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  1. Notes

Research

Adventurer's Handbook

A wise adventurer might want to conduct research by perusing a local library, asking a tower of wizards, or speaking to a hermit sage. Through this research, a character can learn about specific items, locations, or even specific individuals and other particular topics.

Resource cost

 A character must have access to a source of vast information about their topic before proceeding with this activity. If access is acquired, the adventurer must spend 5 downtime days of effort and at least 50 gp worth of spending. This spent gold might be for bribes to a local guild for access to their blueprints, gifts to a lord for a meeting with his resident sage, and any other necessary expenses.

Pulling a Few All-Nighters
The character decides the topic of their research, a specific person, place, or thing. After the five downtime days, make an Intelligence check with a +1 bonus for every 50 gp spent beyond the initial 50, to a maximum of +6.

Characters using a particularly effective source of knowledge, (E.g. The royal library, or the most knowledgeable sages in the land) have advantage on this check.

Use the table below to determine what you learn.

Check Total
Outcome
1-5
No Effect
6-10
You learn one fact about your topic.
11-20
You learn two facts about your topic.
21+
You learn three facts about your topic.

Each fact is guaranteed to be true. Examples of such facts might include whether or not a creature has resistance to a damage type, the recipe for a magical item, or the names of an ancient order of knights.

The DM is the final arbiter of what exactly you learn, but the facts will always be relevant and useful.