Quickleaf
Legend
Still puzzling over ways to make "skill +" options in the laboratory. However, I've come up with some interesting things PCs might do in a library.
The Library
Sometimes the pen truly is mightier than the sword. When faced with an unsolvable puzzle, a character may find themselves amidst crumbling scrolls and shelves crammed with gilded texts. A library can help make a breakthrough when the characters are stuck.
Decipher (Perception)
You attempt to decipher an ancient language or an encoded message/text if you’re trained in Perception.
Decipher (Perception) DC
Decipher ancient language 20
The language is dead or never has been encountered before +10
You know a language that shares the same script as the ancient one -5
Decipher an encoded message/text Opposed vs. encoder’s Thievery check
A cipher machine was used to encode it +10
You have cracked a similar code before -5
Encode (Thievery)
If you are trained in Thievery, you can encode a message or text so that only those who know the code can read it. Make a Thievery check – your result is the DC for an opposed Perception check to break the code.
Historiography (History or Insight)
You may take a book or scroll whose authenticity/authorship/truthfulness you question and compare it to other writers of the time to determine whether or not the book is authentic.
Record (10 gp/page)
You may record a ritual as a scroll, work on a text pertaining to a particular skill, or simply write about your travels. The length of time varies depending on the nature of the text, but with the DM’s permission it acts as if you were aiding another when another uses it.
Research (Any Knowledge Skill)
When performing research in a knowledge skill you are trained in you may take 20 provided the library’s materials contain sufficient treatise of that topic.
Study Ritual (Arcana, Heal, Nature, or Religion)
If the library provides you with access to a ritual book you may master one of the rituals therein (of your level or less) provided you are trained in the corresponding skill.
The Library
Sometimes the pen truly is mightier than the sword. When faced with an unsolvable puzzle, a character may find themselves amidst crumbling scrolls and shelves crammed with gilded texts. A library can help make a breakthrough when the characters are stuck.
Decipher (Perception)
You attempt to decipher an ancient language or an encoded message/text if you’re trained in Perception.
Decipher (Perception) DC
Decipher ancient language 20
The language is dead or never has been encountered before +10
You know a language that shares the same script as the ancient one -5
Decipher an encoded message/text Opposed vs. encoder’s Thievery check
A cipher machine was used to encode it +10
You have cracked a similar code before -5
Encode (Thievery)
If you are trained in Thievery, you can encode a message or text so that only those who know the code can read it. Make a Thievery check – your result is the DC for an opposed Perception check to break the code.
Historiography (History or Insight)
You may take a book or scroll whose authenticity/authorship/truthfulness you question and compare it to other writers of the time to determine whether or not the book is authentic.
Record (10 gp/page)
You may record a ritual as a scroll, work on a text pertaining to a particular skill, or simply write about your travels. The length of time varies depending on the nature of the text, but with the DM’s permission it acts as if you were aiding another when another uses it.
Research (Any Knowledge Skill)
When performing research in a knowledge skill you are trained in you may take 20 provided the library’s materials contain sufficient treatise of that topic.
Study Ritual (Arcana, Heal, Nature, or Religion)
If the library provides you with access to a ritual book you may master one of the rituals therein (of your level or less) provided you are trained in the corresponding skill.