[@Digizel] Recall Knowledge is a tricky skill to nail down. Coming from DND, I didn't really have a good grasp of what it is used for or when it is most useful. This is probably down to me being a new DM, so I'm bound to miss the mark on things. In this instance, I probably fudged things a little too much and skipped a step, which would have made the whole thing make more sense. Step 1 would have been: Saur sees an interesting pile of papers. Search the papers Step 2 would have been: Saur finds a small piece of paper with a rune on it. Do you want to investigate? Step 3 would have been: Saur recognizes the rune... etc. While reading about Recall Knowledge I found this: [quote=From the Player Core p.231: https://2e.aonprd.com/Actions.aspx?ID=2367]You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you can't don't like your options.[/quote] Which makes me think maybe there ought to be more narrowing down of skills and questions used. The Adventure I'm using has preset data and DC's for things like "The player can use Nature or Arcana to Recall Knowledge for this with a DC of..." And that's it. It doesn't really coach the GM through much else. In my experience playing in the Pathfinder Society, where time is of the essence for a 4 hour session, the GM often says something like "You can choose Nature or Arcana to Recall Knowledge in this situation. Or you can choose a different skill at a higher DC. Which do you choose?" I'm not a fan of this approach since it feels more like rail-roading than allowing players to think for themselves. All in all, this is probably my bad with skipping a step above. My apologies; I'm still figuring things out as I go!