D&D5e Information Network

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The Rewards of Information

There are two core rewards gained through the use of information networks: secrets and rumors.

  • Secrets: These are core pieces of vital information, as assured as any whispered lore can be. They are usually valuable and immediately useful, either revealing pertinent information of use to one, or at least to someone else (which can then be sold).
  • Rumors: Rumors are more common and less assured. They may hint at interesting events, warn of future occurrences, suggest strange goings-on or simply tell of current events that may be manipulated for one's gain. They are far less reliable, and rumors tend to be worth nothing in coin (although it's not uncommon to trade rumors among one's fellows).

Information Networks

Information networks are categorized with two pieces of information: Size of the network, and Source of the network. This a network is described as a Small Diplomatic Network, or a Modest Street Network.

Size of Information Networks

Information Networks cover different areas.

  • Small: Your network covers a small village or a single neighborhood in a larger community (i.e. the Old Temple neighborhood). Add 2gp in monthly costs to your Lifestyle for each Small Network you have. You gain 1 Rumor per month.
  • Modest: Your network covers a town or a single district within a larger community (i.e. the Castle Ward). It can also encompass several villages across a wider area. Add 5gp in monthly costs to your Lifestyle for each Medium Network you have. You gain 2 Rumors per month.
  • Large: Your network covers the whole of a major city, or several towns and villages across a larger area. Add 10gp in monthly costs to your Lifestyle for each Large Network you have. You gain 3 Rumors per month.

Network Sources

Sources of information can be extremely valuable. Entire groups often know things that any given individual might not. The exact nature of the information is usually based on the make-up of the group: street and criminal contacts usually know what's going on in the shadows, while noble contacts are aware of happenings in the aristocratic sphere. Some kinds of information networks available:

  • Bureaucratic: This category relates to the bureaucratic and judicial operations of the city, from low-level clerks to the doings of the Magistrates and Masked Lords.
  • Criminal: This category relates to the activities of the city's criminal world, from low-level pickpockets to gangs to fences, usurists, and criminal compacts.
  • Diplomatic: This category relates to the city's interactions with other nations and city-states, and the governments thereof.
  • Defense: This category relates to both the city Watch and Guard, and to their inner workings as well as what activities and events that concern them at the moment.
  • Mercantile: This category touches on the doing of industry and mercantile life, including information about the Guilds as well.
  • Nightlife: This category covers events at the myriad nightlife locations in the city, from taverns to inns to festhalls, as well as theaters, artistic performances, festivals and similar events.
  • Racial: This category covers information about one of the peoples of the city - dwarves, elves, and other demihumans - who do not make up the majority of the population.
  • Religious: This category covers information about things going on in temples and in religious life in the city in general.
  • Street: This category covers the rough lives of a city's populace, from beggars and the homeless to those who simply work hard for poor earnings.

Benefits of a Network

Having an Information Network grants the following benefits:

  • When you pay your monthly Network upkeep cost, immediately roll on the appropriate Network Results chart.
  • You may use the Use an Information Network downtime action.

Downtime Actions

The following downtime actions apply to Information Networks.

Establish Information Network (Downtime Action)

  • Establish New Network: Cost: 20 gp • Time: 10 days. This is used to establish a new Network. Subtract your Charisma bonus in gold pieces from the cost (or add, if it is a penalty). Halve the time involved if your Background is tied to the Network Source in some way. This results in a Small Network of the Source you chose.
  • Improve Network (Small to Medium): Cost: 100 gp • Time: 20 days. Upgrade one of your Small Networks to Medium size. Multiply Charisma modifier by 5 and subtract that from the cost (or add it, if Charisma is a penalty).
  • Improve Network (Medium to Large): Cost: 250 gp • Time: 30 days. Upgrade one of your Medium Networks to Large size. Multiply Charisma modifier by 10 and subtract that from the cost (or add it, if Charisma is a penalty).

Utilize Information Network (Downtime Action)

Information networks serve a single purpose: to provide a source of information. Acquiring this involves "chasing down" your contacts, setting them to the task of what you're looking for, and then waiting to see what they bring back to you. This involves a roll on the following table, with the following modifiers:

  • Time: For each day less than a tenday of chasing leads (-1% per day less than 10)
  • Size: Small (-10%) • Modest (+0%) • Large (+10%)
  • Coin Spent: Inquiries cost 1d10 gp (x.5 for Small, x2 for Large).
    • For each gp spent below this, gain -1%. For each gp spent above it, gain +1% (max +10%)
  • Specific Info: If you are seeking specific information, there is a chance your network might discover it. This is considered a Secret, but your network takes a modifier based on the scale of the Secret: +10% for Minor Secrets • +0% for Moderate Secrets • -10% for Major Secrets
    • Minor Secrets: These secrets are considered embarrassing or personal. They do not endanger either life or social standing, but knowledge of them can be a source of embarrassment.
    • Moderate Secrets: These secrets are considered scandalous or devastating. They do not endanger the life or freedom of the one they are about, but they do threaten his social standing.
    • Major Secrets: These secrets are considered dangerous or illegal. Open knowledge of them could result in danger to the one the secret is about.
d100 roll Result
Below 20 False Information: Bad information is passed to you, whether deliberately by an upset informant or fed to your network by someone scheming. You gain a Rumor and a Secret, but the Secret is false or incorrect.
21-30 Lost Informants: You do something to lose informants - get them killed, chased from the city, or placed under close scrutiny such that they cannot help you any more. Either way, you lose 2d10 days and 2d10 gp from your Required Time and Required Gold Pieces investments.
31-40 Upset Informants: You do something that causes your informants to become upset with you - embarrassing them, revealing their identities, etc. You lose 1d6 days and 1d6 gp from your Required Time and Required Gold Pieces investments.
41-50 Nothing Useful: You don't get any real useful information from your informants.
51-65 Scuttlebutt: You gain a Rumor.
66-85 Of Interest: You gain two Rumors.
86+ Secrets: You gain 1d3 Rumors and a Secret.

Sow Network Rumors (Downtime Action)

If you have an information network, you can direct them to spread a rumor. This mimics the "Sowing Rumors" downtime action, except that the network itself takes the time to spread it, without you having to do anything during that time yourself. This still takes the normal amount of time and cost, but frees you up to do other things. You must simply spend 1 day establishing the rumor with your people.