Knowledge is power, sometimes. The Research DTA allows a character to delve into lore concerning a creature type, a location, or a magic item. However, the amount of information that can be gained by characters in downtime is often limited. Thus, a narrow research focus is required.
Research using the academic method (see below) can always be done in Daring Heights, Fort Ettin, or Port Ffirst.
With DTDM agreement, Research can be done anywhere there are suitable resources.
To conduct Research, a character needs a way of getting information and a source (or sources) in one of the DT safe zones to get it from.
Most common, and perhaps most reliable, is the academic approach: seeking information from books, official records, or learned experts. For this, a character normally needs access to a library or a sage. To conduct Research, a character needs a way of getting information and a source (or sources) in one of the DT safe zones to get it from.
Alternatively, a character can try the social approach, asking around and piecing together information from rumours, gossip and legends. For the social method a character needs access to a network or community of people who are particularly experienced or well-informed on the subject.
In rare cases, the intuitive approach may be possible: noticing clues and sensing deceptions. This is only possible when a character has direct access to places, things, or people at the heart of the mystery, for example to examine a fresh crime scene and speak to eye-witnesses.
The DTDMs determine if suitable sources are available to a character given the declared method and focus of the Research.
Conducting Research requires 1 Taxing DTA slot and at least 100 gp spent on materials, bribes, gifts, and other eventual expenses.
The player declares the focus of the research and the proposed method. The focus has to be either:
one creature of any of the types specified in the Monster Manual and Monsters of the Multiverse, but not a named individual
one specific location within a city or in the wilderness
one magic item
The focus can be existing or legendary. The focus cannot be extended to entire races, countries, or general knowledge fields. For example it cannot be “to learn as much as I can about how to travel the planes”. On the contrary, and acceptable focus could be: “to learn as much as I can about this forked rod I have seen (or heard about) used (or mentioned) as a required component for plane travelling.” about how to travel the planes”. On the contrary, an acceptable focus could be: “to learn as much as I can about this forked rod I have seen (or heard about) used (or mentioned) as a required component for plane travelling.”
A focus that does not fall within these categories may be allowed if it is related to a past or prospective adventure. Where this is requested, DTDMs will discuss with the relevant DM(s) and confirm whether the Research is possible.
The character makes a check according to their research method. For academic research, this is an Intelligence (Investigation) check; for the social approach, a Charisma (Investigation) check; for the intuitive method, a Wisdom (Investigation) check.
Whatever the check, it is made with a +1 bonus per 100 gp spent beyond the initial 100 gp, to a maximum of +3.
In addition, a character who has access to exceptionally high-quality sources of information gains advantage on this check. For example this may be a particularly well-stocked library such as the Daring Academy library or the Runaway Library, or a place of extremely well-informed gossip like the Gossamer Threads’ Tea Rooms. Such sources are not open to everyone: DTDMs will normally require a character to make a Charisma (Persuasion) check or expend a relevant favour or contact to gain access unless the character has an established relationship with the source.
A character can also call on the help of one allied contact gained as a result of the Carousing DTA—thus spending it—to gain a bonus. A Lower-class contact would give a +1 bonus, a Middle-class contact would give a +2 bonus, and an Upper-class contact would confer a +3 bonus.
Determine the information learnt using the Research Outcomes table.
Each piece of lore is the equivalent of one true statement about a creature, location, or item. Examples include knowledge of a creature’s resistances, the password to a sealed dungeon level, a hidden entrance, or the type of a creature that guards a location. The type of information is likely to depend on the method and sources used in the Research. The DTDMs—in consultation with the Kantas DMs and Worldbuilders—determine what is learnt.
A character can also call on the help of one allied contact gained as a result of the Carousing DTA—thus spending it—to gain a bonus. A Lower-class contact would give a +1 bonus, a Middle-class contact would give a +2 bonus, and an Upper-class contact would confer a +3 bonus.
Determine the information learnt using the Research Outcomes table.
Each piece of lore is the equivalent of one true statement about a creature, location, or item. Examples include knowledge of a creature’s resistances, the password to a sealed dungeon level, a hidden entrance, or the type of a creature that guards a location. The type of information is likely to depend on the method and sources used in the Research. The DTDMs—in consultation with the Kantas DMs and Worldbuilders—determine what is learnt.
Check Total | Outcome |
1-5 | You gather no useful information |
6-10 | You learn one minor piece of information |
11-20 | You learn one piece of information |
21+ | You learn two pieces of information |
The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, a rival 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. Every 1 Taxing DTA slot spent in Research brings a 10% chance of a complication, examples of which are on the Research Complications table.
d6 | Complication |
1 | You accidentally damage a rare book or anger a powerful local figure. Your next DTA check in the same settlement must be made at disadvantage as they interfere with your efforts.. Your next DTA check in the same settlement must be made at disadvantage as they interfere with your efforts. |
2 | You offend a sage or another powerful local figure, who demands an extravagant gift. Spend 3d10 gp. Spend 3d10 gp. |
3 | If you had known that book or trinket was cursed, you never would have opened it or used it as a bribe. You or a relevant NPC gain a curse or cursed item as determined by DTDMs and / or DMs. You or a relevant NPC gain a curse or cursed item as determined by DTDMs and / or DMs. |
4 | A sage or another powerful local figure becomes obsessed with convincing you of a number of strange theories about your research focus and is angered by your stubbornness. You lose access to the sage / library / network / other resource that you used for this research and will need to regain it before using it for research again. your stubbornness. You lose access to the sage / library / network / other resource that you used for this research and will need to regain it before using it for research again. |
5 | Your actions cause you to be banned from a library or inn until you make reparations. You can make reparations by carrying out a relevant Religious or Civil Service DTA or by paying 2d10 gp. If you do this through Religious or Civil Service, replace the normal outcomes with the following: 1-12 your efforts are appreciated but you have not yet made sufficient reparations; 13-21 you are no longer banned; 22+ you are no longer banned and you gain one favour. You can make reparations by carrying out a relevant Religious or Civil Service DTA or by paying 2d10 gp. If you do this through Religious or Civil Service, replace the normal outcomes with the following: 1-12 your efforts are appreciated but you have not yet made sufficient reparations; 13-21 you are no longer banned; 22+ you are no longer banned and you gain one favour. |
6 | You uncovered useful lore, but only by promising to complete a dangerous or tedious task in return. Submit a player hook to carry out the dangerous task, or your next two available taxing DTA slots in this settlement must be spent doing the tedious task. Submit a player hook to carry out the dangerous task, or your next two available taxing DTA slots in this settlement must be spent doing the tedious task. |