archive Streets of Waterdeep
  • Initial page
  • Правила по созданию персонажей
  • Разрешенные классы и расы
  • Внешние ссылки
    • Roll20 campaign
    • Campaign Journal
    • DM Guide to 5e D&D
    • Киборги и Чародеи
    • Adventurers League Russian
  • Модификации правил
    • Optional rules
      • Action Options
      • Cleaving Through Creatures
      • Hero Points
      • Hitting Cover
      • Massive Damage
      • Sleep
      • Spellcasting
      • Downtime Revisited
        • Buying a Magic Item
        • Carousing
        • Crafting an Item
        • Crime
        • Gambling
        • Pit Fighting
        • Relaxation
        • Religious Service
        • Research
        • Scribing a Spell Scroll
        • Selling a Magic Item
        • Training
        • Work
      • Tool Proficiencies
        • Alchemist's Supplies
        • Brewer's supplies
        • Calligrapher's Supplies
        • Carpenter's Tools
        • Cartographer's tools
        • Cobbler's tools
        • Cook's Utensils
        • Disguise Kit
        • Forgery Kit
        • Gaming Set
        • Mason's Tools
        • Musical Instruments
        • Glassblower's Tools
        • Thieves' Tools
        • Herbalism Kit
        • Land and Water Vehicles
        • Smith's Tools
        • Tinker's Tools
        • Weaver's Tools
        • Woodcarver's Tools
        • Potter's Tools
        • Poisoner's Kit
        • Painter's Supplies
        • Navigator's Tools
        • Leatherworker's Tools
        • Jeweler's Tools
      • More Difficult Identification
      • Scroll Mishaps
      • Mixing Potions
      • Injuries
    • Variant rules
      • Diagonals
      • Encumbrance
      • Equipment Sizes
      • Healing
    • Palant home rules
      • Описание правил
      • Управление животными
      • Revised Mounted Combat
      • Бой двумя оружиями
      • Знания
      • Feats Fixes
      • Two arcane focuses
      • Spell Fixes
      • Item fixes
      • Magical Items Tweaks and clarification
      • Class tweaks and fixes
      • Increasing role of Intelligence ability
      • Detalization of survival and travel rules
      • Достижения как условие повышение уровня
    • Beyond Damage Dice
    • Языки
    • Разъяснения правил
      • Greater Weapon Fighting
      • Скрытность и раунд внезапности
      • Poison Remake
    • Equipment
      • New Armor Types
      • Spellbook Costs
      • Расходуемое снаряжение
      • Mastercraft Items
      • Rare materials
    • Modified Three Pillar
  • Снаряжение
    • Potions & Spell Scrolls
    • Homebrew feats
  • Управление таверной
    • Untitled
  • Downtime activities new
    • Establish Information Network
      • Types of Information Networks
    • Research
    • Running a Business
    • Learning New Spells
    • New Spells by Class
    • Untitled
  • USEFUL LINKS
    • Untitled
  • Classes
    • Mystic
      • Order of the Avatar
      • Order of the Awakened
      • Order of the Immortal
      • Order of the Nomad
      • Order of the Wu Jen
      • Order of the Soul Knife
      • Talents
      • Disciplines
    • Monk
      • Way of the Soul Knife
    • Fighter
      • Brute
      • Slayer
      • Psychic Warrior
      • Warlord
      • Weapon Master
    • Cleric
      • Domain of Order
      • Domain of Destruction
    • Rogue
      • Acrobat
    • Paladin
      • Treachery
    • Warlock
      • Lolth
      • Kraken
    • Wizard
      • Theurgy
    • Druid
      • Spores
    • Ranger variants
      • Revised
      • Spell-less
  • Приложения
    • Ссылки
  • Rules Analysis
    • Units of Elemental Evil Cults
    • Drow
    • Playing as mage
    • TRAPS & EFFECTS
    • BATTLE FORMATIONS
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  1. Модификации правил
  2. Optional rules
  3. Downtime Revisited

Research

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.Resources.

Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.Resolution.

The character declares the focus of the research—a specific person, place, or thing. After one workweek, the 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 who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.

Research Outcomes

Check Total

Outcome

1—5

No effect.

6—10

You learn one piece of lore.

11—20

You learn two pieces of lore.

21+

You learn three pieces of lore.

Each piece of 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.

As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, 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.Complications.

The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The 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 workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.

Research Complications

d6

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 becomes obsessed with convincing you of a number of strange theories about reality.*

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.

*Might involve a rival

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Last updated 2 years ago

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