Swaying public opinion can be an
effective way to bring down a villain or elevate a friend. Spreading
rumors is an efficient, if underhanded, way to accomplish that goal.
Well-placed rumors can increase the subject's standing in a community or
embroil someone in scandal. A rumor needs to be simple, concrete, and
hard to disprove. An effective rumor also has to be believable, playing
off what people want to believe about the person in question.
a rumor about an individual or organization requires a number of days
depending on the size of the community, as shown in the Sowing Rumors
table. In a town or city, the time spent must be continuous. If the
character spreads a rumor for ten days, disappears on an adventure for
another few days and then returns, the rumor fades away without the
benefit of constant repetition.
|Settlement Size ||Time Required|
character must spend 1 gp per day to cover the cost of drinks, social
appearances, and the like. At the end of the time spent sowing the
rumor, the character must make a DC 15 Charisma (Deception or
Persuasion) check. If the check succeeds, the community's prevailing
attitude toward the subject shifts one step toward friendly or hostile,
as the character wishes. If the check fails, the rumor gains no
traction, and further attempts to propagate it fail.
community's general attitude toward a person or organization doesn't
affect everyone in the community. Individuals might hold to their own
opinions, particularly if they have personal experience in dealing with
the subject of the rumors.