Gathering Intel¶
A character can get information about the world using two methods: Research at a library, and Scouting in the field. Either method may reveal information such as history, locale, entry points, creatures and factions, difficulty estimates, or possibly CR.
Used by: the Basic Game Loop.
Uses: Travel, Wilderness Encounters.
Goes back to: the calling procedure.
Records to update: the character's notes.
Research¶
Library work. Spend one workweek and 25 gp, then make an Intelligence (Investigation) check against the DC below:
| Subject | DC |
|---|---|
| Well known or local | 10 |
| Obscure or distant | 15 |
| Secret or esoteric | 20+ |
On success, the DM shares what the books contain. On failure, nothing is learned.
Scouting¶
Requires one week in the field. At the end of the week, the lead scout makes a DC 15 Wisdom (Survival) check, modified by the Proficiency Bonus of the strongest faction in the area, if any.
- Success. The DM shares as much current information as the scouts could observe.
- Failure by 1-5. Only the target's location is known. If a faction is present, it detected the scouts (see Wilderness Encounter).
- Failure by 6 or more. Nothing learned. A Wilderness Encounter with the most dangerous creature or faction present occurs.