| Haladir |
If your players enjoy working on puzzles and ciphers, then go for it!
If your players prefer to abstract out puzzle-solving by making a few appropriate skill checks, then I wouldn't bother encrypting it.
In my game, one of the PCs cast comprehend languages on the note written in Minkai. I'd found a player handout of the note written in Asian-style glyphs on another thread that I handed out: after the spell, I handed out the translated version.
Rondor
|
Thanks, Haladir! Smart PC. I just dont like the easy-peasy translation telling them right where to go.
The cypher was one possible solution where I would have rolls give thgem hints as to what kind of cypher it was and from there let them have at it. If it takes more than 5 min I let them roll again for another bigger hint, etc.
I suppose they could also look about town for help in solving the cypher, maybe utilizing the good 'professor' Quink.
Thanks again.
| Haladir |
Per the AP, the note from Tsuto isn't written in code: it's written in Minkaiian. (i.e. Golarion's Japanese).
If you don't want Bethana to just translate it for the PCs, then it's a DC 20 Linguistics check to translate it. Unless they roll really well, they probably won't succeed translating it themselves.
Quink is a good choice of someone to help them translate it. I've never statted him up-- although you could use the "Wise Sage" stats from the NPC Codex (p.263) as a guide. I would imagine that Minkai is outside his area of expertise, and that he doesn't speak or read the language. The Wise Sage has a +14 Linguistics check, so that would seem appropriate.
I say it's usually a DC 10 Linguistics check to identify the language, even if you can't translate it. For an interesting twist, if the PCs know it's written in Minkaiian, they might decide to go to Kaijitstu Manor to see if either Lonjinku or a Minkaiian servant would be able to translate it for them.
Another option would be to ask Father Zantus to cast comprehend language for them.
| Trace Coburn |
Per the AP, the note from Tsuto isn't written in code: it's written in Minkaiian. (i.e. Golarion's Japanese).
Unfortunately for that plan, and the adventure's internal logic, according to both versions of his stat-block Tsuto doesn't know Minkai - only Common, Elven, and Goblin. (It was pointed out on these boards not too long ago.)
How he learned Elven is an open question - perhaps in the Turandarok Academy? - but in the adventure as written, you need a workaround for the 'unreadable letter' issue. You could always trade out Elven for Minkai, but IMO the letter being written in code, one that Tsuto and Ameiko created and shared when they were younger so they could stay in touch behind Lonjiku's back, solves that problem nicely. ;) And it adds a little more 'd'aww' to their former relationship, making Tsuto's betrayal all the more horrible for her - which fuels the party's RP with her.| Haladir |
Honestly, never let NPC stats get in the way of a good story! If you really want to dot your I's and cross your T's, give Tsuto one rank of Linguistics and drop one of his other skills by one rank. Then he can take Minkaiian as a language.
In my game, I just had Bethana provide the translation, as per the module. This section isn't about investigation-- it's about action!
Rondor
|
Thank you for everyone's input. Based on my player's, I have decided to go with the minkai original note except that the characters written are coded.
This way, Bethana can tranlate but when she does it is just a jumbled, coded mess in common. If they need help from there I will use skill checks for hints (which could easily include referring them to the right people in Sandpoint.
It's really just a twist so that Tsuto wouldn't just leave a note so anyone could figure out immediately where to go. That was just too convenient for me.
Again, thanks to all!