Captain Elreth

Captain Zimri's page

Organized Play Member. 61 posts. No reviews. No lists. No wishlists. 1 alias.



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Helaman wrote:
I've posted this elsewhere but I believe you need to keep the group INITIALLY away from the Prison. It should be a place of fear.

Oh wow...

I really wish I had thought of this when we started the campaign. If I ever GM this again in the future, THIS is what I'll do.


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Kalindlara wrote:
All haunts are mind-affecting fear effects. So... yes. ^_^

Man... Splatter Man is not gonna be happy on Saturday. :|

Thanks, Kalinlara!


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Well...never mind, I guess. My player and I are already discussing something, now.


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I figured this would be the best place to ask because there may need to be some tweaking on an actual class (and I definitely don't have the time or ideas to create a class from scratch).

An acquaintance has asked to play in one of my pathfinder campaigns, and I'm allowing him to hop into Skull & Shackles as a temporary player with the intent on making him a permanent member (barring approval of the party; he may not be someone that meshes well with my other friends). His idea for a character is this:

KJ wrote:
A person who has a collection of magical masks. When he puts one on, he gives an area of effect to his friends. I was also thinking that his sword could change based on what mask he is wearing. I came up with this idea based on the Lego Bionicle series.

As my gears started turning, I considered a few things:

    [1]He could be a bard, and his bardic performance could be triggered by wearing these masks.
    [2]He could simply make these masks and wear them as magical items
    [3]He could be a bard archetype that replaces some bard abilities with other abilities which would focus on item creation, specializing on masks

This conversation started this morning and ended shortly thereafter, so we haven't gone into specifics. I was curious if anyone had seen something similar or had any ideas that could make this work or be an interesting choice.

I like ingenuity and interesting character choices. With Pathfinder being such an open world, full of possibility, I wouldn't say no to this idea if there is a way to make it work within the system.


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By the way, I'm having a bit of trouble figuring out how the party can defeat the piper without his flute. Based on the phrasing of the Piper's haunt, he never actually manifests in such a way that he should be susceptible to positive energy - can't hit what you can't see, especially since it manifests as "a mournful dirge."

I've read through this as best as I could but found nothing of note. Perhaps I missed something, so does anyone have any advice?


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I also compiled this pdf of the big bads in the prison, including the secret weapons and pictures of each BBEG: The Villains of Harrowstone


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My party is about to encounter the Smoldering Revenge event. Because I've drawn my maps on paper, I can't draw and erase fire that comes up during this event. So, I made this hot item: 1 inch by 2 inch figures of fire. I printed them in color on some cardstock and cut them out - this did take about an hour. After I was done, I just folded them down the middle so that the bottom edges of the fire could meet.

If anyone takes an interest in this, I'll try to keep the link up and secure for a year. If it doesn't work, for some reason, please message me.

Because I don't want any trouble, I did not create the original work, just the reverse copies. The original image can be found here.


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I can't remember if I read about this on the forums or heard one of my old friends mention this: barn-raising. Ravengrow is a farming settlement, so naturally there are barns. Well, it's also likely that there would be a need for a new barn to be built and raised during the time that the PCs are stuck there.

Over the past three weeks, I've pondered and considered how to go about including this for the game, with two things in mind: it shouldn't be an incredible challenge because 1) the party is low level, and 2) it's not canon. As such, I finally put fingers to keyboard and came up with this framework for earning Trust and getting the job done.

Based on a video of a modern day barn raising (construction starts at 0:16), I decided the following would be appropriate for each day's work, considering a setting that doesn't have access to modern day equipment:

Day 1 - Set the foundation, construct and raise the frames, sawing and chopping lumber, hammering as needed
Day 2 - Lay timber for loft, lay loft flooring, set up roof supports (chopping and hammering as needed)
Day 3 - Set the roof, install shingles on the roof, install the sidings (chopping and hammering again)
Day 4 - Painting and a Pot Luck!

I struggled with developing specific rules for this four day event, so I asked myself questions and answered accordingly:
What is the purpose of the barn raising?
- To gain Trust in the town. It is also a way to spend time during the 30 Day Stay
Where is the challenge?
- The PCs have to succeed at Skill and Ability checks
Okay, but in that case, what are the consequences of failure, the rewards for success?
- Success on a task grants +1 to Trust Points; Failure means the job gets done but no Trust is gained, as the work was helpful, but not impressive enough. Failure by 5 or more means the PC screws up his/her work throughout the day and is unhelpful, resulting in a -1 to Trust Points.
[That last question was a tough one to answer, especially at 1:00 AM with ten hours before the session]

I've spent the last hour or so putting the finishing touches to the idea and its structure, and I will post that next.


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Thanks for the hex ideas, all. I didn't do much planning last week because our session of Carrion Crown happened. Once I get more work done of our Zelda campaign, I'll give another update.


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The Dread Pirate Hurley wrote:
Having considered the problem of overland exploration, turning the overworld into a hexploration game could be fun. It would allow you to seed the world with various thematic encounters (think Stalchild attacks or the peahats from OoT, or the Takkuri bird from Majora's Mask), adding some spice to the rest of the world between dungeons.

Interesting... What do you mean?


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Ciaran Barnes wrote:
Do you have one or two friends who can play occasionally? ... I suggest trying out the on-on-one but also making some serious inquiries to wrangle some extra players in.

The nature of this campaign is mentioned in my first post:

Captain Zimri wrote:
My wife still hasn't gotten the hang of Pathfinder, and she hasn't played Ocarina of Time all the way through - both Pathfinder and Zelda are methods of entertainment that I hold close to my heart. As such, I've been thinking about running a solo campaign with just her as the legendary hero from the game. This way, we can work at a slow pace to familiarize her (and me, surely) with the rules.

Even though she's already in two campaigns that I'm running - Skull and Shackles AP that is currently in book 4, and Carrion Crown AP that hasn't started yet - she still has a difficult time grasping the rules and pace of a session. For this reason, I want to play with her only and help her learn how to play the game that comes so naturally to me.

As far as the campaign setting goes, I initially intended to have her play as her own reincarnation of Link and progress through the story of OoT. But after thinking about it some more and talking with her, I've decided to generate my own story line within the lands of Hyrule, Termina, Holodrum, and Labrynna. Layers of plots will exist within the campaign setting and generally wait for her to encounter them. There may be an overarching plot, but until an opportunity presents itself, we'll just play to have fun.

Thank you, by the way, for all the comments and ideas. Each of you has presented something I hadn't considered or seen before, and they all will help this experience for my wife be amazing.


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After thinking about it some more, and conversing with my wife, I've decided not to run a campaign for her that is based on Ocarina of Time. However, so as not to waste all the valuable information provided by you wonderful people - and to keep in theme with Zelda - I will be creating our own plot and story for her to play. I already have some ideas of what might be going on, in Hyrule at least:
- There is a plot to overthrow the king of Hyrule and turn the kingdom into a democracy. While this may prove to be progressive and a good idea, the men and women behind the plot want the democracy to execute their nefarious deeds.
- A sacred gem – one that was created to make the harsh environment somewhat sustainable for the outcast thief women – has been stolen from the Gerudo desert. If the gem is not returned and replaced, the people living in the desert may find their homes destroyed and their lives at the hands of fate once more
- Kakariko Village has become a literal ghost town as its denizens have been chased away or captured by the horrific creatures that have risen from the graveyard. Survivors speculate that the event may have something to do with the cursed house within the village.
- The guardians of Kokiri Forest – the deku scrubs, babas, and various other creatures – have attacked the Kokiri, despite the Deku Tree being as tall and health as its forebear. Something dark and mysterious is happening within the forest, and some believe it is coming from the Lost Woods.
- All contact with the Gorons on Death Mountain has been lost. Their portals have been shut and no one is admitted into their tunnels. Is there a power struggle between the normally docile stone-eaters, ever since their leader disappeared?

I actually intend to include several other lands within this campaign, other than Hyrule - Termina, Labrynna, and Holodrum, to mention three.


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Nixie wrote:
Your wife plays pathfinder with you?? Lucky!!

Well, it's actually been a bit difficult to have her play. I'm running the Skull and Shackles AP , and she's one of the players. Unfortunately, she doesn't really RP as much and she isn't active in the sessions. This is why I want to have a solo campaign with her so that she can learn different facets of the Pathfinder rules.


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Ivan Rûski wrote:
As someone who has literally been planning to run a Zelda campaign for years, here's a few Links you might find useful.

You are a hero.


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Here's one that I came up with. I know it needs to be fixed, so feedback would be helpful.

Man o’ War Tug of War

The Valdemar Family has set up a tug-of-war contest near the shipyard. Do you and four other landlubbers think they can overcome five of the biggest and strongest of the shipwrights of Sandpoint? Test your strength and mettle with four others and see if you can.
A 50 ft length of thick rope, like that used on ships, is lies stretched out down Water Street, near the shipyard. Each player pays one copper piece to try his or her luck against the shipwrights. To succeed, a team must win three out of five strength checks. The strongest member of both teams rolls the strength check for his/her team, while the teammates roll to Aid Another.
Victory against the shipwrights earns the team bragging rights for the day. The losing team falls into a large puddle of muddy water and walks away with wet clothes and wounded pride.


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Our rogue uses two short swords and has Two-Weapon Fighting. Other people in our party, and our GM, say that she does not take the TWF penalties if she only makes one attack, even if she is wielding both during the one attack. I am beginning to think that she does take penalties, but I can't find anything in the rules that says this. Does anyone have words of wisdom on this topic?

Classes/Levels

Fighter (Viking) 1