I have both the pathfinder and 5e versions of this adventure path and noticed there is a missing paragraph in section 2B in the incomplete doll section. The 5e version is missing the following paragraph equivalent. This is pulled from the pathfinder AP
If Borbo is “returned” to this body, he wakens quickly a worm that walks, and begins to sob, lamenting in Goblin that his master betrayed him. He remains inconsolable until a hero can either calm him with a successful **DC 16** [[skills#Diplomacy|Diplomacy]] check to [[make-an-impression|Make an Impression]] or scare him with a **DC 16** [[skills#Intimidation|Intimidate]] check to [[coerce]] him, or until someone places him in a position where he can see his former body in the north alcove. In any of these cases, Borbo finally goes silent and the heroes can speak to him in Common, Elven, or Goblin. Borbo has little useful to say and is prone to fits of self-pity and vitriol toward Volluk, but if the heroes ask the right questions, they can get four key pieces of information from him:
I made both of the checks 13 in my campaign.
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I have both the pathfinder and 5e versions of this adventure path and noticed there is a missing paragraph in section 2B in the incomplete doll section. The 5e version is missing the following paragraph equivalent. This is pulled from the pathfinder AP
If Borbo is “returned” to this body, he wakens quickly a worm that walks, and begins to sob, lamenting in Goblin that his master betrayed him. He remains inconsolable until a hero can either calm him with a successful **DC 16** [[skills#Diplomacy|Diplomacy]] check to [[make-an-impression|Make an Impression]] or scare him with a **DC 16** [[skills#Intimidation|Intimidate]] check to [[coerce]] him, or until someone places him in a position where he can see his former body in the north alcove. In any of these cases, Borbo finally goes silent and the heroes can speak to him in Common, Elven, or Goblin. Borbo has little useful to say and is prone to fits of self-pity and vitriol toward Volluk, but if the heroes ask the right questions, they can get four key pieces of information from him:
I made both of the checks 13 in my campaign.