Rumormonger
The adventurer can spend the night listening to local gossip. They can eavesdrop with a Perception, Investigation, or Stealth check, or join in themselves with a Deception or Persuasion check.
Note: At the Narrator’s discretion, instead of gaining information, an adventurer that joins the rumormongering can instead attempt to establish a rumor on a success or critical success. The severity or outlandishness of the rumor increases the DC of this check. The result of this rumor circulating is at the discretion of the Narrator.
Critical Failure. The adventurer is caught listening to a highly-sensitive discussion or makes an egregious social blunder, triggering a Brawl.
Failure. The adventurer is considered shifty. They suffer disadvantage on Persuasion and Deception checks in this settlement for the next 24 hours.
Success. The adventurer learns useful information. While in this settlement, the next time they are in a social encounter related to this information (as determined by the Narrator), they gain an expertise die on Intelligence-, Wisdom-, and Charisma-based skill checks to leverage this knowledge.
Critical Success. As a success, and the adventurer learns piece of Key Knowledge (see Gather Information in Chapter 7: Adventuring of Adventurer’s Guide).