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A Beautiful Mind: Breaking the Code...
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<blockquote data-quote="aco175" data-source="post: 6896445" data-attributes="member: 27385"><p>How hard you make it depends on what you want the outcome to be. If you want to get to the next part of the adventure and have the PCs go there soon you can give it an DC15 Investigation check and one of the characters should pass. You can also have them in town and just say that they find a sage who translates it for 10gp, done.</p><p></p><p>You could also take it and run for more adventure and intrigue. Make the DC really high like 30 so they need to get assistance by going to a temple, or sage. Make an adventure about looking for a place with secret code-breaking scrolls. You can have cool new NPCs and more cultists attacking to recover the scroll. A guide NPC who is a traitor and leads them to an underground temple that is a trap,but gives them a clue to the next piece of the adventure. You can have this side adventure take a few sessions of play before moving onto the next more scripted adventure.</p><p></p><p>I cannot think of a specific spell, but you could have a temple, perhaps to a magic or knowledge god, cast some sort of ritual and make the words become normal. It is not a spell a PC can use, but there can be magic that NPCs can use and PCs do not have.</p></blockquote><p></p>
[QUOTE="aco175, post: 6896445, member: 27385"] How hard you make it depends on what you want the outcome to be. If you want to get to the next part of the adventure and have the PCs go there soon you can give it an DC15 Investigation check and one of the characters should pass. You can also have them in town and just say that they find a sage who translates it for 10gp, done. You could also take it and run for more adventure and intrigue. Make the DC really high like 30 so they need to get assistance by going to a temple, or sage. Make an adventure about looking for a place with secret code-breaking scrolls. You can have cool new NPCs and more cultists attacking to recover the scroll. A guide NPC who is a traitor and leads them to an underground temple that is a trap,but gives them a clue to the next piece of the adventure. You can have this side adventure take a few sessions of play before moving onto the next more scripted adventure. I cannot think of a specific spell, but you could have a temple, perhaps to a magic or knowledge god, cast some sort of ritual and make the words become normal. It is not a spell a PC can use, but there can be magic that NPCs can use and PCs do not have. [/QUOTE]
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