Rumor system:
Learning about or hearing rumors: the player can either roll a persuasion or stealth. They either chat up locals or eavesdrop on conversation.
DC 10 15 20
Upon a successful roll the player must declare what the nature of the rumor they are searching for is.
The player declares what the nature of the rumor is, before the player rolls the gm rolls a d20 and notes the result. The player then rolls a d20. The goal is to either hit the exact number or roll as close to it as possible.
Or they both roll 2d20 and add the result
Hitting a nat 20 lets you reroll with an increased success range. Hitting a nat 1 is an automatic failure.
If someone has advantage when they roll twice and can choose to take the other or lower result, they may choose to take a more average roll to increase the odds of getting a passing score rather than the chance of getting either a massive success or complete fail.
Range of success: within this many numbers from the gm roll
0 - Complete rumor
1-2 learn base and more info
3-4 learn base and slightly misleading/incorrect info
5-6 learn a base idea of something
7-8 learn a misleading base idea
9-10 learn a completely false rumor