Researching*
Forewarned is forearmed. The research activity allows a character to delve into lore concerning a monster, location, magic item, or some other topic.
Research requires one work week of work and at least 100 gp spent on materials, bribes, gifts, and other expenses.
Typically, a character needs access to a library or sage to conduct research.
The character declares the focus of the research—a specific person, place, or thing. After a work week of research, a character makes an Intelligence check with a +1 bonus per 100 gp spent beyond the initial 100 gp, to a maximum of +6. In addition, a character with access to a particularly well-stocked library or knowledgeable sages gains advantage on this check.
Research Check
1–5 = No effect.
6–10 = You learn one piece of useful lore.
11–20 = You learn two pieces of useful lore.
21+ = You learn three pieces of useful lore.
Each piece of useful lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
For a monster or an NPC, you can reveal elements of stats or personality. For a place, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place. You can also recieve specific pieces of information with research. Alternatively, a player can track how many nonspecific pieces of lore have been accumulated by their character. At any time during play, the player can expend a piece of lore to learn about a monster, a place, a person, and so on; the character has a sudden insight or recalls the relevant information
At one time, a character can have a number of unexpended nonspecific pieces of lore no higher than 1 + their Intelligence modifier (minimum of one piece of lore).
Complications
The greatest danger in research is uncovering false information. Not all lore is truthful, and a foil with a scholarly bent might try to lead the characters astray, especially if the object of the research is known to the foil. The foil might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth. In addition, a character might run into other complications during research. There is a 10% chance of a complication.
d6 | Research Complication |
1 | You accidentally damage a rare book |
2 | You offend a sage, who demands an extravagant gift. |
3 | If you had known that book was cursed, you never would have opened it. |
4 | A sage with strange theories on reality becomes obsessed with convincing you. |
5 | Your actions cause you to be banned from a library until you make reparations. |
6 | You uncovered useful lore, but only by promising to complete a dangerous task in return |
Source
Image – https://sites.google.com/site/jimmysdndgame/the-story/library