The Gather Information activity is used to uncover secure or secret information about individuals, events, organizations, or other things that **still exist within living memory**. Gather Information is typically done by word-of-mouth on the street or in taverns.
The character specifies a particular individual, event, organization, or place from which they wish to learn more declares a specific piece of information that they’re seeking to learn, making an [[Investigation]] check. The time, DC, and costs are included below.
On a success, the character learns what they are looking for along with a point of Key Knowledge. Success by 5 or more grants an additional fact or useful piece of information and an additional point of Key Knowledge. Failure means that the character learns nothing, and on a failure by 5 or more they instead learn an incorrect piece of information that could lead them astray or cause some trouble.
#### Key Knowledge
Key Knowledge represents clues, secrets, or other insights into a particular location, individual, or event. Each point of Key Knowledge is specific to an individual, creature, or location. These points may be spent to gain advantage on an attack roll or ability check made in relation to the subject.
At the Narrator’s discretion, these points can also be spent to introduce a small fact to the story. Perhaps a character learns of a friendly bartender while Gathering Information about the next town or discovers a potentially safe cavern while Researching the dungeon they plan to enter.
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#### Limitations
The Narrator may decide that there is simply no way that a piece of information can be gleaned by the Gather Information activity. In this case, the Narrator should inform the player before the check is attempted.
| Obscurity | DC | Time | Cost | Examples |
| --------- | --- | ------- | ------- | ------------------------------------------------------------------------------------------------------------- |
| Uncommon | 10 | 1 week | 10 gp | The bar where a local crime boss conducts business, where a local noble likes to drink |
| Esoteric | 15 | 2 weeks | 25 gp | The name of the best fence in a particular city, where to go to get illicit magic ingredients |
| Hidden | 20 | 3 weeks | 100 gp | The location of the duke’s secret prison, the name of a dragon’s agent in a city |
| Secret | 25 | 5 weeks | 500+ gp | The identity of the leader of a guild of assassins, what the king keeps in the secret room below his chambers |
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