Information Gathering¶
Information about subjects in the world is necessary to be able to make plans and take action. There are different methods to gather information. Each usually creates rumors.
Used by: the Basic Game Loop.
Uses: Travel, Wilderness Encounters.
Goes back to: the calling procedure.
Records to update: the character's notes.
Research¶
Research must be done at a library, and can reveal information about historical events, objects, creatures, locales, and phenomena. 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.
Inquiry¶
Inquiry is best for finding out what people say, true or otherwise. Spend one workweek and 25 gp in a settlement on drink and small bribes. Then make a Charisma (Persuasion) check against the DC for research, modified by the Proficiency Bonus of the faction who might want to keep the knowledge a secret, if any.
- Success. The DM shares what is commonly said in the settlement, true or not.
- Failure. Nothing useful is learned.
Scouting¶
Scouting requires a venture and takes one week in the target hex. It is best for discovering current information about locales and creatures. 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 hex, 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 and an encounter occurs (see Wilderness Encounter).
- Failure by 6 or more. Nothing learned. A Wilderness Encounter with the most dangerous creature or faction present occurs.
Infiltration¶
Infiltration takes one week to prepare for getting into the locale owned by the target faction, which may require a venture to reach. At the end of the week, the infiltrator makes a DC 15 Dexterity (Stealth) check, modified by the Proficiency Bonus of the faction that owns the locale.
- Success. The DM shares as much current information as could be observed.
- Failure by 1-5. The infiltrator has been detected by the target faction and an encounter with its forces occurs (see Dungeon Encounter).
- Failure by 6 or more. The infiltrator has been captured or killed by the target faction.
Information Subjects¶
Objects. A relic, formula, statue, etc. Research tells what it is, what it does, its history, or who held it last. Inquiry gives the rumor of where it went and who claims to have seen it. Scouting or Infiltration confirms where it is now and how well it is guarded.
Creatures. A monster, named beast, sovereign, or a faction. Research gives nature, powers, weaknesses, and habits, and is the only method that might tell you what a thing is before you meet it. Inquiry reports what it has lately done and what people fear it will do next. Scouting and Infiltration can tell you how many, where they are, what they are doing, and the approximate Force Power.
Events. A battle, a disaster, an omen, etc. Research gives what happened, when, who was involved, and what followed. Inquiry can tell you who is blamed, who profited, or speculation about what will happen next. Scouting can give physical clues.
Locales. A hex, ruin, settlement, or a lair. Research tells you history, what was built there, what was said to dwell there, and recorded ways in. Inquiry gives what travelers and neighbors say of it now. Scouting answers whether the place is wilds or territory that belongs to someone, who holds it, what lairs are in it, population, and common creatures met there. Infiltration could tell you layout, defenses, and what the owner is doing.
Phenomena. A curse, a magic effect, a disease, etc. Research reveals its nature, rules, origin, and maybe how such things have ended before. Inquiry gives who has been affected by it and remedies that might work. Scouting or infiltration could map its present manifestations, its extent, symptoms, or source.