The time between adventures is a great chance to perform
research, gaining insight into hidden secrets and mysteries. Research can include poring over dusty tomes and crumbling scrolls in a
library, or buying drinks for the locals to pry
rumors and gossip from their lips.
Most research is done in a
library, and is intended to flesh out leads into comprehensive writeups on a subject of interest. Research subjects can be subdivided into different categories that have different requirements and end products:
- Historical research - secrets of the truth of the world, buried in time
- Creature lore research - ecological information on flora and fauna
- Materials lore research - information on the properties of elements, natural products, and their uses
- Potion research - development of recipes for the brewing of alchemical concoctions
- Spell research - development of new magic spells.
- Magic item research - development of enchantment processes for the creation of magic items.
When you begin your research, the GM will lead you through a research process that starts with development of a
Lead and then follows that lead through to finding a
Clue, a solid piece of the information you seek. Alternatively, depending on the rarity of the information you seek, the GM might decide you need to seek out a specific individual, tome, or location.
The same basic process applies to all types of research, but individual requirements for types of research -- such as required test subjects, or additional research facilities -- are laid out in subsections below.
The Research Process
When you enter a
library seeking information, first you need a
Lead -- a hunch that you will follow through a winding path of research until you either find a
Clue or a
Dead End.
- Roll an Intelligence (Investigation) check. The DC of the check is dependent on the type of research and the rarity of the information you seek (see tables below).
- If you fail, you can try again after taking a Short Rest. If this is your second attempt of the day, time advances by one period and you must take a Long Rest before continuing.
- If you succeed, you find inspiration about where to begin your research by pursuing your new Lead with your first book.
- Roll 1d100 . The GM will narrate your journey following the Lead.
- If your research ends in a Dead End, your Lead fails to generate any clues and time advances by one period. You can attempt to generate a new Lead after taking a Short Rest if it is your first attempt of the day. If this was your second attempt of the day, time advances by one period and you must take a Long Rest before continuing your research.
- If your research ends in a Clue, you succeed in finding at least one piece of the information you’re searching for. The GM reads the clue to you aloud. If the information you’re searching for will require multiple clues (see below), you can make a new Intelligence Check to generate a new Lead immediately, without time advancing.
- If your research space has access to a Summoning Circle and you know the Planar Pact spell, or if you know the Commune or Planar Connection spells, you may pause your research to utilize these resources and briefly consult with extraplanar beings. When you do, reroll one failed check per consultation.
- To complete the puzzle and receive the full product of your research, you must go through the above process and attain a number of Clues corresponding to the rarity of the information you’re searching for and the type of research you are performing (see subsections below). After attaining all the clues you need, the GM reads the full description to you, and gives you the writeup you’ve earned with your research. Time advances by one period.
Research Subtypes
The subtypes of research described above follow the same basic process, but have different research requirements,
skill checks,
DCs, and end products.
Below, find specific details for each research type.
Historical Research
Requirements:
The number of Clues required and the
DC of
skill checks are determined by the rarity of the information sought.
Historical Research Requirements
Secret Rarity | Clues Required | Check DC |
---|
Common | 1 | 5 |
Uncommon | 2 | 10 |
Rare | 3 | 15 |
Very Rare | 4 | 20 |
Legendary | 5 | 25 |
Additional Process:
You can add double your
Proficiency Bonus to your
Intelligence (
Investigation) checks to generate
Leads if you are proficient in
History.
Product:
A story writeup, sometimes with illustrations and
maps included.
Creature Lore Research
Requirements:
- Access to a Grade H research library
- Proficient with Calligrapher's supplies
- Access to a crafting space with a Summoning Circle
- A test subject of the species being studied, contained in the Summoning Circle.
The number of Clues required and the
DC of
skill checks are determined by the
Challenge Rating of the
creature under study.
Creature Lore Research Requirements
Creature CR | Clues Required | Check DC |
---|
<=4 | 1 | 5 |
5-8 | 2 | 10 |
9-14 | 3 | 15 |
15-19 | 4 | 20 |
20+ | 5 | 25 |
Additional Process:
You can add double your
Proficiency Bonus to your
Intelligence (
Investigation) checks to generate
Leads if you are proficient in
Nature.
Once you receive a
Clue, it must be confirmed with experiments on your test subject
creature. Roll a
Wisdom (
Insight)
check, adding the
Ability Check Bonus from your
Summoning Circle.
If you fail your check, the
Clue is rejected and you reach a
Dead End --
time advances by one period. If you succeed, your Clue is confirmed and you can generate a new
Lead as normal.
Product:
A full
creature profile, complete with:
- Text description
- Stat block
- Ecology
- Item drops
Materials Lore Research
Requirements:
- Access to a Grade D research library
- Proficient with Calligrapher's supplies
- Access to a crafting space with an Enchanting Circle, Alchemical Laboratory, or Enchanting Forge, depending on the material studied
- A test sample of the material studied
The number of Clues required and the
DC of
skill checks are determined by the rarity of the material studied.
Materials Lore Research Requirements
Material Rarity | Clues Required | Check DC |
---|
Common | 1 | 5 |
Uncommon | 2 | 10 |
Rare | 3 | 15 |
Very Rare | 4 | 20 |
Legendary | 5 | 25 |
Additional Process:
You can add double your
Proficiency Bonus to your
Intelligence (
Investigation) checks to generate
Leads if you are proficient in
Nature.
Once you receive a
Clue, it must be confirmed with experiments on your test sample. Roll a
Wisdom (
Insight)
check, adding the
Ability Check Bonus from your
crafting space.
If you fail your check, the
Clue is rejected and you reach a
Dead End --
time advances by one period. If you succeed, your Clue is confirmed and you can generate a new
Lead as normal.
Product:
A full material profile, complete with:
- Text description
- Weight
- Value
- How to acquire
- Uses
Potion Research
If you are researching a new
potion recipe, write up a proposal for a new
potion in the form of a standard item entry, and present it to the GM. The GM may ask you to change certain aspects in order to make the potion workable, and the GM has final say on whether the potion is acceptable. After you and the GM agree on the potion proposal, the GM will assign a rarity to the potion and you can begin researching it. If you are researching an existing potion that you have imbibed at least once, skip this step.
Requirements:
The number of Clues required and the
DC of
skill checks are determined by the rarity of the
potion being developed.
Potion Research Requirements
Potion Rarity | Clues Required | Check DC |
---|
Common | 1 | 5 |
Uncommon | 2 | 10 |
Rare | 3 | 15 |
Very Rare | 4 | 20 |
Legendary | 5 | 25 |
Additional Process:
You can add double your
Proficiency Bonus to your
Intelligence (
Investigation) checks to generate
Leads if you are proficient in
Arcana.
Once you receive a
Clue, it must be confirmed with experiments in your lab. Roll a
Wisdom (
Medicine)
check, adding the
Ability Check Bonus from your
Alchemical Laboratory.
If you fail your check, the
Clue is rejected and you reach a
Dead End --
time advances by one period. If you succeed, your Clue is confirmed and you can generate a new
Lead as normal.
Product:
A
Potion Recipe.
Spell Research
If you are researching a new spell, write up a proposal for the spell in the form of a standard spell entry, and present it to the GM. The GM may ask you to change certain aspects in order to make the spell workable, and the GM has final say on whether the spell is acceptable. After you and the GM agree on the spell proposal, the GM will assign a Rank to the spell and you can begin researching it. If you are researching an existing spell that you have seen someone cast at least once, skip this step.
Requirements:
The number of Clues required and the
DC of
skill checks are determined by the Rank of the spell being developed.
Spell Research Requirements
Spell Rank | Clues Required | Check DC |
---|
1-2 | 1 | 5 |
3-5 | 2 | 10 |
6-7 | 3 | 15 |
8 | 4 | 20 |
9 | 5 | 25 |
Additional Process:
You can add double your
Proficiency Bonus to your
Intelligence (
Investigation) checks to generate
Leads if you are proficient in
Arcana.
Once you receive a
Clue, it must be confirmed with experiments in your lab. Roll a
Wisdom (
Insight)
check, adding the
Ability Check Bonus from your
Enchanting Circle.
If you fail your check, the
Clue is rejected and you reach a
Dead End --
time advances by one period. If you succeed, your Clue is confirmed and you can generate a new
Lead as normal.
Product:
A new
Wizard Spell in your Spellbook.
Magic Item Research
If you are researching a new
Enchantment Process, write up a proposal for the magic item in the form of a standard item entry, and present it to the GM. The GM may ask you to change certain aspects in order to make the item workable, and the GM has final say on whether the item is acceptable. After you and the GM agree on the proposal, the GM will assign a rarity to the item and you can begin researching it. If you are researching an existing item that you have
attuned to at least once, skip this step.
Requirements:
- Access to a Grade B research library
- Proficient with Calligrapher's supplies
- Proficient with appropriate Artisan's tools for the item you are enchanting, or working with allies who are
- Access to appropriate ingredients
- Access to a crafting space with an Enchanting Circle, Alchemical Laboratory, Enchanting Forge, or Construct Manufactory, depending on the item bein developed, or Hallowed Ground
- Ability to cast Wizard Spells or Priest Spells
The number of Clues required and the
DC of
skill checks are determined by the rarity of the item being developed.
Magic Item Research Requirements
Item Rarity | Clues Required | Check DC |
---|
Common | 1 | 5 |
Uncommon | 2 | 10 |
Rare | 3 | 15 |
Very Rare | 4 | 20 |
Legendary | 5 | 25 |
Additional Process:
You can add double your
Proficiency Bonus to your
Intelligence (
Investigation) checks to generate
Leads if you are proficient in
Arcana.
Once you receive a
Clue, it must be confirmed with experiments in your lab. Roll a
Wisdom (
Insight)
check, adding the
Ability Check Bonus from your
Crafting Space.
If you fail your check, the
Clue is rejected and you reach a
Dead End --
time advances by one period. If you succeed, your Clue is confirmed and you can generate a new
Lead as normal.
Product:
A new
Enchantment Process.
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