pupil in power
A former student of yours is now in a place of influence. During your traveling and teaching you taught hundreds. One of those is now in a position that can help guide you towards finding the answer to a question or the merchant that sells the rare, but needed equipment.
Characteristics: Sage
Keeper of the Everflow
Prerequisite: Must be a follower of Quar.
The Church of Quar and Bishop Ollium lead the largest faith in the West, Kirtin and Daoud. Due to the Everflow’s powers Quarites are popular in the other Kingdoms as well. The Keeper of the Everflow is part merchant, part cleric. They heal and serve the people, for a price. You serve this powerful Church spreading the word and maintaining its influence in all the Kingdoms.
Shrines and churches to Quar dot the landscape throughout Kin. The Church’s historical control of the Font of the Everflow and Lake of Two Paths empowers them to limit all other faiths’ potency.
Skill Proficiencies: Religion, Persuasion Tool Proficiencies: Calligrapher’s Supplies Languages: One of your choice Equipment: One vial of the Everflow, 5 sticks of incense, vestments, common clothes, belt pouch with 5 gold
Feature: Gift of Quar and First Aid (Spare the Dying if played outside of the World of the Everflow)
When you visit a temple of Quar you can ask the ruling deacon to give the gift of the Everflow. If they have the resources and find your needs worthy you will get one vial.
At non-Quarian temples you can still make this request but the chances of success are minimal. Most faiths will make an exchange for a lower price than typically asked.
Characteristics: Acolyte
Tinker
Tinker’s travel between farmsteads, hamlets and villages that lack most smiths. They use both natural and magical means to repair metal goods. In the evening they share news or stories from history and legend. You don’t have a home, and have long left your family. Now, wandering the world you discover new tales and new ways to fix the problems that keep people from doing the things they love.
They are particularly common in the less organized West as well as areas under sway of the Crinthian Confederation.
Skill Proficiencies: Performance Tool Proficiencies: Tinker’s Tools Languages: Two of your choice Equipment: donkey/mule/pony, Tinker’s Kit, 1 pound each tin, copper, iron, pack saddle, traveler’s clothes, pouch with 5 gold
Feature: Job Seeker and Mending
Whether fixing small metal objects or telling tales in the local inn, you find a way to survive at a modest level. This can be through a mix of both activities or just one. If fixing objects all of a morning or afternoon of most days is occupied. If at an inn every evening and some afternoons are occupied.
Characteristics: Folk Hero
Farmer/Rancher
You raise crops or animals for food. At some point your property, or that of your neighbors needed defense. Some of your friends and family were unable to survive the raid from the bandits, but you did. That’s when you discovered there’s more to life that a cock-a-doodle-do at dawn, milking goals, shearing sheep, weeding, swinging a scythe. Your people need protection. You are their hope of a simple, safe life.
Many farmsteads and ranches in Telse lose family members to quests, adventures and those that are searching for better lives. In Kirtin every man or woman must serve, some do not come back from service. Daoud, Azsel, Mehmd and Crinth all have portions of the populace that start as mere serfs and become greater.
Skill Proficiencies: Animal Handling or Athletics, Nature Tool Proficiencies: Farmer’s Tools, Vehicles (Land or Water) Languages: None Equipment: Farmer’s Tools, common clothes, a beast of burden (mule, donkey, dog, flightless bird), lantern, flask of oil, week’s rations, pouch with 1 gold and 17 silver.
Feature: Druidcraft and Foraging
In occupied lands you know how to take just enough food to live without most farmers/ranchers noticing, unless you do so for more than 2 days.
Characteristics: Folk Hero
Messenger
Prerequisite: Your bonded companion(s) must be a messenger bird/dog or a riding horse. You gain an extra companion point.
Messengers work throughout Kin and the Lands of the Everflow. Their birds, dogs and horses carry news, treaties, love letters and more between the cities and towns that remain in the post-Awakening world.
Skill Proficiencies: Animal Handling Tool Proficiencies: None Languages: Any three Languages Equipment: Common clothes, map case, ink, quill, 5 pieces of paper, pouch with 15 gold
Feature: Service Connections Past messages have been sent to two major cities as well as two small towns in the past. Your bonds know how to get to these places, to your home and to yourself.
Characteristics: Folk Hero
Villein
When a youth comes of age they or their family visit the local Villein. While some, particularly Crinthians, do not use a service, many Kin find their first companion through the services of those who know animals as well as any.
Most Villeins deal with mammals, though some in Daoud have experience with fish. Those in Mehmd deal with saurs and lizards.
Skill Proficiencies: Animal Handling (Expertise), Nature Tool Proficiencies: None Languages: None Equipment: 50 gp worth of non-bonded animals, common clothes, pouch with 5 gold
Feature: Domesticating beasts
You are able to calm the semi-wild beasts and prepare them for a bonding session. You also have two additional companion points but must have more than one companion.
Characteristics: Guild Artisan, your art is raising animals.
This campaign is set five years after the Lorebook Hunters. With the call of magic strong in the Western Wildes, the kingdoms of the Everflow are stressed by magic. The New Peoples (Ken and Kon), the Offspring of Chorl, the elementals in The Ferments, the Haunting of the High Hills, truce at the River Crinth between the Crinth Confederation and Empire of Azsel, the Sundering of the Church of Quar, and the beacon of the Free City of Sheljar are all plaguing the Kingdoms of Daoud and Kirtin.
Campaign Premise
You are common people living in and around Kirtin-on-the-Lake who are inspired to free the city from under the rule of Daoud. You may want it to once again be part of Kirtin, or you may want to copy the Free City of Sheljar. The City Guard, a unit of Daoud’s military, and even dragons, who see Kirtin-on-the-Lake as their ancestral home, stand in your way.
Background
The Lorebook Hunters secured several of the Lorebooks, returning magic to the Land of the Everflow. In doing so they drew the attention of the Ken (dragons, elves, dwarves, gnomes, and other fey creatures). At the same time the goblins returned to the Land of the Everflow, with their smog-punk teknology.
Grand Conflicts
The Proctors of Grace and their other allies want to control access to magic. Certain dragons also want to repopulate Kirtin-on-the-Lake as the Ward of Mighty Trees is the ancestral home of certain types of dragons (at least a Red as that first DragonTree has regrown).
Daoud will not allow their winnings (Kirtin-on-the-Lake and the Slope) to leave their control after centuries. The rebellion has taken control of the Dock District. What will they free next? While the mayor may be willing to have the rebels help repel the Proctors, he serves at the whim of an empire that refuses to recognize Kirtin-on-the-Lake as anything but its own territory.
A lovingly maintained coaching inn, the Marching Tankard is more than most travellers expect along the back roads servicing a few small settlements.
the Marching Tankard – Ground Floor – Tagged
While the Tankard’s history goes back a few generations, the current ownership brought it up to the standards it holds today. In his years as a roadwarden, Gunter Grohl saw the tankard as his perfect retirement spot – a nice sturdy compound & inn, far enough off the beaten track that it doesn’t get too busy or crowded, but still bringing in enough traffic to not become a money-sink. So when a windfall came his way in his late 30s, he bought the establishment and has happily settled in.
The Marching Tankard – Upstairs – Tagged
A fairly typical outpost-style coaching inn, the Tankard only has one gate for traffic (larger coaching inns usually operate with two gates so…
The Way of the Frayed Knot is a Monk subclass that attempts to feature some Western fantasy tropes. The most common of these is Friar Tuck from Robin Hood, but there are other studious, religious types that fought alongside rogues and pirates.
Some ignored their ideals. Others felt that the ideals of the gang or troop were more in common with their religious beliefs. In the magical settings of most versions of D&D the Way of the Frayed Knot will have some amount of overlap with a Cleric. While these Monks commonly use bludgeoning weapons, it is not required mechanically, though I’m tempted to make it so.
This is a work in progress for a subclass of Monk. Language still needs adjustments to meet 5e. My purpose in sharing is to garner feedback about the concept as it fits the description and entertainment within most 5e paradigms. A lot of the power is wrapped up in Cleric spells as rituals.
Cloistered Student
The Drunken Monk, Mansion House, Cardiff by Michael Gwyther-Jones (CC BY 2.0)
At 3rd level, when selecting this Monastic Tradition, you gain proficiency in Religion (or another Intelligence skill if you already have Religion) as well as a proficiency in one of the following artisan tools — Brewer’s Supplies, Calligrapher’s Supplies, Mason’s Tools, Painter’s Supplies, or Woodcarver’s Tools.
Circle of Life
At 3rd level you gain access to the ability to Channel Divinity. You have one use per short or long rest at this level. At 8th and 18th level you gain an additional use of this ability.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC (8 + your proficiency bonus + your Wisdom modifier).
The Channel Divinity options available are Preserve Life and Sacred Weapon (with Wisdom being the attribute connected to that Paladin ability). You may also use 3 Ki Points towards a Channel Divinity. This cost replaces the per rest cost for that specific usage.
You may pay 1 Ki Point to cast the following Cleric spells as Rituals at 3rd level;
Ceremony (XGtE)
Detect Magic
Detect Poison and Disease
Purify Food and Drink
At 5th level you gain access to the following Rituals, at the cost of 1 2 Ki Points;
Gentle Repose
Silence
At 9th level you gain access to the following spells as a Ritual, at the cost of 1 4 Ki Points;
Feign Death
Water Walk
At 13th level you gain access to the following spell as a Ritual, at the cost of 1 7 Ki Points;
Divination
At 17th level you gain access to the following spell as a Ritual, at the cost of 1 11 Ki Points;
Commune
Live to Fight
Monk by Vladimer Shioshvili (CC BY-SA 2.0)
Starting at 6th level you are able to cast Prayer of Healing at the cost of 2 Ki Points. Your spellcasting ability modifier for this Prayer is Wisdom.
The use of an additional Ki Point increases the spell level by 1, granting an additional 1d8 of healing to the spell.
You also gain proficiency in Healer’s Tools if you do not have this proficiency. If you do have this proficiency, you are granted double your proficiency bonus on checks for this tool.
Submission
At 11th level your blows are now so potent that Stunning Strike no longer costs a point of Ki.
Kneel Before the Gods
At 17th level when you Stun a creature they fall Prone. You also gain an additional two blows from Flurry of Blows. Those blows can be against any target within your reach.
In most fantasy worlds dragons are hoarders of treasure. In some they are (also?) destroyers of worlds. There are worlds where dragons founded existence. On Krynn the chromatic and metallic dragons battle each other sometimes interfering in the lives of Man.
In establishing the World of the Everflow I wanted a slightly different take upon how dragons (as well as other dragonkin) exist within the World.
Dragons are part of the People of Ken. They are knowers of things, especially of magic. They, and all of the Ken, control access to magic of all kinds. For millennia of millennia they prevented the People of Kin (companionship and love) from knowing magic. Through the Scholars and the Proctors of Grace the Dragons and their followers (Elves, Dwarves, Gnomes) kept their thumb on magic, eliminating all but love and the healing power of the Everflow.
Rather than piles of gold, a dragon’s home back on Ken (the continent) is full of scrolls, books, and tomes. The long lives of all Ken mean that their minds are full of mighty spells well beyond the standards of Dungeons & Dragons.
Dragon breath by Nicklas Lundqvist (CC BY-SA 2.0)
Their immense powers are legendary, the same way that our modern world views dragons — a story so fictional it is not even legend. Statues and tales about dragons are created for artistic reasons.
Within the current campaign the dragons are returning to Kirtin-on-the-Lake seeking an ancestral homeland in the Ward of Mighty Trees. These trees are essential to the Dragons life in ways that the group has yet to discover.
Those Dragons, from the Ale Dragon Brewst Griselle to a mighty Red waiting on the southern plains of Kalst’s Field, are now quite real. Some fit in well. Brewst is small enough to fit inside buildings. He drinks and cavorts. His study of brewing, distilling, and vintning is familiar to the Kin. Yes, he’s different, but there is also familiarity.
Other drakes do not cause fear, initially. They remind most in Kirtin and Daoud about the lizards of Mehmd, a Kin-ish kingdom that bonds with lizards more frequently than mammals.
KOMODO DRAGON by NAPARAZZI (CC BY-SA 2.0)
But, when those drakes fought they taught fear. Their breath of fire, or poisoned stingers, killed in ways that nature should not. The drakes are not as intelligent as a person. Unlike Brewst they do not speak. They consume. Negotiation is not possible.
Brewst, and his companion gnome Oolia, are talkers. They also use the power of illusion and charm to work their way towards their goals. The governor and the group do not know these goals. They only know that the influence of the two continues to grow.
They worked as advanced scouts for the Proctors of Grace. Their goals could be called fey-like as all of the magical Ken work in ways that are not familiar to Kin (Goliaths, Halflings, Humans). The plans of Ken take centuries or even millenia.
When life lasts at least a few hundred years the approach to the world is incomprehensible to races that live to 100 at most.
Now, our heroes have to discover how these plans impact life in Kirtin-on-the-Lake, and the two kingdoms. This process of discovery could be deadly, it will be challenging. In the end, life in Kirtin and Daoud will change. Our heroes will determine how much it changes and how the Dragons will be included, punished, or rewarded.
In the first entry of this short series, I wrote about the philosophy of passive skill or trait use in roleplaying games. That piece focused on information exchange and the use of passive skill to determine the baseline of what a character knows in a game. There, I claimed you could use passive skill, or almost any trait you might normally roll for, in active situations in a game.
What that claim means, in practical terms, is allowing player characters to have a bottom performance level in physical activities, such as athletics and stealth. This passive us fits alongside the mental acuity I advocated for in the first essay. For the sake of narration and speed of play, it’s fair for this floor of expertise to apply to NPCs, too. They can sometimes perform fancy maneuvers based on their capabilities just like the player characters.