# LONG TERM PROJECT
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>>[!cite|no-title]
>>#### [[Rules|Back to Rules]]
>
>>[!cite|no-title]
>>#### [[Downtime Activities|Back to Downtime Activities]]
>[!cite|no-title transcript]
>When you work on a long-term project (either a brand new one, or an already existing one), describe what your character does to advance the project clock, and roll a skill check on one of your downtime activity actions. Mark segments on the clock according to your result:
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>|Roll|Consequence|
>|:-:|:-:|
>|1-11|One Segment|
>|12-16|Two Segments|
>|17-19|Three Segments|
>|20|Five Segments|
>
>A long-term project can cover a wide variety of activities, like doing research into an arcane ritual, investigating a mystery, establishing someone's trust, courting a new friend or contact, changing your character's vice, and so on.
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>Based on the goal of the project, the DM will tell you the clock(s) to create and suggest a method by which you might make progress.
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>In order to work on a project, you might first have to achieve the means to pursue it—which can be a project in itself. For example, you might want to make friends with a member of the City Council, but you have no connection to them. You could first work on a project to **Persuade** in their circles so you have the opportunity to meet one of them. Once that's accomplished, you could start a new project to form a friendly relationship.
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# RESEARCHING
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>The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign.
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>The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumours and gossip from their lips.
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>When you begin your research, the DM determines whether the information is available, how many sections/clocks of downtime it will take to find it, whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location), and if there are any costs or expenses to funding the research.
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>The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.
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>Undertaking the research activity, you can learn a number of lore about your subject (a true statement about a person, place, or thing), such as a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by wizards of a certain guild, etc.
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>Research is not used to train any proficiencies, and you must use a dedicated [[Train]] downtime activity to do so.