
Luca Ccb |
Hello,
I have a maybe too stupid question,
but i'm a total noob and bought my
begginer box just a week ago.
I just asking myself if would it be possible in the first adventure
to read the runes magical inscription without knowledge Religions
(the adventure tells that it is required to understand it);
I have a magus player with knowledge arcana and the read magic spell but no knowledge religion, do you people think that he can understand it with a check or with the spell?
Thanks in advance and sorry for my english!!!

Luca Ccb |
Thank you so much for the answers...
the problem is that I will run the adventure for just one character and he has no more skill ranks to spend in religion; I think I need to create an npc to go with him; maybe the best would be a cleric, so he could also benefits from healing and understand the rune script in front of the fountain.

kane.malakos |

Do keep in mind that it's okay for the character not to be able to read the inscription. I haven't read the adventure personally, but I highly doubt that the plot can't continue if the player is unable to read the runes. Your player may miss out on some information, but that's how stuff goes sometimes.

Jeanmiwan |

For example, if someone wrote "John 2:19" on a wall, only someone with knowledge of the bible would get the reference (and thus how it might be useful).
It seems you failed your "decipher script" skill check...
It was a message for my friend John, telling him I was waiting him for tea at two hours and nineteen minutes in the afternoon... I didn't have enough remaining chalk to write "PM"Nothing to do with any holy book.

GreyWolfLord |

It is okay to modify the adventures if you need to, especially if you have less then the normal amount of players.
IN that instance, changing it to another skill to check it would be GM fiat, and completely in spirit with keeping the rules. Many of the adventures and modules are modified by GMs to cater to their groups all the time.