ChicagoMay's page

Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


I just finished playing this with my group and we had our first TPK. I'm not sure if my 'conversion' into pathfinder was bad or if they just had really bad luck, but the boss owned them. I didn't nerf anything and I didn't give the group any extra breaks since there was a major time limit going on, but with their wand of CLWs, they were fine until Mr. Boss...

That being said, I loved GMing it and my group seemed to love it too. It is a different type of adventure and a welcome change for my players.

Thanks guys! My players ended up being quiet enough that they didn't 'set off' the babbling until they opened a door to the room, so I didn't have to worry about it. I like your suggestions though so I will keep them in mind if I use the allip again or run this module again.

I have an encounter in my game tonight that has an Allip... they have an aura of 60ft for their Babble ability: "All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds."

The room that this allip is in is fairly small considering this aura--in fact, the aura of 60ft would cover most of the dungeon. My question is: Does this aura penetrate through walls? Detect evil cannot detect through "1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt", so would an aura of Babble pass through similar walls?

I feel like it wouldn't, but also wanted to clear up my confusion. Thanks for any help!!

Pheoran Armiez wrote:
Here are the stats for the kids from Falcon's Hallow I put together for my players.

Thanks for posting these! I was considering making stat blocks for them and decided to google first... found my way here! Hats off to you!

This may seem like a stupid question, but I am a newer GM so this might be obvious to an experienced player/GM.


I'm running Chapter 2 of RotR right now and notice that there is a secret door on the third floor of Habe's Sanatorium. But it leads to a small room (5' x 5') that has a door leading out of it... But there are no reasons for this room that I've read yet? Have I missed something there?

Right now, the only reason I would keep it in there is for if Habe tries to escape the party, he could get through that door if the main door to A10 is blocked, but other then that, I'm at a loss.

Any thoughts?

Roughly 2pm-6pm EST

I am currently GMing a weekly PFS game on Thursdays using roll20, but I'm finding I am very stressed in general and I need to step away. Is there anyone out there that would be interested in GMing my group? I've only done the First Steps Part I so far with them because we used to be Pathfinder but they asked to try out PFS.