HEROES OF TIME

Prevent a great cataclysm from consuming Hyrule in this adventure

for the world's greatest roleplaying game

HEROES OF TIME

THE LEGEND OF ZELDA

Credits                           Foreword


Designer: Pankratos
Editor: Pankratos
Format: The Homebrewery


Game Mechanics: DUNGEONS & DRAGONS 5th edition,

property of Wizards of the Coast
Story Creators: The Legend of Zelda video game franchise

has been created by Shigeru Miyamoto and Takashi

Tezuka, and published by Nintendo Co., Ltd. Some story

content in this adventure may have been altered or

elaborated upon by Pankratos


Illustrators: Various artists. If your artwork is in this

module and you wish to be credited or have its contents

removed, please contact Pankratos


Playtesters:

    ON THE COVER

      Locked in an eternal conflict that echoes through
       the ages, the wielders of the Triforce are pitted
     against each other to determine the fate of Hyrule.


I was a ten-year old boy when the Legend of Zelda, Ocarina   of Time was released on the Nintendo 64, all the way back in December 1998. Never before had I experienced such a wonderfully immersive fantasy game, in which I became the heroic protagonist of a magical land named Hyrule. Ocarina of Time received widespread acclaim and won several awards and accolades. It has been widely cited as one of the greatest video games of all time, with good reason. As fantasy gaming continued to develop, no other video game spurred my imagination like Ocarina of Time did.

Ever since I started playing DUNGEONS & DRAGONS, the idea of a Hyrulean setting within the D&D tabletop gaming system has appealed to me. Now, more than twenty years after first setting foot in Hyrule, the early developments of my vision in this ambitious crossover are laid out for everyone to see.

The tough choices when merging two separate systems are which elements to leave in and which to add or adjust. A direct conversion would have been the simplest approach. I've seen this done with other video games many times before, with a resulting experience that feels mechanical---the limitations of the game being too noticable. This is one of the reasons why so many movie adaptations of popular video games fail to enthrall their audience. Despite how detailed Ocarina of Time was in 1998, converting that version of Hyrule into its own D&D setting quickly revealed limitations. Therefore, to breathe proper life into Hyrule as a D&D setting with sufficient detail and activity---to make the land feel as organic as possible---I decided to use the more comprehensive Hyrule overworld as presented in 2017's Legend of Zelda: Breath of the Wild. Though the main storyline, items, locations, and characters will be based on Ocarina of Time, you will find herein a Hyrule that functions as a composite of different Zelda titles, combining the best of each one to give your gaming group a lively and satisfying experience.

As always, it's your game---run it however you see fit. May the exploration of Hyrule bring boyish (or girlish) marvel to you and your players, just like it brought me on my N64 all those years ago. Let the legend begin!


                                                                                        Pankratos

                                                                                      July 2021

This is Beta Version 1.3

The material in this adventure module, currently in Beta Version 1.3, is presented for playtesting and to spark your imagination for running a campaign set in the Hyrule of the Legend of Zelda: Ocarina of Time. The game mechanics are usable in your campaign but not refined by final game design and editing.

If this module proves to be sufficiently popular, it will be refined based on your feedback, and then it will appear as the definite Heroes of Time adventure module.

Disclaimer: This is a fan-made Legend of Zelda adventure using DUNGEONS AND DRAGONS game mechanics. No copyright infringement intented. Please support Nintendo and Wizards of the Coast by purchasing their official products. They're awesome.

Contents



Introduction

A bitter war has raged across Hyrule for gene-rations. Finally, that war is close to an end. Ganondorf, a gerudo warlord, is the last of the rebel chiefs to pledge his allegiance to the king of Hyrule. This auspicious event would mark the official end of the war, in which Hyrule expands its territory yet again to include the gerudo lands. From all outward appearance, Ganondorf seems compliant, yet in secret he is planting his seeds of disruption within tactical places, ready to initiate Hyrule's ruin. If Ganondorf isn’t stopped, the kingdom will fall, and an era of darkness and despair shall take its place.

Heroes of Time is a DUNGEONS & DRAGONS adventure within the Legend of Zelda series, detailing the events from Ocarina of Time. It takes place in the kingdom of Hyrule---a large vale consisting of several settlements scattered between stretches of grassland and ringed by mountains, canyons, a desert, and the sea. Hidden among all this are remnants of a much older civilization---ancient ruins, forgotten temples, and lost artifacts. Hyrule is a land that encourages marvelous exploration, as only few know all of its secrets.

This adventure is designed to begin with a party of three to six 3rd-level characters, who should advance to 13th level by the adventure’s conclusion.

Story Overview

The sorrows of history, the destiny of unlikely heroes. Great journeys into monster-infested wilds, and a mythic voyage through the fabrics of time. These elements of adventure await the characters as they are drawn into the story by the Great Deku Tree, guardian of the Lost Woods. The Great Deku Tree has sensed a disturbance in the balance of the natural world, foreboding a great cataclysm.

The source of this disturbance is revealed to be Ganondorf, whose ascendancy as the prophesized King of Evil has been plotted since his birth. A dark messiah foretold to merge the Dark World with Hyrule, Ganondorf plans to use his fiendish magic to subjugate the land to his will. Acting beneath a guise of humility and goodwill, Ganondorf convinced the king of Hyrule that his gerudo tribes will submit to Hyrule. Though the king is wary, he holds on to the promise of peace, and is thusfar deceived. The king's daughter, princess Zelda, is not as easily fooled, though her warnings fall on deaf ears as her youth and inexperience disallow her voice to be heard.

Ganondorf has sent his captains out as false emissaries, reaching out to Goron City, Zora's Domain, and the Great Deku Tree's Grove. These locations are where the spiritual stones are kept, three magic jewels with which one can access the all-powerful Triforce, a divine artifact that will grant its wielder the power to fulfill any wish. So far, Ganon-dorf's minions have failed to retrieve the stones. He therefore lay a curse on their guardians, pressurizing them in giving up their treasures. The Great Deku Tree has become aware of Ganondorf's motives and reveals the gerudo's true nature to the player characters. The Great Deku Tree pleads the characters to break his curse and embark upon a grand quest to prevent the stones from falling in Ganondorf's hands.

If Ganondorf succeeds in obtaining the Triforce, his powers become godlike. The entire realm will merge with the Dark World, succumbing to lifeless dread. In such a time, the only forces able to stop him lie dormant in the prophecized Heroes of Time, Princess of Destiny, and Six Sages---legendary figures who must each awaken to their divine powers and join together to oppose Ganondorf in an epic confrontation to save Hyrule.

Running the Adventure

To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). This adventure can also be paired with the options in Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and other D&D books.

Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.

When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block in the Monster Manual. If a stat block appears in appendix C, the adventure’s text tells you so. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. The Dungeon Master's Guide describes magic items, unless the adventure’s text directs you to an item’s description in appendix B.

Abbreviations

The following abbreviations are used throughout this adventure:

hp = hit points CG = Chaotic good
AC = Armor Class NG = Neutral good
DC = Difficulty Class LN = Lawful neutral
XP = experience points N = Neutral
rp = rupee(s) CN = Chaotic neutral
PC = player character LE = Lawful evil
NPC = nonplayer character CE = Chaotic evil
LG = Lawful good NE = Neutral evil

Adventure Summary

The adventure is likely to play out as follows.

The characters meet the Great Deku Tree, who tells them about Ganondorf and his unholy quest. They enter a temple beneath the Tree and break its curse by defeating the para-sitic armored arachnid within. The Great Deku Tree rewards them with the spiritual stone of forest, one of three jewels required to enter the Sacred Realm, where the Triforce is kept. With his dying breath, the Great Deku Tree urges them to see princess Zelda in Hyrule Castle, who implores them to retrieve the other stones and meet back with her.

4

INTRODUCTION

    The second and third stones will be given as rewards from king Darunia and princess Ruto, in Goron City and Zora's Domain respectively, after the adventurers prove their trustworthiness by breaking the curses placed there.

Back at Hyrule Castle, the characters make it in time to see princess Zelda flee. Ganondorf has murdered the king and taken command of the castle. The characters run into him and are questioned about Zelda's location. Ganondorf secretly follows the characters to the Temple of Time, where he will attempt to intercept the spiritual stones, kill the characters, and enter the Sacred Realm.

Whether or not the characters die, Ganondorf claims the Triforce, which splits into three aspects. The characters awaken in the Sacred Realm and seven years have passed. Rauru, the ancient sage of light, found their spirits and brought them forth. The characters must awaken the other five sages in order to gain the divine powers required to defeat Ganondorf. They will also stay on the lookout for princess Zelda, who has gone into hiding.

Traversing the Dark World, the adventurers explore the five temples where the other sages reside. Once those sages have been awoken, the characters enter Ganon’s Tower and face the great King of Evil. An epic battle ensues in which the aspects of the Triforce are pitted against each other. Upon Ganondorf's defeat, the land can slowly recover. If Ganondorf proves the victor, Hyrule remains lost in darkness forever.

A Tale of Two Timelines

Heroes of Time takes place across two timelines, referred to throughout the adventure as the Child Timeline and the Adult Timeline. The Child Timeline allows the player characters to begin play as children, taking them from level 3 to 7. This timeline appropriately deals with themes of adventure and coming of age.

The Adult Timeline takes place 7 years after the Child Timeline, taking the characters from level 7 to 13. This timeline is darker, dealing with themes of sorrow, despair, and the triumph of good over evil. Once the characters enter the Adult Timeline, they will be able to magically travel back and forth between the two timelines. This will inevitably cause time-travel theories to be voiced among your gaming group. To avoid lengthy debates on how time travel affects the characters and the world they inhabit, consider applying one or several of the following possibilities:

Grandfather Paradox

This default assumption will be the most difficult to monitor. In essence, everything the characters attempt to change in the Child Timeline will already play out in exactly the intended way in the Adult Timeline. This means that they cannot really change anything, as the outcome of their actions has already been determined in the Adult Timeline.

For example, in chapter 11, the characters meet a miller in the Adult Timeline who teaches them the song of storms. He insists that it was the characters themselves who taught him the song during the Child Timeline! When the characters go back to the Child Timeline to meet with the miller, he will not know the song yet, as they still have to teach it to him. If the characters would deliberately refrain from adhering to this paradox by not teaching the miller the song, a Time Schism may be applied at your discretion (see Time Schisms, below).


Who is Ganondorf?

Following a dark prophecy, two scheming gerudo witches snatched Ganondorf at the moment of his birth and raised him in the remoteness of their temple in the Desert Colossus. Under their demanding tutelage, Ganondorf grew into a fierce warrior and dangerous warlock.

The source of Ganondorf's power comes from an ancient demon lord known as Demise, whose essence reached him through the Book of Mudora. This book imbued Ganondorf with esoteric know-ledge, compelling him to hunt for the Triforce.

Ganondorf was raised his entire life believing he was destined to become the king of Hyrule. He was told the hylians ruthlessly expelled native gerudo tribes from the lands, exiling them into the harsh wastelands of the west. Ganondorf is intent to exact revenge upon Hyrule and liberate his kin from their exile, sparing no cost to achieve this.

For more information on Ganondorf, including his statistics, see appendix C.

Time Schisms

Another effective way to prevent players from abusing time travel is to introduce Time Schisms. Whenever the charac-ters travels back to the Child Timeline to deliberately (or accidentally) cause an event that would alter the state of the Adult Timeline, a Time Schism occurs. Select an outcome on the Time Schisms table or roll to determine a random effect. This table appears on the following page.

When a Time Schism occurs, the characters are immedi-ately transported to Rauru in the Sacred Realm (see chapter 6). Each of them must succeed on a DC 15 Charisma saving throw or go mad (see Madness in chapter 8 of the Dungeon Master's Guide). A character is affected by short-term madness when they fail this saving throw for the first time, long-term madness the second time, and cumulative indefinite madness for every failed saving throw after that.

Multiverse

Each time the characters change the timeline, an alternate universe of Hyrule springs into existence. The characters always enter the universe that aligns with the changes they made, though continued time travel may cause them to switch between universes, depending on their actions.

For every alternate universe the characters create, there is a 50% chance that the Ganondorf from the previous universe succeeds in obtaining the full Triforce, as the characters will not be present to stop him. That Ganondorf will use the Triforce's powers to erase all other alternate universes. If that happens, the characters are instantly transported to the Ganon's Castle of that Ganondorf's universe (see chapter 13). They will not be in possession of the Triforce of Courage, and must face Ganondorf, who is in possession of the full Triforce. If the characters are defeated by this Ganondorf, you could have them awaken in the Sacred Realm by Rauru. It is up to you how to proceed from there.

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INTRODUCTION

Time Schisms
d6Effect
1Instead of the Sacred Realm, the characters appear in the Happy Mask Shop in Hyrule Castle Town during the Child Timeline. The Happy Mask Salesman looks up and asks with a wry smile: "You've met with a terrible fate, haven't you?" He then proceeds to act as if nothing out of the ordinary happened, ignoring any prompts to explain himself.
2The characters who triggered the event die and are immediately restored to life through the raise dead spell.
3The Master Sword becomes nonmagical for 7 days. During this time, it cannot be used to travel between timelines.
4The location in which the schism occurred merges with the Dark World in the Child Timeline (see Dark Despair and Dread Locations in chapter 7). This merge can only be perceived by the player characters. To everyone else, there is no noticable change.
5Each character who triggered the event is cloned. Clones appear within the space of their original characters. There is a 50% chance that a clone has all the original character's equipment, instead of the original character. A clone believes to be the original character and immediately becomes hostile, attacking their original character with lethal intent.
6The desired change to the timeline takes effect, but there's a catch. For example, if the characters change the timeline in order to obtain a magic item, they obtain the item but it's cursed. Or if they change the timeline to prevent an NPC's death, the NPC is still around, but is affected by indefinite madness, becomes an undead, or becomes hostile to the characters, accusing the characters of attempting to kill them. The exact nature of the catch is up to you as DM.

No Going Back

The easiest solution is to prevent the characters from traveling back in time once they reach the Adult Timeline. This means they effectively had a 7-year timeskip and are still experiencing time in a linear fashion. The downside to this method will be that once the player characters leave the Child Timeline, they will no longer have the possibility to go back and explore more of that timeline.

Character Advancement

Heroes of Time is designed around a variant of the milestone system, known as the Heart Container system. Rather than tracking specific experience awards, characters gain a Heart Container---they level up---after completing significant chap-ters in the adventure, as shown on the Heart Containers table below. Heart Containers aren't physical objects, but rather an abstract expression of the character's accomplishments. At the start of the adventure, the characters are 1st level.

Heart Containers
    Chapter (Child Timeline) Level
1. Lost Woods 1
2. Central Hyrule 2
3. Hyrule Castle 2
4. Eldin Province 3
5. Lanayru Province 4
6. Great Plateau 4
    Chapter (Adult Timeline)
7. The Dark World 5
8. Forest Temple 6
9. Fire Temple 7
10. Water Temple 8
11. Shadow Temple 9
12. Spirit Temple 10
13. Ganon's Castle 11

If you prefer that the characters advance by gaining XP, rather than using Heart Containers you can add up all the XP earned for defeating monsters after each game session and distribute it evenly among the party members. With the monsters presented per chapter, characters level progression should roughly align with the level progression of the Heart Container table. Adjust encounters if necessary.

Heart Pieces

Hyrule is filled with fun distractions and alluring locations for characters to explore. Such exploration is rewarded with Heart Pieces hidden throughout the land. Like Heart Containers, Heart Pieces are abstract. While a single Heart Piece has no effect, four Heart Pieces become a Heart Container, increasing the character's level by one. Heart Pieces may also be given from one character to another.

A total of 36 Heart Pieces can be found in this adventure. If you prefer to limit the number of Heart Pieces, multiply the number of player characters times four to determine how many can be found.

If using the XP system, grant a player 1/4th of the total XP needed for next level whenever they claim a Heart Piece.

Starting at 7th Level

For players who are looking for a shorter adventure filled with dungeon crawls and a more gloomy atmosphere, you may allow the entire party to begin play at 7th level, with Ganondorf already having conquered Hyrule. The characters could be Hyruleans who have witnessed the rapid decline of Hyrule, beckoned by Rauru toward the Temple of Time, or sought out by Sheik (see chapter 7) to embark upon a quest for the redemption of Hyrule. Or they could be outsiders stumbling upon the Dark World, motivated by whatever reasons to purge it from its evil. Begin play in chapter 7, and ensure the party is in possession of the Master Sword and Ocarina of Time (see appendix B), presented to them by either Rauru or Sheik. The characters should not be able to use the Master Sword to travel back to the Child Timeline.

In addition to their normal starting equipment, each of the players receives an extra 5,000 rp (see Currency, later in this Introduction) plus 1d10 x 250 rp and may begin play with two suitable uncommon magic items or one rare magic item from the Dungeon Master's Guide or appendix B.

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INTRODUCTION

Welcome to Hyrule

The Kingdom of Hyrule, also simply known as Hyrule, is a beautiful and prosperous land ruled by a long line of monarchs known as the Royal Family of Hyrule.

Hyrule Historia

Hyrule's glorious past lies in half-forgotten ruin. Most scholars agree on the following events.

Creation of the World

Before time began, three Golden Goddesses descended upon the chaos that was Hyrule. Din, the goddess of power, created the red earth. Nayru, the goddess of wisdom, bestowed order upon the world. Farore, the goddess of courage, created all life. Their labor complete, the goddesses departed for the heavens. They left behind the Triforce, to test their mortal creations on the ability to govern their own fate.

Era of Chaos

A mythical era of untold millenia ago. During the Era of Chaos it is said many demons arose from the Dark World in pursuit of the Triforce. Their leader, Demise, tried to take over the world with his evil powers. Queen Hylia and her fledgling tribes battled for their lives against this demon king. Hylia emerged victorious, sealing Demise away for all eter-nity. She ascended into divinity, ending the Era of Chaos.

Era of Prosperity

The descendants of Hylia established the kingdom of Hyrule and became Hyrule's first line of monarchs. In order to protect the Triforce, Hyrule Castle was built in the center of Hyrule, guarding the vault in which the Triforce was kept. Under the Royal Family of Hyrule's benign leadership, Hyrule flourished, and a long Era of Prosperity followed.

Hyrulean Civil War

Toward the end of the Era of Prosperity, distrust between the Hyrulean races grew. Some resented the Royal Family, envying them for their supposed divine right to rule and chafing under the restrictions imposed by hylian imperialism. A fierce war broke out that lasted for countless generations.

Hyrule Today

It is year 1 of the Harkinian II Dynasty. The Hyrulean Civil War is informally over, with most chiefs and vassal kings of each region having renewed their oaths of allegiance to Harkinian II, the new king of Hyrule. The final chief to do so, Ganondorf, has been summoned to Hyrule Castle to kneel before the king and submit to his rule.

At war's end, each of the Hyrulean races withdrew to their own regions. Contact is generally limited to matters of diplo-macy between the various peoples and the Royal Family, and cultural exchange is essentially nonexistent. Those who venture out are mainly traveling merchants, patrols of knights, and adventurers.

Most people are ignorant about the world outside their homes, aside from rumor. They no longer believe in goddes-ses, demons, the Triforce, and the Dark World, viewing them as a mythology with no credible historical evidence.


Hyrulean Civil War

Ocarina of Time does not provide much detail on the events of the Hyrulean Civil War. As such, there may be no need for this adventure to go into speci-fics. If your players are eager to investigate details of the war, you can come up with your own version of events, or use the (unofficial) example below:

Details of the War. According to hylian chronic-lers, three centuries ago several sheikah clans defected from their oaths and sought to obtain the Triforce for themselves. A fierce battle broke out in Hyrule Castle, in which sheikah fought sheikah. The Knights of Hyrule could no longer tell the sheikah loyalists apart from the defectors, capturing or killing any they could get their hands on. The gerudos caught wind of this turmoil. As Hyrule Castle was distracted by its incursion, Mandragon, king of the gerudos, attacked Hyrule with all his forces. It is rumored that considerable numbers of sheikahs and Zonai warriors were among Mandra-gon's army.

When the Royal Family called out for aid, the goron and zora monarchs remained silent. Hyrule Castle was besieged. Only when the gerudo forces advanced to Death Mountain did the gorons march to war. The zoras, seeing the devastation caused as the rivers ran red with blood, threatened to cut off the water supply if the other factions didn't stop their foolishness. Drought ensued, causing more desperation among the armies for a swift victory. Zora's Domain was under attack for their water, Goron City for its wealth. The factions continued invading and repelling each other as the conflict raged on. The only race to avoid bloodshed were the kokiris, whose sheltered lives kept them igno-rant of the war raging outside their forests.

After three hundred years, the great gerudo army was crushed when hylians, gorons, and zoras fought side by side in a new alliance. The surviving gerudos fled back to their desert. The goron and zora monarchs renewed their oaths to the Royal Family, and the few surviving sheikahs went into hiding or faced execution for their alleged crimes.

    In the aftermath of the war, much of Hyrule lies in ruins. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters are known to roam the lands, threatening anyone who fares more than a few miles away from one of the surviving settle-ments. The Royal Family keeps most of them in check, but their resources are spreading thin. While only a handful of settlements remain occupied, peace and relative stability will allow for the rebuilding and reclamation of land to begin.

In general, the lives of the people in this dynasty are nothing extravagant, leaning more toward a kind of pastoral simplicity. Most keep meager possessions made from the natural materials they can source from the surrounding lands close to their homes. Despite such modest lifestyles, the Hyrulean people tend to be cheerful and optimistic, seeing the opportunities peace has to offer will only grow through collective kindness, cooperation, and diligence.

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INTRODUCTION

Hyrulean Deities
Greater DeitiesAlignmentSuggested DomainsSymbol
Din, goddess of power     CNForge(+), Tempest, WarThree opposing red flames
Nayru, goddess of wisdom     LNArcana(+), Knowledge, Peace(+)Three blue stars within waves
Farore, goddess of courage      NLife, Nature, Twilight(+)Three green concentric rings
Lesser DeitiesAlignmentSuggested DomainsSymbol
Hylia, goddess of light     LGGrave(+), Light, Order(+)Golden lyre
Demise, god of darkness     CEDeath, Trickery, WarRed-glowing greatsword

Divine Beings

Few mortals remember the creation myths of Hyrule and Hylia's sacrifice from the long-forgotten Era of Chaos. Indivi-dual names of deities are rarely on the lips of Hyruleans, though the collective term 'Great Goddesses' or 'By the God-desses' is sometimes used as an expression or exclamation.

Goddesses

Worship of the goddesses is usually maintained by select groups of people. The Royal Family are known as devout worshipers, yet they don't force their beliefs on the general populace in fear of another insurrection. Other worshipers may be found among hermits, sages, and oracles, yet none of them maintain a large following of fellow believers.

Player characters, especially clerics or those with the Acolyte background, can select a deity from the Hyrulean Deities table to serve. Clerics select one of the deity's sugges-ted domains for their class features. Domains marked with a (+) come from official sourcebooks other than the Player's Handbook and may be allowed with your permission.

Gerudos worship the nameless Goddess of the Sand, who shares Din's alignment and suggested domains. Her symbol is a king cobra's hood. Hylian scholars believe the Goddess of the Sand to be the gerudo counterpart or representation of Din, though this of course is vehemently refuted by gerudos.

Nature Spirits

With the disappearance of worship, people have turned to the veneration of nature spirits. Most Hyruleans believe that such spirits occupy trees, rocks, and rivers, and it is common for small shrines to be erected as a means to pay tribute to these spirits. It is believed such spirits help to maintain a healthy balance between nature and civilization. They can nurture the soul when respected or bring destruction and disharmony when disregarded. Greed and hatred are seen as pollution to this natural balance, resulting in many of the Hyrulean races professing good alignments. Another belief Hyruleans have is that upon death, souls with unsettled disputes in life become ghosts---spirits of concentrated hatred.

The collective spirits of a forest, lake, or even an entire mountain may take the form of an intelligent animal, fey creature, or dragon. Though such beings have a divine origin, they can't grant spells to clerics or control aspects of mortal life. They are still immensely powerful beings, and may bestow a charm or blessing upon those they deem worthy.

Planes of Existence

The various planes of existence in the Legend of Zelda universe are realms of myth and mystery. They're not simply other worlds, but dimensions formed and governed by spiritual and elemental principles. Knowledge on the planes and their denizens goes beyond the comprehension of most Hyruleans. Spells and other effects regarding planes of existence are bound by the following realms:


The Material Plane. Referred to simply as the world, this

plane serves as the main setting for this adventure. It

includes Hyrule and all surrounding lands.
The Ethereal Plane. The Ethereal Plane is mostly feature-

less, serving primarily as a pathway to travel from one

plane to another.
The Lost Woods. Existing in Hyrule but not entirely part of

it, these woods replace the Feywild as a sanctuary for syl-

van creatures, sheltering them from the dangers of Hyrule.
The Elemental Chaos. Surrounding the Material Plane on

all sides is the Elemental Chaos, an amalgamation of raw,

untamed elemental substance from which the Material

Plane was made---comprised of Air, Earth, Fire , and Water.
The Sacred Realm. Representing both the Astral Plane and

the Positive Planes, the Sacred Realm is a starry void of

infinite space, said to be the home of the goddesses.
The Dark World. A dark, twisted reflection of the Material

Plane. This dreadful realm replaces the Shadowfell and

Negative Planes as the dark residue of the goddesses'

creation, and the abode of countless vile monsters.

Weather

Hyrule's seasons are not dependent on the time of the year, as there are no summers or winters in the typical sense. Rather, each region has its own climate, terrains, and weather patterns that stay fairly consistent throughout the year.

Currency

Precious metals such as gold and silver exist within Hyrule, though the minting of coins has never been invented. Such metals are instead smelted into bars for storage or transport and worked into jewelry and ornaments, retaining their normal value.

For the everyday exchange of currency, rupees (rp) are used, which are tiny oblong hexagonal crystals that weigh twenty to a pound. Their value is determined by their color, as listed on the Currency table on the following page. This table also shows their equivalent in coinage from the Player’s Handbook, for ease of reference.

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INTRODUCTION

Currency
Rupee (rp) Value Equivalent
Green 1 rupee 1 silver piece
Blue 5 rupees 5 silver pieces
Red 20 rupees 2 gold pieces
Purple 50 rupees 5 gold pieces
Gold 200 rupees 20 gold pieces

The value of an item is always indicated by its total value in rupees, and the color of rupees are rarely mentioned in any exchange. A shortsword, for instance, is stated in the Player’s Handbook as costing 10 gold pieces. A weaponsmith selling such an item would not ask for 2 purple rupees or 100 green rupees. Rather, he or she would just state it costs 100 rupees.

To calculate prices from gold pieces to rupees, simply multiply the number of gold pieces x10 to get its value in rupees, as 1 gold piece equals 10 rupees.

Any prices listed in silver pieces retain the same value in rupees, as 1 silver piece equals 1 rupee.

Since there is no equivalent to copper pieces, any prices that fall between rupees are rounded up to the next rupee. For instance, a mug of ale in the Player's Handbook is listed as costing 4 copper pieces. This means that 1 rupee could get you two mugs of ale, or 2 rupees could get you five mugs.

Languages

Hyrule is not the most cosmopolitan of kingdoms, and a relatively small number of languages are used in its lands. Common is the dominant trade language and the native tongue of hylians. Gorons speak the Terran dialect of Primordial, and zoras speak its Aquan dialect. Gerudos and sheikahs have their own languages, and kokiris speak a distinct dialect of Sylvan. Infernal is spoken by demons and other fell creatures. Hyrule's few remaining dragons have their own language, which is also spoken by those who pay them tribute. Celestial is a unique language spoken by the Goddesses. It has left very little writing in Hyrule save for some symbols and ancient glyphs, and is a language that only a handful of mortal sages and oracles can comprehend.

Exotic languages are rarely spoken among mortals of Hyrule, requiring two language proficiency slots to learn.

Standard Languages of Hyrule
Language       Typical Speakers Script
Common Hylians Common
Gerudo Gerudos Draconic
Primordial Gorons, zoras Common
Sheikah Sheikahs Sheikah
Sylvan Kokiris Elvish
Exotic Languages of Hyrule
Language       Typical Speakers Script
Celestial Goddesses Celestial
Infernal Demons Infernal
Draconic Dragons Draconic

The Magic of Music

Any character that has the Spellcasting or Pact Magic class feature and is proficient in a musical instrument may use that instrument as a spellcasting focus, instead of the spellcasting focus they normally use.

Music is pervasive in Hyrule, and there are songs that carry echoes of primordial magic, mimicking certain spell effects. Such songs are called spell songs (see appendix B). When a character with a musical instrument as a spellcasting focus hears or reads a complete spell song, they can spend 1 minute to attempt to learn that song. On a successful DC 10 Intelligence (Musical Instrument) check, the song is learned, and the character can cast it as a ritual with a casting time of 1 minute, without expending any spell slots or spell compo-nents. On a failed check, the character must hear or read the complete song again before attempting another check.

Lands Beyond Hyrule

Though Hyrule takes central stage in this adventure, it is far from the only kingdom in the world. The lands beyond Hyrule can be divided into nearby regions and distant lands. None of the main storylines and side quests of this adventure take place there (except for the Gerudo Wasteland), though if you and your players wish to explore these locales, a brief description of each is provided below.

Nearby Regions

Nearby regions are territories that have either remained independent from Hyrule or were once annexed and have since been neglected or reclaimed. Most lie within a few days travel from Hyrule and are usually too small or insignificant to form a kingdom of their own.

Akkala. Wild and rugged highlands, Akkala lies north-east of Hyrule, beyond the Eldin region of the gorons. Long avoided due to the numerous monsters that scour its inner reaches, Akkala is also prone to strong ocean winds and flash floods. Despite these hardships, a few groups of daring goron and hylian settlers are trying to make it their home.

Faron. Faron lies south of Hyrule, beyond Lake Hylia. It is comprised of dense woodlands, jungles, and high cliffs and peaks---and full of dangerous monsters. Though much coveted by hylians for its abundance in natural resources, it is a dangerous territory. Besides its plethora of monsters, it is inhabited by the fierce Zonai Tribe---savage hylians who distanced themselves from the clutches of civilization during the dawn of the Era of Prosperity.

Gerudo Wasteland. Home to the gerudo tribes and south-west of Hyrule, the Gerudo Wasteland has little value to the Royal Family. The gerudo tribes have been Hyrule's biggest threat however, and with Ganondorf's imminent subjugation, the Gerudo Wasteland will officially be part of the Hyrule Kingdom.

9

INTRODUCTION

    Gerudo Highlands. Slightly north of the Gerudo Wasteland is a wide range of tall snowy mountains. A
single gerudo tribe guards the foothills to these treach-
erous slopes, and gerudos exiled from their homeland
are often sentenced here to die. There are no perma-
nent settlements in these highlands.

Hebra. North-west of Hyrule lies the sprawling Hebra region, a barren and isolated mountain range even
colder than the Gerudo Highlands. Permanently frozen
tundras interspersed by sheer cliffs and staggering
peaks, some animals and monsters make it their home,
but the Hyrulean races have little interest in this
frigid territory.

Tabantha. West of Hyrule and wedged between the Gerudo Highlands and Hebra lies a geographically iso-
lated region cut off from Hyrule by canyons and deep
rifts. A few hylian settlers call it home, connecting the
lands with rope bridges. Though the region offers
berries and wild game, the cold and steep grounds
make it ill-suited for agriculture. Rumors persist of
avian humanoids dwelling beyond the great chasm
west of Tabantha, but contact has yet to be make.

Distant Lands

Though certain realms exist in other planes of exist-
ence, such as Termina, Lorule, the Twilight Realm, the Minish Realm, Koholint Island, and the World of the
Ocean King, this section describes the known lands of
the Material Plane that can be reached by physically
traveling there from Hyrule. Some of these lands are inhabited by humans rather than hylians, taking weeks
or even months of travel to get there. Other lands can
be added at your discretion.

Hytopia. Hytopia is a human kingdom far to the north
of Hyrule. Due to the distance, Hytopia and Hyrule rare-
ly interact except for occasional trade. Hytopia is a
stable and colorful kingdom with a strong sense of (constantly changing) fashion.

Holodrum. A vibrant landscape sparsely inhabited by humans, gorons, and moblins, Holodrum has no central
form of governance. It is the only known land with four seasons throughout the year, having an active effect on
the environment and its people.

Labrynna. Zoras speak of a land across the sea from
Hyrule abundant in beauty and resources. It is home to
humans, gorons, zoras, and other races, and is said to
have a long history. Little is known about this fabled
country other than the name of its capital: Lynna City.

Map of Hyrule

Different maps of Hyrule exist, though this adven-ture assumes the map based on Breath of the Wild, which is the most detailed depiction of Hyrule so far. The destruction and ruins on this map are due to the aftermath of the Hyrulean Civil War, rather than caused by Calamity Ganon. If you decide to use a map more faithful to Ocarina of Time, that's up to you, though it will result in certain locations in this adventure to be added or relocated.

MAP OF HYRULE

AND NEARBY REGIONS

10

INTRODUCTION

Character Creation

The adventure’s starting location is the Kokiri Forest, in the center of the Lost Woods (see chapter 1). For as long as the player characters can remember, they have lived among a community of several dozen kokiris known as the Deku Tribe. This tribe's sheltered existence means the characters will be largely ignorant of the world outside their forested home.

The default assumption is that the characters begin the adventure as children, making use of the Child Template (see sidebar) for character creation. You can explain to the players that their characters should reach adulthood at the start of level 7, roughly halfway through the adventure. If a player prefers to begin play as an adult character, discuss this with the group, as it would deviate from the adventure's core storyline and character development possibilities. It will also inevitably cause you to make modifications to the first half of the adventure to accomodate adult player characters.

The following sections provide you with step-by-step suggestions on how the character creation process can be tailored for child PCs living in the Kokiri Forest. You can use some, all, of none of these suggestions, depending on what fits best with your group's style of play.

1. Race

The players can choose any of the six races described in the Races section of appendix A. Remind the players that their characters will be largely ignorant of the descriptive texts of these races. If a player finds it difficult to separate player knowledge from character knowledge (known as metagame thinking), advise them to select a race by only inspecting each race's image and traits.

Child Template

Using this template, you retain all your statistics except as noted below:


    Ability Score Modifier. Your ability scores are each reduced by 2.

Age. Unless you are a kokiri, your minimum starting age is 10 and your maximum starting age is 13.

Size. Unless you are a kokiri, your height decreases by 1d6 + 10 inches, to a minimum of 2 feet. If this reduces your height below 4 feet, your size becomes Small.

Proficiencies. If your race or class grants you proficiency with martial weapons or heavy armor, those proficiencies are instead substituted by 1 additional luck point each (see Beginner's Luck).

Beginner's Luck. You have the Lucky feat, described in chapter 6 of the Player's Handbook.


Once your child character reaches the age of physi-cal maturity, determined by race, you automatically abandon this template. Kokiri characters may also abandon this template once their companions have reached adulthood, to reflect the personal growth the kokiri has attained during their adventures.

2. Class

The twelve classes presented in the Player's Handbook are all found in Hyrule. In the Kokiri Forest, some are more common than others. It is important to note that the Deku Tribe is a peaceful tribe---combat is anathema to them.

Barbarian

There are no barbarians in the Deku Tribe. PC barbarians may be known for their short tempers and aggression and will most likely be shunned by the majority of kokiris.

Bard

The Deku Tribe loves music and song, with many kokiris proficient in flutes, panflutes, and viols. PC bards will be widely popular and are most likely asked to play music and perform as their main contribution to the community.

Cleric

The most likely deity for PC clerics will be Farore, who repre-sents the Life, Nature, and Twilight domains. The Deku Tribe is unaware of the Hyrulean Pantheon though, believing their magic to originate from the Great Deku Tree.

Druid

Druids are more common than clerics, and some of the more respected kokiris in the Deku Tribe belong to this class.

Fighter

A handful of fighters belong to the Deku Tribe, charged with protecting the Kokiri Forest from threats. This task is mostly ceremonial, as the tribe has never faced any real danger.

Monk

There are no monks in the Deku Tribe. PC monks may be self-taught, or receive vague visions or memories that allow them to practice their martial arts.

Paladin

There are no paladins in the Deku Tribe. PC paladins will be treated with awe and admiration.

Ranger

Rangers within the Deku Tribe are daring sorts that venture into the Lost Woods on occasion, though even they can become lost by magical means in those enchanted woods.

Rogue

Rogues are most likely mischievous tricksters and harmless jokers, often blamed when anything goes missing.

Sorcerer

There are no sorcerers in the Deku Tribe. PC sorcerers will most likely have inherited their powers from an ancestor and will be treated with caution and superstition by the kokiris.

Warlock

Archfey warlocks may choose the Great Deku Tree, the Great Fairy (in the Sacred Forest Meadow), or a creature of their own devising as their patron. Such characters are treated with awe or mild superstition. Other warlocks are most likely treated with great superstition or outright fear.

Wizard

There are no wizards in the Deku Tribe. PC wizards will be treated with awe and admiration. They will most likely be asked to use their magic for entertainment purposes.

12

INTRODUCTION

3. Determining Ability Scores

The recommended method for determining ability scores is the Variant: Customizing Ability Scores from the Player's Handbook. Alternatively, players can use the standard array of 15, 14, 13, 12, 10, 8.

If you and your players prefer ability scores to be deter-mined randomly, an alternative method is suggested that is more suitable for child characters, as it ensures a more balanced range of 6 to 15, rather than the normal range of 3 to 18 when determining ability scores. This method goes as follows:

Roll four 6-sided dice, rerolling all 1s and 6s (multiple times, if needed). Record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers ranging from 6 to 15. Now take these six numbers and assign each of them to one of the character’s six abilities. Afterward, make any changes to the ability scores as a result of racial modifiers and the Child Template.

4. Character Description

Given the seclusion of their upbringing, non-kokiri player characters will not have met any other characters belonging to their race. It is therefore likely such PCs identify as being kokiris, despite realizing their appearance is much different. Unless a character behaves in ways that oppose the kokiris' views of kindness, cheerfulness, and harmony with nature, only the most prejudiced kokiris would treat the player characters differently than they would other kokiris.

Alignment

All kokiris of the Deku Tribe are good-aligned, with the majority being Neutral Good. Though you could allow PCs of non-good alignment, it is strongly advised not to allow evil child PCs. However, children are still developing their moral and personal attitudes, and it is perfectly fine for child PCs to begin with a neutral alignment and change it (once) to a neighboring alignment as the adventure progresses. For example, from Neutral Good to Lawful Good.

Languages

Since the characters have been raised in the Kokiri Forest, you may allow their starting languages to be Common and Sylvan, instead of any languages provided by their racial traits. Additional languages a character may know could have been taught by the Know-it-all Brothers (see chapter 1).

Personal Characteristics

Child characters don't interact with the world the same way adults do, and a child PC's description should reflect that. Generally speaking, children show more bewilderment, impulsiveness, and emotion than adults. The personal characteristics listed in each background may therefore be adjusted to better reflect the attitudes of child characters. The Kokiri Quirks table in the Kokiri entry of appendix A offers some examples of character traits a child PC raised in the Kokiri Forest may have. The Lost Woods Bonds table, appearing on the following page, provides you with bonds tailored to this adventure. Use them in place of or in addition to the ones described in the Player's Handbook.


Background

From the Player's Handbook, the most suitable backgrounds for child PCs being raised in the Deku Tribe are: Acolyte, Charlatan, Entertainer, Folk Hero, Guild Artisan, Hermit, Outlander, Sage, and Soldier. If a player can provide a good reason why they could belong to a different background, that background may be allowed at your discretion. Given the limitations of the characters' upbringing, customizing backgrounds should be allowed to ensure players have the most freedom in creating the characters they want.

If your players are having trouble fleshing out their characters' backgrounds, share the ideas from the Character Hooks for Select Backgrounds table with them. This table appears on the following page.

5. Equipment

The Deku Tribe is self-sufficient, with all members living a comfortable lifestyle. The center of the village has a shop that accepts rupees, though most exchange is done through trade goods. It is unlikely the characters begin play with armor, shields, or weapons, as there is no need for them within the safety of the Kokiri Forest. You can explain to your players that they can keep some of their starting rupees to the side and will have the opportunity to purchase such items before embarking on their first adventure.

Rather than using the starting equipment from class and background, each player character begins with 2d4 x 100 rp, or 500 rp if they don't want to roll randomly. Some or all of these rupees can be spent in the following categories, as listed in the Player's Handbook or appendix B:

Armor and Shields

The only armor and shields available in the Kokiri Forest are leather armor and wooden shields.

Weapons

The only weapons available in the Kokiri Forest are those used for agriculture, woodworking, and other crafts. These are: club, dagger, dart, handaxe, light hammer, quarterstaff, sickle, sling, and spear.

Adventuring Gear

The following items from the Adventuring Gear table are not available in the Kokiri Forest: ammunition (except sling bullets), hunting trap, manacles, poison, and quiver. All other items are nonmetal and nonglass, made instead from materials such as bone, stone, rope, and wood.

Tools

Any nonmetal tools are available in the Kokiri Forest.

Mounts and Vehicles

No mounts or vehicles are available in the Kokiri Forest.

6. The Legend Begins!

The characters live together in a treehouse near the center of the Kokiri Forest (see chapter 1). Let the players describe their characters, what their day-to-day activities are, and how well they get along with each other and their community.

13

INTRODUCTION

Character Hooks for Select Backgrounds
BackgroundCharacter Hook
AcolyteYou're a servant of the Great Deku Tree, and you're being preparing to become his personal attendant! You've never met the Guardian Spirit, of course, but one day soon you will be ready and may go and live with him in the Great Deku Tree's Grove. What a magnificent honor!
CharlatanYou love to dress up as a skull kid, to frighten the other children. In secret, it helps you to feel brave, as real skull kids terrify you. You hope to never run into a real one yourself!
EntertainerAs the most popular musician in the Deku Tribe, your songs bring great joy to the other children. However, you can't shake the feeling that there is a deeper meaning behind some of your melodies. There's this faint echo in some of your tunes, a primordial magic that is felt with every fiber in your body. If only you can find the correct order to play these tunes in!
Folk HeroThe other children have always teased you for not having a fairy, and you've struggled to fit in. It is your life-long dream to one day have a fairy companion of your own, to prove to the other children that you are one of them.
Guild ArtisanYou're the best crafter in the village, but you've grown bored working with wood and bone. You would love to get your hands on some unusual materials, to practice new crafts. How to get them though?
HermitYou live alone in the Lost Woods, somehow having avoided turning into a skull kid. The forest has whispered to you of a great evil entering this sacred domain, and a heavy burden falling on the Great Deku Tree. The time has come for you to leave your seclusion to properly investigate what is amiss, and your search begins in the Kokiri Forest.
OutlanderYou live on the edge of the Kokiri Forest, away from the other children. Though you've carefully explored parts of the Lost Woods, you still get lost from time to time, and narrowly escaped turning into a skull kid. It is your dream to properly map out the woods one day, though it seems the very trees are constantly moving about, making it impossible for you to safely navigate its treacherous paths.
SageYou're one of the few children among the Deku Tribe who knows even a hint on what life is like outside the forest, and some of the other children come to you to hear of these tales. You've never been able to confirm these stories, of course, and your curiosity is reaching a tipping point.
SoldierYou're a member of the Deku Brigade, a serious group dedicated to protecting the Kokiri Forest, led by the sherrif, Mido. There have never been any real threats, of course, but your job is still very serious. You even have a wooden sword to prove it! You've heard stories of real soldiers, living in great big stone houses. You would love to meet a real soldier some day, to ask them a million questions.
Lost Woods Bonds
d10Bond
1My friends are the most important people in my life. Where they go, I go.
2I dream of a life outside the Lost Woods.
3The Great Deku Tree is the spirit of the forest. He is to be respected above all others.
4My fairy companion keeps pestering me. Why won't she ever just stay quiet?
5I suffer awful dreams of a dark horseman pursuing a princess, and will do anything to prevent it.
6I sometimes hear someone singing to me, even when there's nobody around. Whoever it is, I feel reassured by her soothing voice.
7Magic fascinates me! I want to learn about all the magic in the world; spells, magic items, everything!
8I once saw a green-and-yellow dragon flying over the forest. Really! I'm always keeping my eyes to the sky, hoping to see it again some day.
9I know I'm not a kokiri, and wish to one day find out who I truly am. Do I have a family somewhere? Are they waiting for me?
10The forest has become ill. Nobody believes me, but I can feel it in every plant and tree. What could be causing this horrible blight?

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INTRODUCTION

Chapters 1-13: Under Construction

Coming Soon!

15

CHAPTERS 1-13: UNDER CONSTRUCTION

Appendix A: Character Options


During character creation, one player may opt to play Link, the classic protagonist of the Legend of Zelda series, as he is depicted in Ocarina of Time. Alternatively, the characters could play versions of Link as identical siblings, each with a different colored tunic. This appendix also explores the idea of Zelda as a player character.

Traditionally, Link is a solo adventurer, necessitating a wide range of skills and capabilities. In an adventuring party how-ever, some of those feats may be covered by his companions, allowing Link to focus on a narrower set of abilities. Your goal in this appendix is to offer the player suggestions on how Link can be created to function within an adventuring group without losing Link's classic characteristics. If the player decides on other creative choices, that's fine, as long as they fall within your approval for character creation. As long as the player embodies Link as a brave and heroic character, Link should be the prime candidate for wielding the Triforce of Courage, as detailed in chapter 6.

The information below can be used as a guideline for the player in creating Link as a player character.

Link's mother fled Hyrule Castle at the height of the Hyrulean Civil War, almost ten years ago. Pursued by unknown horsemen, she found her way into the Lost Woods, where she collapsed from her injuries. With her dying breath, she pleaded the spirits of the forest to protect her infant.

Her voice was heard by the Great Deku Tree, who foresaw the child's destiny as a savior of Hy-
rule. Taken in, Link was raised
away from civilization, to live an
uncorrupted life close to nature,
unaware of the destiny that laid
before him.


    Link's Parents. Few details are given in regards to the identity of Link's parents, which gives you a lot of flexibility on the matter. It is hinted at that Link's father was a knight. Perhaps you want Link to know who his parents are, or prefer to keep it a mystery and leave it up to the DM. Give thought to why Link was spirited away from Hyrule Castle, and why him or his mother was important enough to be pursued in the midst of a large battle.

Alternatively, come up with your own origin story.

Though at 3rd level Link would only begin to understand his capabilities, he has an inherent set of skills and proficiencies that required little to no training. These will largely be determined by his character class.

Link is first and foremost a lightly-armored warrior, handling a wide range of fighting styles---most famously sword and shield, followed by archery. He is adept at wild-erness exploration and uses minor magic, though the latter usually comes in the form of magic items and supernatural gifts. Finally, Link is known for his unwavering courage.

Quick Build

You can make Link quickly by following these suggestions. First, choose hylian as your race. If your DM allows the Variant Hylian, select Magic Initiate and take the blade ward and true strike cantrips plus find familiar spell from the wizard spell list. Choose the blue fairy from the Fairy stat block in the Kokiri section of the Player's Companion as your familiar and call her Navi. Apply the Child Template from the Starting the Adventure section in chapter 1 of this adventure and make your starting age 10.

Next, take the ranger class. Pick monstrosities as your Favored Enemy and the forest terrain for your Natural Explorer feat. Make Dexterity your highest ability score, followed by Constitution, Wisdom, and then Strength. Take the neutral good or chaotic good alignment and follow with the Folk Hero background. You were raised as an orphan among the kokiris of Kokiri Village, under supervision of the Great Deku Tree. Select personal characteristics that exemplify courage and standing up for the greater good, and take a bond related to destiny. Use your starting rupees to purchase whatever equipment you deem appropriate.

Here is a more in-depth look at ways to create Link as a PC.

    1. Race

      Originally, Link is hylian. The Variant Hylian option would
      allow the most flexibility in representing his racial traits,
            and the Child Template helps with the timeline of his                     background. To maintain Link's physical appear-
                        ance, the only other viable race would be
                              kokiri, though he would remain childlike
                                    throughout the adventure and would
                                        require a modified origin story.

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APPENDIX A | CHARACTER OPTIONS

2. Class

Many class options are viable when creating Link, though some are closer to his classic depiction than others.

Ranger (Hunter). This Link would be a classic approach to the character.

Ranger (Beastmaster). This Link would be a classic approach to the character. Ask your DM if you may have a riding horse as your Ranger's Companion. Call her Epona. Select a wolf or owl otherwise.

Bard (Valor). This Link would favor magic and musical instruments over exploration and martial combat.

Fighter (Any). This Link would favor martial combat over exploration.

Paladin (Any). This Link would favor (melee) combat over exploration and possibly archery. With the find steed spell, summon a riding horse and call her Epona.

Rogue (Thief). This Link would favor stealth and skills over martial combat.

Warlock (Archfey). This Link would favor magic over exploration and martial combat. Your patron would be the Great Deku Tree. Take the Pact of the Chain feature at 3rd level and ask your DM for a blue fairy as your familiar.

Other Class Options. With your DM's permission, Xanathar's Guide to Everything and Tasha's Cauldron of Everything may provide further class options.

3. Ability Scores

Whichever method of determining ability scores is used, Link's highest ability score should be Dexterity, as this covers most of his capabilities. Constitution is suggested next, as the added hit points and general toughness allow him to bravely withstand many challenges. Wisdom increases his chances to avoid being surprised or frightened, and increases spell-casting capabilities if you are a ranger. Strength is useful for climbing and swimming. Though Link has been shown wielding heavy weapons, it is suggested to leave such displays of might for player characters that favor Strength, unless you happen to pick up a magic item during the adventure that boosts your Strength score.

If you prefer a class that favors Charisma, make Charisma your second or third highest ability score instead.

4. Personality and Background

As a solo adventurer, Link seems to be chaotic good. Within an adventuring party, however, neutral good may be preferred as it would strengthen the bonds of companionship. Lawful good could even be considered for his loyalty and devotion to Princess Zelda and the restoration of Hyrule. Other align-ments would deviate too far from his character.

Folk Hero would be most suitable background, as Link is destined to become a great hero. Your Defining Event could be: "The Great Deku Tree blessed me with a fairy companion", if you begin play with the find familiar spell.

Less viable backgrounds would be Hermit or Outlander. Some suitable personal characteristics are:


Trait. If someone's in trouble, I'm always ready to lend help.
Trait. Though soft-spoken, I listen attentively to others.
Ideal. Tyrants must not be allowed to oppress the people.
Bond. I suffer awful dreams of a dark horseman pursuing a

princess, and will do anything to prevent it.
Flaw. There's no room for caution in a life lived to the fullest.


5. Equipment

Being invested primarily in your Dexterity score, studded leather is the best armor for you, though chain shirt may be more accurate once Link becomes an adult.

Link's main fighting style depends on his age. As a child, Link favors shortsword and wooden shield, using a slingshot (sling) for ranged attacks. As an adult, Link is proficient in all weapons, though favors longsword and shield, or shortbow. Don't worry about requiring a high Strength score if you wish to wield a longsword. You can begin play with a shortsword instead, while destiny may provide further opportunities during the course of this adventure.

6. Feats and Multiclassing

If these optional rules are allowed, any multiclass combi-nation of Link's recommended classes could be viable.

For optional feats, suitable choices would be Dungeon Delver, Magic Initiate (for find familiar), Mounted Combatant, Resilient (Constitution or Wisdom), Shield Master, Skulker, Tough, and War Caster---though raising your Dexterity and Constitution scores may be the preferred option instead.

7. Spells

Traditionally, Link does not cast his own spells. If your class grants you the Spellcasting or Pact Magic feature, try to select spells that enhance his already existing capabilities, rather than having Link's spellcasting overshadow his skills as a warrior.

17

APPENDIX A | CHARACTER OPTIONS

Creating Zelda

Rather than Link being the protagonist and Zelda the damsel in distress, you could allow Zelda to be a player character instead. Because the chapters in this adventure aren't designed for such an option, it will inevitably cause you to make modifications to most chapters, so think carefully before presenting this option to your players.

To facilitate Zelda as a player character, consider her being raised in the Kokiri Forest instead of Link. She will initially be unaware of her royal blood and might even go by a different name. In turn, Link will be the promising son of the Lord Commander of the Knights of Hyrule, privy to all the steps required for obtaining the Triforce, since it is Link's father's sacred duty to protect it. Link, as a youth, will live in Hyrule Castle and have Impa as his personal bodyguard. He will be the secret bearer of the Ocarina of Time---essentially replacing Zelda's role as NPC. When the player characters make it to the Adult Timeline, Link will be in hiding as Sheik, secret wielder of the Triforce of Courage. Zelda, in turn, will slowly awaken to her destiny as wielder of the Triforce of Wisdom as she discovers her heritage as princess and future queen of Hyrule.

The information below can be used as a guideline for the player in creating Zelda as a player character. If the player decides on other creative choices, that's fine, as long as they fall within your approval for character creation.

Zelda's Origin

Zelda's mother fled Hyrule Castle at the height of the Hyrulean Civil War, almost ten years ago. Pursued by unknown horsemen, she found
her way into the Lost Woods,
where she collapsed from
her injuries. With her dying
breath, she pleaded the spirits
of the forest to protect
her infant.


    Her voice was heard by the Great Deku Tree, who foresaw the child's destiny as a savior of Hyrule. Taken in, Zelda was raised away from civilization, to live an uncorrupted life close to nature, unaware of the destiny that laid before her.

Zelda's Parents. Unaware of her lineage, Zelda has no idea who her parents are.

Zelda's Capabilities

Though at 3rd level Zelda would only begin to understand her capabilities, she has an inherent set of skills and proficiencies that required little to no training. These will largely be determined by her character class.

Zelda is first and foremost an unarmored spellcaster, handling a wide range of magical powers---most famously her prescience, followed by spells related to light. She is adept at social interactions and may learn some fighting techniques, though the latter usually doesn't develop until she becomes an adult. Finally, Zelda is known for her refined intuition.

Quick Build

You can make Zelda quickly by following these suggestions. First, choose (standard) hylian as your race. Apply the Child Template from the Starting the Adventure section in chapter 1 of this adventure and make your starting age 10.

Next, take the cleric class. Pick Nayru as your deity and select Knowledge as your divine domain. Make Wisdom your highest ability score. Decide between Dexterity, Constitution, Intelligence, and Charisma next, and leave Strength for last. Take the lawful good alignment and follow with the Acolyte background. You were raised as an orphan among the kokiris of Kokiri Village, under supervision of the Great Deku Tree. Select personal characteristics that exemplify wisdom and standing up against injustice, and take a bond related to destiny. Use your starting rupees to purchase whatever equipment you deem appropriate.

Customizing Zelda

Here is a more in-depth look at ways to create Zelda as a PC.

1. Race

Originally, Zelda is hylian, and there is no other race that would accurately portray her as a character. With some leniency on your DM's behalf, you might get away with having her be a half-sheikah, using the sheikah's racial traits for character creation.

2. Class

Many class options are viable when creating Zelda, though some are closer to her classic depiction than others. Some alternative class considerations other than a knowledge cleric could be: bard (lore), cleric (life or light), monk (shadow), or wizard (diviner or abjurer). With your DM's permission, Xanathar's Guide to Everything and Tasha's Cauldron of Everything may provide further class options.

3. Ability Scores

Depending on your choice of class, Zelda's highest ability score should be Wisdom (for cleric or monk), Intelligence (for wizard), or Charisma (for bard). Either way, try to keep her Wisdom score no lower than 16. Strength is Zelda's least important ability score.

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APPENDIX A | CHARACTER OPTIONS

4. Personality and Background

Zelda has a strong inclination to lawful good, though other good alignments could be considered as well.

Acolyte would be most suitable background, as Zelda has a divine connection to the goddesses. Other viable back-grounds would be Folk Hero, Hermit, Noble, or Sage. Some suitable personal characteristics are:


Trait. I feel tremendous empathy for all who suffer.
Trait. There's nothing I like more than a good mystery.
Ideal. If we listen carefully, we can hear the goddesses

whisper to us. It is imperative we heed their words.
Bond. I have recurring dreams of a boy in a castle, holding a

glowing ocarina. He is my destiny, though I don't know why.
Flaw. I underestimate my own resolve to take action in any

given situation.

5. Equipment

As a cleric, it wouldn't be inappropriate for Zelda to wear light or even medium armor. Even though she is rarely depicted wearing armor, it would complement her survivabi-lity as an adventurer. With classes such as monk or wizard she would remain unarmored.

Appropriate weapons would be those with the finesse or ranged properties, such as a rapier and shortbow---both weapons she has been shown to have familiarity with. Other items that would suit her character would be those of healing, such as healing potions and a healer's kit.

6. Feats and Multiclassing

If these optional rules are allowed, any multiclass combi-nation of Zelda's recommended classes could be viable.

For optional feats, suitable choices would be Alert, Defensive Duelist, Healer, Inspiring Leader, Keen Mind, Linguist, Magic Initiate, Observant, Resilient (Constitution or Wisdom), Ritual Caster, and Spell Sniper---though raising your Wisdom score or other spellcasting ability may be the preferred option instead.


7. Spells

All of Zelda's recommended classes have the Spellcasting feature, except for monk. Zelda as a player character should be capable of a wide range of spells, predominantly abjuration, divination, and healing spells. Offensive spells should be centered on inflicting radiant damage. If you wish to play Zelda as a monk character, try to take the Magic Initiate feat for at least some spellcasting.

An interesting option to consider is to have both Link and Zelda be player characters. This option will also cause more preparation on your part, but could result in an enjoyable experience to your players.

To facilitate both Link and Zelda as a player characters, you can use the recommendations for both. Impa will be secret custodian of the Ocarina of Time, with whom the characters will meet up in Hyrule Castle. She will also replace any encounter with Sheik during the Adult Timeline before awakening as the Sage of Shadow. Once Impa awakens as a sage, she will no longer be encountered outside the Sacred Realm. You could introduce Sheik at this point as her successor, or have messages containing the appropriate spell songs left by Impa at each remaining temple.

When the player characters make it to the Adult Timeline, Link and Zelda will be the prime candidates for wielding the Triforce of Courage and Triforce of Wisdom respectively. As this will result in not one but two artifacts in possession of the party, consider slightly increasing the difficulty of certain encounters---especially those in chapter 13.

To prevent Link and Zelda overshadowing other player characters, a balance of powers can be made. Though Link might wield the Triforce of Courage for example, another character might wield the Master Sword or Ocarina of Time.

Sages as Player Characters

Another way to promote significance among player characters is to have them become sages. While Rauru, Saria, Darunia, Ruto, Impa, and Nabooru remain present within the adventure, it could serve as a defining plot twist for the characters to complete a temple in the Adult Timeline to discover one of them has become a sage! A sage PC will remain with the party throughout the adventure while NPC sages stay in the Sacred Realm. The awakened PC sage will be in possession of their corresponding sage medallion (see appendix B) and may receive further boons at your discretion. One type of boon could be that when the sage is attuned to the corresponding sage medallion, that medallion confers the following properties to that character:

  • The medallion's ability score increase becomes +4, instead of +2.
  • The medallion's damage resistance becomes damage immunity.
  • You can cast the medallion's spell twice without expending a spell slot, instead of once.

Though each sage element has an associated race, any character of any race can become a sage. Which sage they become can be based on their affinities and proclivities.

19

APPENDIX A | CHARACTER OPTIONS

Races

A diverse assortment of peoples dwell in Hyrule and beyond. Aside from humans, the races in the Player's Handbook are unknown in Hyrule, unless they're visiting from other worlds.

This section provides information about the following common playable races in Hyrule, as well as racial traits for all of them. Your players choose one of these races for their character when they begin play:


Hylians are said to be divinely chosen to lead the other

races in creating a prosperous civilization.
Gerudos are female raiders eking out an existence in the

canyons and deserts bordering Hyrule.
Gorons are sturdy rock people with close ties to the elements

of earth and fire.
Kokiris are magical fairie folk who dwell in the depths of

forests and hidden groves.
Sheikahs are a near-extinct race of stealth and subterfuge,

beholden to ancient oaths.
Zoras are amphibious humanoids with a strong affinity

toward water.

Hylian

It is said that hylians were the first race to establish a developed civilization in the world. Descendants of the people who lived with the goddess Hylia during to the formation of Hyrule, hylians continue to lead the other races into prosperity. Perhaps it is because of this divine providence that they strive to achieve as much as they can, feeling as if they have something to prove. Whatever drives them, hylians are the innovators, achievers, and pioneers of the world.

A Broad Spectrum

With their penchant for migration and annexation, hylians are more physically diverse than other common races. An individual can stand from less than 5 feet to a little over 6 feet tall and weigh from 90 to 250 pounds. Hylian skin
shades range from nearly black to very pale, and hair
colors from black to blond (curly, kinky, or straight);
males might sport facial hair that is sparse or thick.
Their ears are pointed, thought to be so they may hear
the whispers of the gods.

Variety in All Things

Hylians are the most adaptable and ambitious people among the Hyrulean races, having widely varying tastes, morals, and customs in the different regions where they settled. When they settle, though, they stay: they
build towns to last for the ages,
and great kingdoms that can
persist for long centuries. An
individual hylian might have a
relatively short life span, but a
hylian nation or culture preserves
traditions with origins far beyond
the reach of any single hylian’s memory.
They live fully in the present---making them
well suited to the adventuring life---but also plan
for the future, striving to leave a lasting legacy.


Hyrule Castle

The crown jewel of its kingdom, Hyrule Castle is the seat of Hyrule's monarchical government and the home of its royal family. Near the castle is Hyrule Castle Town, which serves as the city's marketplace where Hyruleans come to engage in business, gossip, and trade.

Lasting Institutions

Where a single goron or zora might take on the responsibility of guarding a special location or a powerful secret, hylians found sacred orders and institutions for such purposes. While goron clans and sheikah elders pass on the ancient traditions to each new generation, hylian temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Hylians dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone. Individually and as a group, hylians are adaptable opportunists, and they stay alert to changing political and social dynamics.

Although some hylians can be xenophobic, in general their societies are inclusive. Except for the troublesome gerudos, hylian lands welcome large numbers of nonhylians compared to the proportion of hylians who live in nonhylian lands.

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APPENDIX A | CHARACTER OPTIONS

Exemplars of Ambition

Hylians who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, hylians champion causes rather than territories or groups.

Hylian Names

Many hylian names can be applied to both men and women, though a general distinction can be made. Surnames are usually patronymic or based on vocation. For example: "Baddek, son of Baumar," or "Aliza the Weaponsmith".


Male Names: Baddek, Baumar, Bolson, Botrick, Branli,

Brigo, Cambo, Chork, Chumin, Dai, Dmitri, Endai, Gotter,

Hoz, Hudson, Karson, Kenyo, Khini, Konba, Mils, Moggs,

Nazbi, Nell, Pitar, Regan, Rex, Rik, Ronn, Rudi, Savelle,

Sho, Spoone, Stamm, Toffa, Toren, Trott, Tye, Zyle
Female Names: Aliza, Aya, Banji, Benny, Bozai, Canni,

Canolo, Chabi, Ena, Flaxel, Gleema, Hunnie, Jana, Jerrin,

Jules, Kaifa, Kanny, Leekah, Lonni, Loone, Meeshy,

Meghyn, Mina, Monari, Nat, Nobo, Parcy, Perosa, Phanna,

Ruli, Sorelia, Suzuna, Tauma, Tenne, Totsuna, Yammo

Hylian Traits

It's hard to make generalizations about hylians, but your hylian character has these traits.

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1.

Age. Hylians become adults at 17 and live less than a century.

Alignment. Though generally of good alignment, neutral and even some evil hylians exist.

Size. Hylians range from under 5 to just over 6 feet tall. Your size is Medium.


    Here's how to determine your height and weight randomly, starting with rolling a size modifier:


    Size modifier = 2d10
    Height = 4 feet + 6 inches + your size modifier in inches
    Weight in pounds = 90 + (2d4 x your size modifier)


    Speed. Your base walking speed is 30 feet.

Divine Grace. Divine power guards your destiny. When you finish a long rest and have no inspiration, you gain inspiration.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common and one extra language of your choice. Hylians are fond of sprinkling their speech with words borrowed from other tongues: Gerudo curses, Zora poetic expressions, Goron industrial phrases, and so on.

Variant Hylian Traits

If your campaign uses the optional feat rules from chapter 6 of the Player's Handbook, you might allow your players these variant traits, all of which replace the hylian's Ability Score Increase, Divine Grace, and Skill Versatility traits.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Gerudo

In blasted lands skirting the borders of civilization, beyond canyons and dry hills, dwell the deadly gerudos. Many folk fear these bands of female warriors, and few would claim their friendship. Gerudos endure an arid world of rock, sand, and heat. Their bodies are tall and tough, giving them the endurance needed to survive. Their spirits take after the wandering wind, making them nomads who venture from one water hole to the next. Their hearts are as cold as the lone desert nights, leaving each gerudo with the responsibility to earn a place in the tribe or die trying.

Power Above All

Standing much taller than the average hylian and with a powerful build, gerudos are an intimidating sight. Large green or amber eyes, hard bronze skin, fiery red hair, and a sharp beak-like nose sets them apart.

Gerudos disdain males of any race, hunting for mates only to procreate. They produce daughters almost exclusively, with a male gerudo born only once per century. Ironically, such a male is predestined to become king of the gerudos and lead them in war and conquest.

Twinrova, goddess of the sand, is the gerudos' unrelenting patron deity. She is depicted as a colossal gerudo queen with a giant cobra draped around her shoulders. Gerudos with an affinity toward sorcery seek the goddess's favor, in their drive to unleash the overwhelming powers within them.

Remorseless Raiders

Every day brings new challenges to a gerudo. Food, water, and shelter are rare in the innermost reaches of the waste-lands they call home. A single mistake can bring doom to an entire tribe, while an individual's heroic effort can ensure the whole group's survival. With so few resources at their hands, gerudos have adapted to taking what they need from others. They raid and pillage without remorse, seeing their methods as means to their own survival. Saddlebags laden with spoils, they race back to their homeland before enemy militias can cut them off. Gerudos returning to their tribe with valuable treasures earn the greatest prestige. Such treasures take the form of exotic food and drink, quality gold and steel, and slaves. Horses and other trained mounts, such as donkeys and camels, are highly valued as well. All gerudos
have a natural affinity with such beasts, taking
great care in their well-being, as the gerudos'
own survival depends on it. It is said gerudo
horses are the best quality breed in
all the lands.

Survival of the Fittest

Gerudo homes are large encampments,
usurped fortresses, or temples carved in the
mountainside. Their main concern for survival
being fresh water, permanent settlements remain rare. Drought often plagues their lands, forcing the gerudos to follow the herds. It isn't unusual to find ancient gerudo temples and other structures half-buried and forgotten among the canyons and desert sands they call home.


Gerudo Desert

South-west of Hyrule lies the Gerudo Desert, a vast and barren territory with scorching heat during the day and a frigid wind at night. It is a land of death and desolation, much in contrast to the green fields of Hyrule. Making do with what they've got, the gerudo tribes have made it somewhat habitable, yet their gaze is ever set on Hyrule.

    Gerudos place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Gerudos love to excel, taking on defeat with grudges and self-loathing. Those who subdue or kill their opponents in combat rise as champions and chieftains, while those with a knack for magic become a tribe's spiritual leaders.

Exiles and Outcasts

Communities of gerudos don't exist in Hyrule, though a lone gerudo may be found here or there. Such individuals are often exiles or outcasts, constantly having to prove their trustworthiness and requiring a community or influencial Hyrulean to vouch for them in order to be accepted. Even then, the gerudo faces constant glares at best, or violent persecution at worst.

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APPENDIX A | CHARACTER OPTIONS

Gerudo Names

Every gerudo has a birth name, a tribe name, and a matro-nymic. For example: "Anche Korsh-Agaat, daughter of Ardin". Each of their seven tribes is named after an ancient gerudo heroine, whose meaning in Common is added in parenthesis.


Female Names: Anche, Ardin, Ashai, Babi, Barta, Betri,

Buliara, Calisa, Calyban, Cara, Dalia, Danda, Deltan,

Dorrah, Dina, Emri, Estan, Essa, Fegran, Frelly, Furosa,

Greta, Isha, Kachoo, Kalani, Katta, Kohm, Konora, Kotta,

Kyra, Laine, Lashley, Leena, Liana, Lorn, Lukan, Maike,

Makure, Malena, Marta, Merina, Muava, Nellie, Nali, Olu,

Padda, Pasha, Pearle, Ploka, Pokki, Pritana, Pyra, Reeza,

Rima, Ripp, Romah, Rotana, Saula, Shaillu, Shabonne,

Smaude, Spera, Sudrey, Sumati, Tali, Teake, Yaido
Tribe Names: Korsh-Agaat (Knowledgeable Warrior), Korsh-

Birida (Flying Warrior), Korsh-Granajh (Gentle Warrior),

Korsh-Karusa (Skilled Warrior), Korsh-Palu (Spirit

Warrior), Korsh-Toruma (Swift Warrior), Korsh-Vatorsa

(Enduring Warrior)

Gerudo Traits

Your gerudo character has certain traits deriving from your gerudo ancestry.

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Gerudos mature a little faster than most races, reaching adulthood at 15. They live less than a century.

Alignment. Most gerudos are neutral. They see the world as a place of predators and prey, kill or be killed, in which only the strong survive.

Size. Gerudos range from 6 to more than 7 feet in height, retaining a lean yet muscular build. Your size is Medium.



    Here's how to determine your height and weight randomly, starting with rolling a size modifier:


    Size modifier = 2d8
    Height = 6 feet + your size modifier in inches
    Weight in pounds = 160 + (2d4 x your size modifier)


    Speed. Your base walking speed is 30 feet.

Exceptional Athlete. You have advantage on all ability checks related to one of the following abilities of your choice: Strength, Dexterity, or Constitution.

Desert Dweller. You are accustomed to the desert heat. When not wearing heavy armor, you do not require additional drinking water during hot weather and you have advantage on saving throws against exhaustion when exposed to extreme heat.

Expert Explorer. You gain proficiency in the Survival skill, and moving across sand does not count as difficult terrain for you. Additionally, whenever you make a Wisdom (Animal Handling) check related to mounts and beasts of burden, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Saving Face. Gerudos are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5).

Once you use this trait, you can't use it again until you finish a short or long rest.

Gerudo Weapon Training. You have proficiency with the glaive, scimitar, shortbow, and longbow.

Languages. You can speak, read, and write Common and Gerudo. Gerudo is flowing and sibilant, with rolling r's and hisses. Though it uses the Draconic script, its origins have been lost through the ages.

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APPENDIX A | CHARACTER OPTIONS

Goron

Known as "rock people", gorons are strong boulder-like creatures with stumpy legs, powerful arms, and massive hands. They become spherical when curled up, and use rolling as a means for both transport and combat. Gorons are known as zealous warriors, miners, and workers of stone and metal. Their height varies from 5 to almost 8 feet tall, with hides hard and dense like rock, and their weight can be up to seven times that of the average hylian.

Goron hides range from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Most have a row of stony outgrowths on their backsides, and older gorons sport white ridges on their bodies resembling hair. They have small eyes and wide mouths, concealing unaligned, square teeth.

Sons of Stone

Solid and enduring, gorons have the capability to thrive in any environment, especially volcanoes and other areas of extreme heat. They can trace their ancestry back to the founding of ancient strongholds in the youth of the world. Part of that ancestry is devotion to the Mountain Mother---their patron deity Din, goddess of power, who upholds the goron ideals of industrious labor, strength in battle, and devotion to the forge.

Being exclusively male, it is said when a goron desires parenthood, he ventures deep within the bosom of the earth in search of a birthstone. These mysterious rocks are smooth and perfectly spherical, with a slight red tinge. Once found, the would-be father enters a period of fasting and prayer, holding the stone close and imbuing it with a part of his spirit. This ritual can last days, until Din's favor is shown with a loud crack and breaking of the stone, revealing a perfectly healthy baby goron inside.


Death Mountain

The goron clans of Death Mountain have long held close ties with the Hyrulean royal family. They are led by the Eldin Clan, founders of Goron City, near the heart of the fiery mountain. Visitors brave enough to climb this active volcano must ascend a steep pass fraught with monsters and other perils.

Goron Society

The chief unit of goron society is the clan, often led by an elder. Those who become chiefs are powerful and wise, uniting their people through respect and trust, rather than by force. Gorons tend to live in relative isolation but will regularly trade with hylians and other friendly races. They are close and respectful to others of their own kind, and often refer to each other as "brothers". Though they are a friendly race, gorons can also be slow to trust outsiders, and may come off as cautious or even aggressive depending on the situation. However, if an outsider is able to prove their worth, usually in a test of strength or skill, the gorons will accept them and come to call them one of their brothers (or sisters).

Though their passion for masonry and metallurgy is strong, their large hands and somewhat clumsy approach to their work results in crude, though effective, craftsmanship. To gorons, durability matters more than esthetics. The diet of gorons consists almost strictly of specific kinds of rock mined from nearby quarries, extracted with an equal amount of downtime as other races hunt and forage for food in the wild.

Gorons take pride in their immense strength, and clans like to hold competitions that test each other's physical might and rolling ability, such as wrestling matches, rock breaking, or a downhill race. After a hard day's work in the mines, they also love entertainment through singing, drums, and dancing,
    capitalizing on their size and booming voices instead of
        concerning themselves with finesse.

              Gorons in other lands are typically artisans---
                  especially weaponsmiths, engineers, stonemasons,
                      and jewelers. Some become mercenaries or
                      bodyguards, highly sought after for their strength
                      and loyalty.

                    Adventuring Gorons

                          Gorons who take up the adventuring life might
                          be motivated by a desire for treasure---for its
                          own sake, for a specific purpose, or even out of
                          an altruistic desire to help others. Other
                          gorons are driven by the command or inspira-                             tion of Din, a direct calling or simply a desire
                          to bring glory to their patron deity. Clan and
                          ancestry are also important motivators.
                          A goron might seek to restore a clan's lost
                          honor, avenge an ancient wrong the clan
                          suffered, or earn a new place within the clan
                          after having been exiled. Or a goron might
                          search for the hammer wielded by a mighty
                          ancestor, lost in the fight against a terrible
                          dragon centuries ago.

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APPENDIX A | CHARACTER OPTIONS

Explosives

Gorons have recently begun producing explosives, having invented bombs and bombchus (see appen-dix B). With your permission, such items may be purchased from goron merchants.

Goron Names

Every goron has a birth name, a patronymic, and a clan name. For example: "Aji, son of Axyl, of the Broca clan".


Male Names: Aji, Axyl, Bargoh, Bayge, Bladon, Bludo,

Bohrin, Boldon, Dorill, Drak, Dugby, Fugo, Gonguron,

Gorko, Gortram, Grapp, Greyson, Heehl, Jengo, Kabetta,

Kairo, Krane, Lyndae, Naddon, Offrak, Pelison, Pyle,

Rogaro, Rohan, Slergo, Strade, Tanko, Tray, Volcon
Clan Names: Broca, Darb, Eldin, Gero, Golow, Goro,

Goronbi, Medingo, Ordorac, Rabac, Ternio, Trilbi, Ulri

Goron Traits

Your goron character has an assortment of inborn abilities.

Ability Score Increase. Your Strength score increases     by 2, and your Constitution score increases by 2.

Age. Gorons reach adulthood at the age of 16. Maintaining vigor throughout their lifespan, they live about a century.

Alignment. Gorons inherit a rambunctious nature leaning strongly toward chaos. They are almost exclusively good as well, as they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression.

Size. Gorons vary widely in height, from 5 to almost 8 feet tall, and are nearly as wide. Regardless of your position in that range, your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:


    Size modifier = 3d12
    Height = 4 feet + 10 inches + your size modifier in inches
    Weight in pounds = 200 + (4d6 x your size modifier)



    Speed. Your base walking speed is 30 feet. Due to your bulk, wearing heavy armor automatically reduces your base walking speed by 10 feet, regardless of your Strength score.

Unarmored Defense. While you are not wearing any armor, your Armor Class equals 12 + your Constitution modifier. You can use a shield and still gain this benefit.

Curl. When you are wearing no armor and have both hands free, you can spend 5 feet of movement to curl into a ball, or back into your normal stance. While curled up you can use your movement speed to roll. This speed is halved when rolling uphill or doubled when rolling downhill. Any sudden elevation of 3 feet or more, such as a low wall, prevents you from rolling over it, as you cannot jump while curled.

While curled, you gain a +2 bonus to AC, you have disadvantage on Wisdom (Perception) checks that rely on sight, you can't take reactions, and the only actions you can take are the Dash action or the Attack action to make unarmed strikes, using your body to slam into the target. If you hit the target in this way, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike.

Rolling Charge. If you move at least 20 feet straight toward a target while curled and then immediately hit it with an unarmed strike, you can use a bonus action to attempt to shove that target. The target must be no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push the target up to 10 feet away from you in a straight line and it falls prone.

False Appearance. Unless any equipment betrays you, you appear indistinguishable from a normal boulder while you are curled into a ball, remain silent, and remain motionless.

Heart of the Volcano. You have resistance to fire damage.

Sink Before Swim. You can't swim, as your body is denser than water. When you enter a body of liquid you immediately sink to the bottom at a rate of 60 feet per round and must hold your breath. You can still use your movement speed to walk (or roll) along the bottom of the area.

Languages. You can speak, read, and write Common and Primordial (Terran). Terran is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a goron might speak.

25

APPENDIX A | CHARACTER OPTIONS

Kokiri

Legends speak of mysterious children sighted in the depths of ancient forests. Such glimpses are preceded by joyful music and mischievous giggles, or even a magical fairy or two flitting gingerly from tree to tree. Though many people question their existence, kokiris are very real. These children of the forest take delight in their sheltered lives, enjoying every moment of music, exploration, communication, creation, and play, far beyond the clutches of other races.

Vibrant Expression

Known as "fairy folk", a kokiri's energy and enthusiasm for living shines through every inch of his or her tiny body. Kokiris average between 3 and 4 feet tall and weigh about 40 pounds. Their tan faces are usually adorned with broad smiles, and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if ex-pressing the kokiri's insatiable interest in everything around.

By the grace of Farore, goddess of courage, kokiris are born from the pods of large flowers or the hollow of a tree, and stop aging around the age of 10. Retaining youthful vigor and a childlike visage throughout their long lifespans, it is often thought they are immortal. At the end of their lives however, they venture deep into the forest, where their spirits peacefully return to the loving embrace of their deity.

Delighted Dedication

As far as kokiris are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Hylians might wonder about getting bored over the course of such a long life, and zoras take plenty of time to savor the beauties of the world in their long years, but kokiris seem to worry that even with all that time, they can't get enough of the experiences of being alive.

Kokiris speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a
                               range of subjects, they still manage to listen
                                  carefully to others, adding the appropriate
                                      exclamations of surprise and appre-
                                        ciation along the way.

                                        Though kokiris love jokes of all
                                            kinds, particularly puns and pranks,
                                      they're just as dedicated to the more
                                    serious tasks they undertake. Many
                                     kokiris are skilled gardeners, wood-
                                workers, arborists, and musicians. They're
                                  willing to make mistakes and laugh at
                                      themselves in the process of perfecting
                                    what they do, taking bold (sometimes
                                   foolhardy) risks and dreaming large. The
                                                      Kokiri Quirks table suggests a
                                                            few proclivities your kokiri
                                                                character might possess.


Kokiri Forest

The Kokiri Forest is located deep within the Lost Woods. It serves as the home of a tribe of kokiris who live with their guardian spirit, the Great Deku Tree. The Kokiri Forest is said to be the source of all life in Hyrule, maintaining the order of the natural world and deterring outsiders from ever exploring the so-called Forbidden Forest.

Kokiri Quirks
d8 Characteristic
  1       Flowers are the most amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2 There isn't a tree that isn't fun to climb.
3 Nothing wards off bad luck like a jolly dance.
4 Sometimes talking to a plant really helps.
5 If stumped, I go fishing. And if I'm going fishing, I'm going to catch a big one.
6 I imagine that my personality is my glorious soul on display for the entire forest to behold, and I act accordingly.
7 Having a fairy is the best. They are fun to play with, and they can help me pull off the best pranks.
8 If I have something really important to say, I always make sure to sing it.

Peaceful Groves

Kokiris make their homes in sylvan forests, living in burrows or the natural hollows of great trees and concealing them-selves from threats of the outside world. Their villages are hidden by magic and camouflage. Welcome visitors are quickly ushered into their bright, warm homes. Those who are not welcome are unlikely to find them in the first place.

Kokiris are friendly with other good-spirited woodland folk, and they regard fairies and treants as their most important allies. Every kokiri has their own fairy companion, a spirit of the forest with whom they form deep friendships. They also befriend small forest animals and rely on them for informa-tion about threats that might prowl their woods.

Safety in Isolation

Kokiris rarely leave their forest homes, fearing the dangers the outside world contains. To them, everything they need can be found in their woodlands, and isolation offers the best protection. "When you can't be found, you can't be threatened", is a popular kokiri expression. Communities of kokiris that maintain such presuppositions long enough even believe a kokiri's spirit is bound to the forest in such a way that leaving it would result in the kokiri's death. Any kokiri willing to risk such an endeavor is either insane or must truly be on a quest of tremendous importance.

26

APPENDIX A | CHARACTER OPTIONS

Kokiri Names

A kokiri has only a given name, and there are no distinctions between male and female names.


Kokiri Names: Ala, Amo, Breena, Chio, Damia, Daz, Dego,

Difu, Dimble, Ella, Eldon, Erky, Frug, Gimble, Kula, Lilli,

Maca, Natie, Nemo, Nido, Nissa, Nigi, Nyx, Oaki, Oda,

Orla, Orryn, Peeks, Pepp, Seebo, Tana, Tasho, Treldun,

Walton, Wrenn, Zanna, Zode, Zooki

Kokiri Traits

Your kokiri character has a number of traits in common with all other kokiris.

Ability Score Increase. Your Dexterity score increases   by 2, and your Wisdom score increases by 1.

Age. Kokiris stop growing after the age of 10. They maintain a childlike form and personality throughout their long lives, which can be up to 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, kokiris are typically neutral good. It's rare for a kokiri to be hostile or malicious, as even the tricksters among them are more playful than vicious.

Size. Kokiris are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:


    Size modifier = 2d6
    Height = 2 feet + 11 inches + your size modifier in inches
    Weight in pounds = 35 + your size modifier


    Speed. Your base walking speed is 25 feet.

Kokiri Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Fairy Companion. You know the find familiar spell, and can cast it as a ritual. Instead of the spell's normal material components, you must remain in physical contact with a living plant, such as a tree, bush, or flower, for the duration
of the ritual. Your fairy familiar then emerges from the plant, either a blue, green, or pink fairy (your choice).

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. They can understand your words, though you have no special ability to understand them in return. Kokiris love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Artistic Aptitude. You are proficient with one artisan's tool or musical instrument of your choice.

Languages. You can speak, read, and write Common and Sylvan. Kokiris write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong.




Fairy

Tiny fey, neutral good


  • Armor Class 15
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge 1/8 (25 XP)

Illumination. The fairy sheds dim light in a 5-foot radius.

Magic Resistance. The fairy has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The fairy's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast a number of spells, requiring only its fairy dust as a component. The spells it can cast depends on the fairy's color, as shown below:

Any, at will: druidcraft
Blue, 1/day each: detect magic, identify
Green, 1/day each: faerie fire, feather fall
Pink, 1/day each: cure wounds, sleep

27

Sheikah

Known as "shadow folk", sheikahs walk with measured silence through a world that greets them with fearful incomprehension. It is said that during Hyrule's founding, certain specialist hylian tribes bound themselves in servitude to the goddess Hylia, who tasked them with guarding Hyrule from the encroaches of the Dark World. With extended exposure to the known shadow crossings, the Dark World exercised its influence on these tribes, turning them into the first sheikahs. Marked by the shadows they swore to hold at bay, sheikahs appear similar to hylians but have pale skin and hair, red-colored eyes, and extended life spans.

Covert Clans

Over time, the influence of the Dark World retracted and the sheikahs' purpose diminished. Their numbers dwindled, and the few remaining sheikah clans that upheld their oaths con-tinue to dwell near shadow crossings---places much avoided by other races. Cemeteries, royal tombs, and the sites of ancient battlefields are their homes. Surrounded by silence, darkness, and death, many sheikahs inherit gloomy attitudes.

Sheikahs don't fear death, as their lives are already half-spent in its cold embrace. This exposure has led many of them to acknowledge and pay tribute to Midna, goddess of shadow and princess of twilight. With their role as guardians, some sheikah clans are tasked with secretly assisting the Hyrulean army in keeping the peace as a clandestine military force. Individual sheikahs may be tasked with protecting an artifact or important person, remaining unseen but ever watchful over their charge.

Some clans defected from their oaths, resenting the royal family of Hyrule for sleights real or imagined. These sheikahs often become lost among the shadows, turning to dark magic and demon worship, haunted by their oathbreaking. These clans only further the dubious reputation of an already misunderstood race.

Lasting Loyalties

To any sheikah, the clan is more important than life itself. Each sheikah knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. Clan leaders are usually the elders, honored for their experience and wisdom. Some sheikahs are clanless, perhaps exiled for disobedience or lone survivors of a clan feud. Such individuals are often driven by a purpose, such as avenging the death of their mentor or exposing the crimes of their rivals. A sheikah with no purpose will find one, for to roam aimlessly is to become lost in shadows.

Sheikahs maintain and pass down oral history, legends, and heirlooms to their descendants. Knowledgeable on obscure lore and prophecies forgotten by other races, they subtly manipulate events from the shadows, careful not to draw attention to themselves. A sheikah who dies before completing an important task is succeeded by another sheikah to see the task fulfilled.

Lacking a true homeland, sheikahs know that they have to be smart to survive. They are not quick to trust anyone who claims to be a friend, but when a sheikah's companions demonstrate that they trust him or her, the sheikah learns to extend the same trust to them. And once a sheikah gives someone their trust, the sheikah is a firm ally for life.


Kakariko Village

Toward the end of the Hyrulean Civil War, mass incursions and executions reduced sheikah numbers to near-extinction. Through treason and defamation, mistrust of the sheikahs was seeded deeply. The only settlement that bore no open hostility to the surviving sheikahs was Kakariko Village, in the shadow of Death Mountain.

Mutual Mistrust

People tend to be suspicious of sheikahs, assuming that their shadow heritage has left its mark on their morality, not just their appearance. Shopkeepers keep a close eye on their goods when a sheikah enters their stores, gangs of thieves might follow a sheikah around for a while, and demagogues blame sheikahs for strange happenings. Years of dealing with mistrust has left its mark on them. Some choose to live up to the dreadful stereotype, but others are virtuous. Most are simply very aware of how people respond to them. Many sheikahs choose to masquerade as hylians when in public, wearing cowls or hoods in an attempt to avoid scrutiny.

Sheikah Adventurers

Sheikah adventurers are usually sent by
their clan elders to complete an important
mission---such as retrieving an ancient
heirloom, preventing or conducting an
assassination, infiltrate and sabotage an
enemy stronghold, or obtain secret
information. Clanless sheikahs
roam freely, pursuing whatever
goals they set their mind to.

Sheikah Names

Sheikah names fall into two broad
categories. Their real names are
passed down through generations,
believed to herald future accom-
plishments similar to those
achieved by their ancestors.
Sheikahs that roam clanless often
adopt a name that signifies a virtue
or other concept and then try to
embody that concept. For some, the
chosen name is a noble quest. For
others, it's a grim destiny.


Male Sheikah Names: Chaas, Dagah,

Dow, Ha, Jitan, Kam, Korgu, Ree,

Shee, Shoda, Rucco, Ta'loh, Tahno
Female Sheikah Names: Daka, Hila,

Kah, Kaya, Lakna, Mezza, Muwo,

Myahm, Shai, Sheh, Soh, Tawa, Yah
"Virtue" Names: Chant, Creed, Danger,

Despair, Empty, Fear, Hope, Magic,

Nowhere, Prophecy, Quest, Reverence,

Solace, Sorrow, Temerity,

Torment, Weary, Whisper

28

APPENDIX A | CHARACTER OPTIONS

Sheikah Traits

Sheikahs share certain racial traits.

Ability Score Increase. Your Dexterity score increases   by 2, and your Intelligence score increases by 1.

Age. Sheikahs mature at the same rate as hylians and reach adulthood at the age of 17. They live a few decades longer however, sometimes exceeding 120 years.

Alignment. Most sheikahs pledge oaths of servitude, making them lawful. Zealous obedience pushes them toward neutrality, though renegade sheikahs can be of any alignment.

Size. Sheikahs range from 5 to well over 6 feet in height, with a slender build. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:


    Size modifier = 2d10
    Height = 4 feet + 10 inches + your size modifier in inches
    Weight in pounds = 90 + (1d6 x your size modifier)


    Speed. Supernatural mobility propels you forward. Your base walking speed is 35 feet, and you have a climbing speed of 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Shadow Stalker. You gain proficiency in the Stealth skill.

Shadow Stride. You teleport yourself from your current location to any other spot within 500 feet of you. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. If you would arrive in a place already occupied by an object or a creature, you take 4d6 force damage, and the teleportation fails.

Once you use this trait, you can't use it again until you finish a long rest.

Sheikah Weapon Training. You have proficiency with the dart, dagger, whip, and hand crossbow.

Languages. You can speak, read, and write Common and Sheikah. Sheikah is an ancient derivation from Common, with hard consonants and complex symbolic writing.

29

CHAPTER 1 | RACES

Zora

Zoras are a mysterious people of otherworldy grace, living in the world but not entirely part of it. They live in places of ethereal beauty---along promenades skirting ancient lakes or in magnificent grottos glittering with faerie light, where soft music echoes gently above the waters and sweet fragrances waft on the breeze. Zoras love nature and magic, art and artistry, music and poetry, and the good things of the world.

Within Water's Reach

Zoras are an amphibious people. Though mobile on dry land, they rarely stray far away from the riverbanks. Their bodies are covered in fine scales that range from a greyish green through shades of blue to deep red. Their heads have caudal extensions shaped like the tails of dolphins or other marine beasts, and fins sprout from their forearms, hips, and calves. Their digits are webbed, allowing them to swim even faster than they can run.

Zoras build their settlements in vast caverns beneath lakes, grottos hidden behind waterfalls, the ruins of half-submerged cities, or structures they carve from ocean cliffs. Rivers are their highways, and they are not known to use land vehicles of any sort. Zoras primarily subsist on fish and other marine life, and many are skilled fishers.

Well suited to a semi-aquatic life, zoras wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found along the water's edge: coral, seaweed, shells, bone, driftwood, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, zoras know much of how to craft these materials into garb as rich and weapons as sturdy as any found on dry land. Much of their metal equipment is gained through trade, though the ore they are able to extract them-selves is refined through lengthy cold-forging processes.


Zora's Domain

Zora's Domain is a magnificent ice palace whose numerous fountains feed most of Hyrule's rivers.
It is the seat of the zora monarchs, who have main-tained positive relations with Hyrule Castle since ancient times. In the aftermath of the Hyrulean Civil War however, that bond is gradually fading.

Patient Perspectives

Zoras can live over 400 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to
          remain aloof and unfazed by petty happenstance. Their
        innate peacefulness and benign approach to life led the
        zoras to naturally gravitate to the worship of Nayru,
          goddess of wisdom, who is their patron deity.

When pursuing a goal however, whether adventuring on a
    mission or learning a new skill or art, zoras can be
    focussed and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the waves lapping on the shore, zoras are fluid in the face of danger. They trust in diplomacy and compromise to resolve differences before they can escalate to violence. They have been known to retreat from intrusion into their hidden realms, confident that they can simply wait the invader out. But when the need arises, especially when their rivers and lakes are being threatened, zoras reveal a stern martial side, demonstrating skill with nets, tridents, and strategy.

Haughty but Gracious

As zoras age, they hold themselves to higher standards of speaking as a matter of pride, using proper etiquette and other formalities when interacting with superiors, elders, or with strangers. Social standing is important to them. Each individual zora knows exactly who within their communities are of higher or lower status than them, and they behave accordingly.

Because zoras rarely travel far from sources of water and are protective of their communities, they have limited dealings with other races. This may cause them to become haughty, though they generally remain gracious even to those who fall short of their high expectations, which is most non-zoras. Still, with their strong sense of duty and beneficence, they can find good in just about anyone.

Exploration and Adventure

Enchanted by the feeling of the wind, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other dry-land charms, a rare few zoras take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy many decades of exploration and discovery. They dislike the bustle of dry-land settlements, preferring to navigate streams and rivers to explore the natural world beyond their homes. When traveling away from sources of water, zoras avoid hot sunny days as it causes them to dehydrate at a rapid rate.

30

CHAPTER 1 | RACES

Zora Names

Among zoras, little distinction exists between male and female names---the groupings here reflect only general tendencies. Males use patronymic surnames while females use matronymic names, followed by their clan name. For example: "Dunma, daughter of Finley, of the Brynna clan".


Male Names: Bazz, Cleff, Dento, Evan, Fronk, Gaddison,

Gruve, Japas, Jiahto, Ledo, Muzu, Ralis, Rivan, Segin, Tijo,

Toto, Trello, Tumbo
Female Names: Dunma, Finley, Kodah, Japas, Kayden,

Keye, Laflat, Laruta, Lulu, Marot, Rutela, Tona, Torfeau,

Totikka, Tula
Clan Names: Brynna, Cephia, Cora, Deya, Ferona, Komo,

Lanayru, Laverra, Lodrum, Nautelle, Pico, Samasa, Telta,

Torin, Ulria, Zelo, Zorana

Zora Traits

Your zora character has a variety of natural abilities, the result of generations of zora refinement.

Ability Score Increase. Your Wisdom score increases     by 2, and your Dexterity score increases by 1.

Age. Although zoras reach physical maturity at 16, the zora understanding of adulthood goes beyond physical growth to encompass worldly experience. Zoras are considered young until they reach the age of 50, and can live to be more than 400 years old.

Alignment. Most zoras are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.


    Size. Zoras range from 5 to almost 7 feet tall, with long torsos. Your size is Medium.

Here's how to determine your height and weight randomly, starting with rolling a size modifier:


    Size modifier = 2d12
    Height = 4 feet + 8 inches + your size modifier in inches
    Weight in pounds = 100 + (1d6 x your size modifier)


    Speed. Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.

Amphibious. You can breathe air and water.

Aquatic Athlete. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made while swimming.

Guardians of the Sea. Adapted to the frigid ocean depths, you have resistance to cold damage.

Friend of the River. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return.

Dehydration. You require twice the normal amount of drinking water per day. When you make a saving throw for drinking only half that amount, you roll with disadvantage.

Zora Weapon Training. You have proficiency with the spear, trident, light crossbow, and net.

Languages. You can speak, read, and write Common and Primordial (Aquan). Aquan is fluid, with subtle and intricate intonations. Zora literature is limited, as most of their history is remembered through songs and poems.

Appendix B: Special Items


Hyrule is a land filled with strange objects and lost treasures. Adventurers will discover this for themselves as they obtain items both mundane and magical.

Mundane Items

Bombs, bombchus, and bomb bags are sold by most goron merchants. Boomerangs, bullet bags, quivers, and wallets are sold in shops that sell weapons or adventuring gear.


Bomb

A bomb is the size of a large fist, costs 1,500 rp, and weighs 1 lb. As an action, a character can light a bomb and throw it at a point up to 60 feet away, where it explodes. Each creature within 5 feet of an exploding bomb must make a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.

Bomb Bag

Bomb bags are sturdy sacks used to carry bombs and bomb-chus. They come in three sizes. A bomb weighs one pound.

Bomb bags Cost     Weight
Bomb bag (carries 10 bombs) 10 rp 2 lb.
Big bomb bag (carries 20 bombs) 15 rp 3 lb.
Biggest bomb bag (carries 30 bombs) 20 rp 4 lb.

Bombchu

A bombchu is a bomb shaped like a mouse, costs 3,000 rp, and weighs 1 lb. As an action, a character can activate the bombchu by placing it on the ground and pressing a switch. The bombchu then travels up to 60 away from the character in a straight line, including vertically up walls, exploding at the end of its line. The bombchu's line can be shortened to a minimum of 0 feet by holding on to the bombchu after activating it. If a bombchu enters the space of a creature while the bombchu is moving, it immediately explodes. Each creature within 5 feet of an exploding bombchu must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one.

                                Bombchu

                                  Boomerang

Boomerang

A boomerang is a simple melee
weapon consisting of an L-shaped
throwing stick made from wood or bone.
It costs 100 rp, and it deals 1d6 bludgeoning
damage on a hit. It has the thrown property,
with a short range of 80 feet and a long
range of 320 feet.

Returning Boomerang. This specially crafted
boomerang costs 200 rp. When you miss with a
ranged attack using this weapon, it immediately
flies back to your hand.

Bullet Bag

Bullet bags are pouches used to carry sling bullets and come in three sizes. Twenty bullets weigh one and a half pounds.

Bullet bags Cost     Weight
Bullet bag (carries 20 bullets) 5 rp 1 lb.
Big bullet bag (carries 30 bullets) 7 rp 1 lb.
Biggest bullet bag (carries 50 bullets) 10 rp 2 lb.

Quiver

Quivers are used to carry arrows and come in three sizes. Twenty arrows weigh one pound.

Quivers Cost     Weight
Quiver (carries 20 arrows) 10 rp 1 lb.
Big quiver (carries 30 arrows) 15 rp 1 lb.
Biggest quiver (carries 50 arrows) 20 rp 2 lb.

Wallet

Wallets are pouches used to carry rupees and come in three sizes. Twenty rupees weigh one pound.

Wallets Cost     Weight
Wallet (carries 99 rp) 5 rp 1 lb.
Adult's Wallet (carries 200 rp) 10 rp 2 lb.
Giant's Wallet (carries 500 rp) 25 rp 3 lb.

Magic Items

Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. The following magic items appear in various locations in the adventure.


Biggoron Sword

Weapon (greatsword), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

32

APPENDIX B | SPECIAL ITEMS

Blue Potion

Potion, rare

You regain 4d4 + 4 hit points and one expended 1st or 2nd level spell slot (your choice) when you drink this potion, provided you have spell slots. The potion's blue liquid glimmers when agitated.

Boomerang of Greater Returning

Weapon (boomerang), uncommon (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit or miss with a ranged attack using this weapon, it immediately flies back to your hand.

Bow of Light

Weapon (shortbow), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon, which has a short range of 150 feet and a long range of 600 feet. In addition, you do not require arrows when firing this bow. Instead, arrows of pure light spring into existence when you draw the string, inflicting 3d6 radiant damage on a hit, plus any damage modifiers you would normally apply.

Deku Nut

Wondrous item, uncommon

A deku nut is the size of a walnut. As an action, a character can throw a deku nut at a hard surface up to 60 feet away, where it explodes in a bright flash. Each creature within 10 feet of an exploding deku nut must make a DC 12 Consti-tution saving throw or be blinded until the end of your next turn.

Deku Seed

Weapon (sling bullet), uncommon

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Deku Shield

Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The shield has 3 charges. When you receive a critical hit while holding this shield, or when you receive 5 points of fire damage or more in one round, the shield loses 1 charge. If the shield has 0 charges, it crumbles to dust and is destroyed.

Deku Stick

Weapon (greatclub), common

You have a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 1 on your attack roll with this weapon, it shatters and is destroyed.

Fairy Bow

Weapon (shortbow), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.


    The first time you attack with the bow on each of your turns, you can cause it to enhance your arrows. The chosen enhancement remains in effect until the start of your next turn. Any arrow shot during this time is destroyed after it has hit or missed. The following enhancements can be chosen:

Flame Arrow. When drawn, the arrow becomes wreathed in flames. On a hit, the target takes an extra 1d4 fire damage. A flammable object hit by this attack ignites if it isn't being worn or carried.

Ice Arrow. When drawn, ice crystals hover around the arrow. On a hit, the target takes an extra 1d4 cold damage. Once per round, the first creature hit by this attack has its speed reduced by 10 feet until the start of your next turn.

Light Arrow. When drawn and until it is destroyed, the arrow radiates bright light in a 15-foot radius, and dim light for an additional 15 feet. On a hit, the target takes an extra 1d4 radiant damage.

Fairy Slingshot

Weapon (sling), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Flask of Blue Fire

Wondrous item, uncommon

This flask contains magical blue fire. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 2d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 12 Dexterity check to extinguish the flames. In addition, a flask of blue fire that is poured over a section of red ice no larger than a 5-foot cube instantly melts that section of red ice.

Flask of the Poe

Potion, rarity varies

Roll a d20 when drinking this potion. On a 11 or higher, you regain hit points. On a 10 or lower, you receive necrotic damage. This damage ignores resistance, immunity, and other forms of damage reduction. If this damage reduces you to 0 hit points, you drop to 1 hit point instead. The number of hit points regained or damage received depends on the potion's rarity.

Potion Rarity HP/Damage
Poe Soul Uncommon 8d4 + 8
Big Poe Soul Rare 10d4 + 20

Giant's Knife

Weapon (greatsword), rare

You have a +3 bonus to attack and damage rolls made with this magic weapon. The weapon has 3 charges. When you roll a 1 on your attack roll with this weapon, it loses 1 charge. If the weapon has 0 charges, it breaks in two.

The broken weapon can be repaired by Medigoron in Goron City, requiring 3 days of labor at a cost of 5,000 rp.

33

APPENDIX B | SPECIAL ITEMS

Gold Skulltula Token

Wondrous item, common

When a gold skulltula is reduced to 0 hit points, it leaves behind a gold token worth 10 rp. For every 10 gold skulltula tokens gathered, a character can cast remove curse on a creature affected by a gold skulltula curse.

Golden Gauntlets

Wondrous item, very rare (requires attunement)

Your Strength score is 25 while you wear these gauntlets. They have no effect on you if your Strength is already 25 or higher.

Golden Scale

Wondrous item, rare

You have a swimming speed of 50 feet while wearing this amulet. In addition, while you are swimming, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Goron's Bracelet

Wondrous item, very rare (requires attunement)

Your Strength score is increases by 2, to a maximum of 20, while you wear this bracelet.

Goron Tunic

Wondrous item, uncommon (requires attunement)

Donning or doffing this red tunic requires an action. While wearing it, you are adapted to hot climates, automatically succeeding on saving throws against extreme heat.

Green Potion

Potion, uncommon

You regain an expended 1st level spell slot when you drink this potion, provided you have spell slots. The potion's green liquid glimmers when agitated.

Happy Mask

Wondrous item, rarity varies (requires attunement)

These masks are said to have been made with specific individuals in mind. A mask needs to be worn over the head in order to confer its benefits.

Bunny Hood (Rare). Your walking speed becomes 35 feet, unless your walking speed is higher. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Gerudo Mask (Uncommon). You have advantage on Charisma checks when interacting with gerudos.

Goron Mask (Uncommon). You have advantage on Charisma checks when interacting with gorons.

Keaton Mask (Uncommon). This mask has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear this mask, you can use an action to expend 1 of its charges to cast speak with animals.

Mask of Truth (Uncommon). You can speak, read, and write Sheikah. In addition, any writing affected by the illusory script spell is intelligible to you, provided it is a language you can read.

Skull Mask (Common). You are enclosed in an invisible barrier that extends from you to form a 5-foot radius, 10-foot-high cylinder. This barrier prevents keese or swarms of keese from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a keese would be inside the cylinder, the effect ends.

Spooky Mask (Common). While you wear this mask at night, it sheds dim light in a 5-foot radius.

Zora Mask (Uncommon). You have advantage on Charisma checks when interacting with zoras.

Hookshot

Weapon (unique), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This strange object resembles a harpoon tip attached to a coiled chain, fitted inside a cylinder and held by a grip. The hookshot is a martial ranged weapon that inflicts 1d6 piercing damage on a hit, with a short range of 15 feet and a long range of 30 feet. It has the loading and special properties. A creature proficient with at least one martial ranged weapon is proficient with the hookshot.

Pulling a Creature or Object Toward You. You can use a bonus action to attempt to pull a creature or wooden object toward you when hitting it with the hookshot, provided the target is Small or smaller and at least one size smaller than you. The target cannot be attached to another creature or object. It must weigh less than half your total weight and no more than 250 lb. If the target is a creature, it can prevent being moved by succeeding on a Strength (Athletics) check with a DC equal to your passive Athletics score. Otherwise, the target is pulled up to 30 feet closer to you. If the target is an object, you can catch it with a free hand. The object otherwise falls to the ground 5 feet in front of you.

Pulling Yourself to a Creature or Object. You can use a bonus action to attempt to pull yourself to a creature or wooden object when hitting it with the hookshot, provided you are Medium or smaller and your total weight is less than 250 lb. You cannot be attached to another creature or object. The target must be at least one size larger than you and at least twice as heavy, unless it is a wooden object that is firmly attached to a surface, such as a wall or floor. If these conditions are met, you are pulled up to 30 feet closer to the target (no movement cost).

Hover Boots

Wondrous item, uncommon (requires attunement)

While you wear these boots, you can use your movement speed to prevent falling when moving over a ledge. Instead, you continue moving horizontally in the direction of your choice, as if moving on solid ground. You fall if you end your turn in the air and nothing else is holding you aloft.

Hylian Shield

Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

34

APPENDIX B | SPECIAL ITEMS

Iron Boots

Wondrous item, uncommon (requires attunement)

While you wear these boots, you can use a bonus action to activate or deactivate its properties. When the boots are activated, your movement speed is reduced by 10 feet and you have advantage on any Strength check to prevent being pushed, shoved, or otherwise moved against your will. Also, when you enter a body of liquid you immediately sink to the bottom at a rate of 60 feet per round and must hold your breath. You can still use your movement speed to walk along the bottom of the area.

Kokiri Sword

Weapon (shortsword), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic shortsword. When you hit a spider with this weapon, the spider takes an extra 1d6 piercing damage.

Lens of Truth

Wondrous item, very rare (requires attunement)

This lens has 7 charges. As an action, you can expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet whenever you peer through the lens. The lens regains 1d4 + 3 expended charges daily at dawn.

Lon Lon Milk

Potion, rare

You regain hit points when you drink this magic milk, which doesn't expire. You regain 8d4 + 8 hit points when drinking a full bottle of milk, or 4d4 + 4 hit points when drinking only half. The milk's white liquid froths when agitated.

Longshot

Weapon (unique), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. This strange object resembles a harpoon tip attached to a coiled chain, fitted inside a cylinder and held by a grip. The longshot is a martial ranged weapon that inflicts 1d10 piercing damage on a hit, with a short range of 30 feet and a long range of 60 feet. It has the loading and special properties. A creature proficient with at least one martial ranged weapon is proficient with the longshot.

Pulling a Creature or Object Toward You. You can use a bonus action to attempt to pull a creature or wooden object toward you when hitting it with the longshot, provided the target is Small or smaller and at least one size smaller than you. The target cannot be attached to another creature or object. It must weigh less than half your total weight and no more than 400 lb. If the target is a creature, it can prevent being moved by succeeding on a Strength (Athletics) check, rolled with disadvantage, with a DC equal to your passive Athletics score. Otherwise, the target is pulled up to 60 feet closer to you. If the target is an object, you can catch it with a free hand. The object otherwise falls to the ground 5 feet in front of you.

Pulling Yourself to a Creature or Object. You can use a bonus action to attempt to pull yourself to a creature or wooden object when hitting it with the longshot, provided you are Medium or smaller and your total weight is less than 400 lb. You cannot be attached to another creature or object. The target must be at least one size larger than you and at least twice as heavy, unless it is a wooden object that is firmly attached to a surface, such as a wall or floor. If these conditions are met, you are pulled up to 60 feet closer to the target (no movement cost).

Magic Bean

Wondrous item, uncommon

A magic bean can be planted in a 5-foot square of soft soil, where it takes 7 years to sprout. When sprouted, a 5-foot square magic leaf sits on the soil, which levitates up 60 feet when a humanoid stands on it. At the start of the next round, the leaf descends back to the ground.

Master Sword

Weapon (longsword), legendary (requires attunement by a creature the sword deems worthy)

Known as the Sword that Seals the Darkness, this longsword belonged to the mythical queen Hylia before her ascent into divinity. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism, and will encourage wielders to continue to live up to the sword's valorous ideals. You gain a +3 bonus to attack and damage rolls made with this magic longsword, which has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Master Sword.

Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal radius.

Fiends and undead find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. Within that same radius of bright light, you and all creatures friendly to you have advantage on saving throws against spells and other magical effects.

Sentience. The Master Sword is a sentient, lawful
good item with an Intelligence of 10, a Wisdom
of 20, and a Charisma of 18. It has
hearing and normal vision out to a
range of 30 feet. The sword communicates
by transmitting emotion to the creature
carrying or wielding it.

Purpose. The Master Sword's pur-
pose is to prevent unwanted access
to the Triforce as it rests within the
Sacred Realm. If the Triforce ever
splits up into its separate aspects,
the Master Sword awaits a
worthy wielder to return the
Triforce to its proper place.
The sword abandons any-
one who uses the Tri-
force for selfish gains.

35

Megaton Hammer

Weapon (maul), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you attack an object with the megaton hammer and hit, maximize your weapon damage dice against the target. In addition, any dragon hit by this weapon takes an extra 3d6 bludgeoning damage.

The hammer has 3 charges. While attuned to it, you can expend 1 charge and use an action to strike the hammer on any solid surface, such as hard ground or a wall within reach. When doing so, you create a shockwave in a 30-foot range around you, in which all creatures besides yourself that are in contact with the surface must make a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d3 expended charges daily at dawn.

Mirror Shield

Armor (shield), very rare (requires attunement)

While holding this shield, you are unaffected by magic missile spells, have advantage on saving throws against line spells, and ranged spell attacks have disadvantage against you.

In addition, any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Ocarina of Time

Wondrous item, legendary (requires attunement)

This ocarina is an exquisite musical instrument, superior to an ordinary flute in every way. While attuned, you are proficient in musical instruments (flute) and gain proficiency in Wisdom saving throws.

You can use an action to play the ocarina and cast one of its spells (spell save DC 20). Once the ocarina has been used to cast a spell, it can't be used to cast that spell again until the next dawn. When you use the ocarina to cast a spell that forces a creature to make a saving throw, the creature has disadvantage on the save. This effect applies whether you are using the ocarina as the source of the spell or as a spellcasting focus.

Spells. aid, beacon of hope, calm emotions, death ward, divine word, protection from evil and good, resurrection.


Red Potion

Potion, common

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Sage Medallion

Wondrous item, legendary (requires attunement)

The sage medallions are magic items created by the ancient sages of Hyrule. They are safeguarded in the Sacred Realm, where they await the awakening of new sages, who may bestow the medallions' powers upon the Heroes of Time. Any spell cast from a sage medallion has a spell save DC 18 and a +10 to hit with spell attacks.

Fire Medallion (Darunia's Fire). Your Strength score increases by 2, to a maximum of 22, and you have resistance to fire damage. You can also cast fire storm once without expending a spell slot. You regain the ability to cast this spell after you finish a long rest.

Forest Medallion (Saria's Wind). Your Dexterity score increases by 2, to a maximum of 22, and you have resistance to poison damage. You can also cast word of recall once without expending a spell slot. You regain the ability to cast this spell after you finish a long rest.

Light Medallion (Rauru's Protection). Your Intelligence score increases by 2, to a maximum of 22, and you have resistance to force damage. You can also cast contingency once without expending a spell slot. You regain the ability to cast this spell after you finish a long rest.

Shadow Medallion (Impa's Stride). Your Charisma score increases by 2, to a maximum of 22, and you have resistance to necrotic damage. You can also cast etherealness once without expending a spell slot. You regain the ability to cast this spell after you finish a long rest.

Spirit Medallion (Nabooru's Fury). Your Constitution score increases by 2, to a maximum of 22, and you have resistance to lightning damage. You can also cast chain lightning once without expending a spell slot. You regain the ability to cast this spell after you finish a long rest.

Water Medallion (Ruto's Love). Your Wisdom score increases by 2, to a maximum of 22, and you have resistance to cold damage. You can also cast heal once without expending a spell slot. You regain the ability to cast this spell after you finish a long rest.

Seventh Medallion (Zelda's Grace). Your proficiency bonus increases by 1. You can also cast holy aura once without expending a spell slot. You regain the ability to cast this spell after seven days have passed.

Shard of Agony

Wondrous item, uncommon


The shard has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the shard pulses and points at the one nearest to you. The shard regains 1d3 expended charges daily at dawn.

Sheikah Mask

Wondrous item, very rare (requires attunement)

While wearing this mask, your Dexterity score increases by 2, to a maximum of 20, and you have advantage on Charisma (Persuasion) checks made to interact with sheikahs.

36

APPENDIX B | SPECIAL ITEMS

    In addition, you take on the appearance of a sheikah, including height and build, hair, skin, and eyes. This transfor-mation cannot be detected by magic, unless from an artifact or deity. If you aren't a sheikah, you gain the following additional benefits while wearing the mask:

  • Your base walking speed becomes 35 feet, and you gain a climbing speed of 30 feet.
  • You have darkvision out to a range of 60 feet.
  • You gain proficiency in the Stealth skill.
  • You gain the sheikah's Shadow Stride racial trait.
  • You have proficiency with the dart, shortsword, whip, and hand crossbow.
  • You can speak, read, and write Sheikah.

Silver Gauntlets

Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

Silver Scale

Wondrous item, uncommon

You have a swimming speed of 40 feet while wearing this amulet.

Spell Song

Song, rarity varies

A spell song is a series of musical notes written in a mystical cipher. When a character with a musical instrument as a spellcasting focus hears or reads a complete spell song, they can spend 1 minute to attempt to learn that song. On a suc-cessful DC 10 Intelligence (Musical Instrument) check, the song is learned, and the character can cast it as a ritual with a casting time of 1 minute, without expending any spell slots or spell components. On a failed check, the character must hear or read the complete song again before attempting another check. Some songs have an additional requirement in order to learn it, as listed in the song's description.

Bolero of Fire (Rare). You need to stand on the Fire Pedestal in Death Mountain Crater to learn this song. Once learned, you can cast teleportation circle by playing this emotive bolero, whose tunes create the sigil sequence that opens a portal to the Fire Pedestal.

Epona's Song (Common). You can cast animal friendship (spell save DC 13) by playing this tranquil song.

Minuet of Forest (Rare). You need to stand on the Forest Pedestal in the Sacred Forest Meadow to learn this song. Once learned, you can cast teleportation circle by playing this charming minuet, whose tunes create the sigil sequence that opens a portal to the Forest Pedestal.

Nocturne of Shadow (Rare). You need to stand on the Shadow Pedestal in the Kakariko Graveyard to learn this song. Once learned, you can cast teleportation circle by playing this eerie nocturne, whose tunes create the sigil sequence that opens a portal to the Shadow Pedestal.

Prelude of Light (Rare). You need to stand on the Light Pedestal in the Temple of Time to learn this song. Once learned, you can cast teleportation circle by playing this uplifting prelude, whose tunes create the sigil sequence that opens a portal to the Light Pedestal.

Requiem of Spirit (Rare). You need to stand on the Spirit Pedestal in the Desert Colossus to learn this song. Once learned, you can cast teleportation circle by playing this haunting requiem, whose tunes create the sigil sequence that opens a portal to the Spirit Pedestal.

Saria's Song (Uncommon). You can cast sending to communicate with Saria by playing this cheerful song. It can also be used to make good-aligned creatures that are indifferent to you to become friendly (spell save DC 13).

Scarecrow's Song (Uncommon). You magically summon a scarecrow, who appears in an unoccupied space within 30 feet of you. The scarecrow disappears after 1 minute.

Serenade of Water (Rare). You need to stand on the Water Pedestal in Lake Hylia to learn this song. Once learned, you can cast teleportation circle by playing this intimate serenade, whose tunes create the sigil sequence that opens a portal to the Water Pedestal.

Song of Storms (Very Rare). You can cast control weather to change the stages of the weather conditions to a higher number by playing this hectic song.

Song of Time (Rare). You can cast arcane lock or knock (your choice) by playing this solemn song. Once per day, it can also be used to cast greater restoration.

Sun's Song (Very Rare). You can cast control weather to change the stages of the weather conditions to a lower number by playing this peaceful song.

Zelda's Lullaby (Rare). You can cast augury by playing this gentle lullaby. It is also used to identify representatives of the Royal Family.

Spiritual Stone

Wondrous item, rare (requires attunement)

Three spiritual stones exist, which function as arcane keys to open the Door of Time in the Temple of Time. On their own, these fist-sized magic jewels are priceless, and have the following properties.

Goron's Ruby. Also known as the spiritual stone of fire. While this glowing ruby is on your person, you gain a +1 bonus to attack rolls.

Kokiri's Emerald. Also known as the spiritual stone of forest. While this luminous emerald is on your person, you gain a +1 bonus to ability checks.

Zora's Sapphire. Also known as the spiritual stone of water. While this vibrant sapphire is on your person, you gain a +1 bonus to saving throws.

Zora Tunic

Wondrous item, uncommon (requires attunement)

Donning or doffing this blue tunic requires an action. While wearing it, you can breathe both air and water.

37

APPENDIX B | SPECIAL ITEMS

Triforce

Wondrous item, artifact (requires attunement)

The three golden triangles of the Triforce---which represent power, wisdom, and courage---are the ultimate force behind all things, containing the essence of the Golden Goddesses. The Triforce is capable of granting the wish of whoever lay hands on it. It does not discriminate between good and evil desires, but a balance of power, wisdom, and courage is required to unlock its full force, and one must demonstrate these qualities through sacred trials.

If someone unworthy touches the Triforce, its three aspects will separate, with only the aspect best representing the one who touched it remaining, absorbed by its wielder. The other two aspects will be absorbed by individuals chosen by destiny, who may or may not be aware of their new powers. A trian-gular mark will appear on the back of a wielder's hand whenever they use the power of their Triforce aspect. To obtain its true power, one must acquire all three aspects of the Triforce. As the separate aspects of the Triforce draw near each other, they will resonate as they try to become one. The battle for the Triforce has waged since its creation, and shall continue without end for all eternity.

Properties of the Triforce of Power. You embody the essence of Din, goddess of power, and gain the following benefits:

  • Your Strength and Charisma scores each increase by 2, to a maximum of 24.
  • You have proficiency in the Athletics and Intimidation skills, and your proficiency bonus is doubled for these skills.
  • You have resistance to all damage, except radiant.
  • You are immune to the paralyzed and stunned condi-
    tions, and you can't be sent to another plane of
    existence against your will.
  • Any spell attack or weapon attack you make that
    requires an attack roll deals an extra 2d8
    force damage on a hit.

    Properties of the Triforce of Wisdom. You embody the essence of Nayru, goddess of wisdom, and gain the following benefits:

  • Your Intelligence and Wisdom scores each increase by 2, to a maximum of 24.
  • You have proficiency in the Insight and Perception skills, and your proficiency bonus is doubled for these skills.
  • You have truesight and know if you hear a lie.
  • You gain a protective halo, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage.
  • Any spell slot you expend to cast a spell counts as a spell slot of one level higher.

Properties of the Triforce of Courage. You embody the essence of Farore, goddess of courage, and gain the following benefits:

  • Your Dexterity and Constitution scores each increase by 2, to a maximum of 24.
  • You have proficiency in the Acrobatics and Survival skills, and your proficiency bonus is doubled for these skills.
  • You gain a +2 bonus to all saving throws.
  • You are immune to the charmed and frightened conditions.
  • You gain a +5 bonus to initiative and can't be surprised while you are conscious.

                Properties of the Triforce. If you are attuned to
                all three aspects of the Triforce, they become one. In
                addition to the properies of each aspect, your profi-
                  ciency bonus increases by 1, and you can cast the
                      wish spell once per 30 days.

                              Destroying the Triforce. It is rumored
                              that the Triforce can't be destroyed as long
                              as good exists in the multiverse.

Magic Items By Rarity
Item Category Rarity Attunement
Deku Stick Weapon (greatclub) Common No
Gold Skulltula Token Wondrous item Common No
Happy Mask (Skull, Spooky) Wondrous item Common Yes
Red Potion Potion Common No
Spell Song (Epona) Song Common No

38

APPENDIX B | SPECIAL ITEMS

Item Category Rarity Attunement
Boomerang of Greater Returning Weapon (boomerang) Uncommon Yes
Deku Nut Wondrous item Uncommon No
Deku Seed Weapon (sling bullet) Uncommon No
Deku Shield Armor (shield) Uncommon No
Fairy Slingshot Weapon (sling) Uncommon No
Flask of Blue Fire Wondrous item Uncommon No
Flask of the Poe (Poe Soul) Potion Uncommon No
Goron Tunic Wondrous item Uncommon Yes
Green Potion Potion Uncommon No
Happy Mask (Gerudo, Goron, Keaton, Truth, Zora) Wondrous item Uncommon Yes
Hover Boots Wondrous item Uncommon Yes
Hylian Shield Armor (shield) Uncommon No
Iron Boots Wondrous item Uncommon Yes
Kokiri Sword Weapon (shortsword) Uncommon No
Magic Bean Wondrous item Uncommon No
Shard of Agony Wondrous item Uncommon No
Silver Gauntlets Wondrous item Uncommon Yes
Silver Scale Wondrous item Uncommon No
Spell Song (Saria, Scarecrow) Song Uncommon No
Zora Tunic Wondrous item Uncommon Yes
Blue Potion Potion Rare No
Flask of the Poe (Big Poe Soul) Wondrous item Rare No
Giant's Knife Weapon (greatsword) Rare No
Golden Scale Wondrous item Rare No
Happy Mask (Bunny Hood) Wondrous item Rare Yes
Hookshot Weapon (unique) Rare Yes
Lon Lon Milk Potion Rare No
Spell Song (Fire, Forest, Light, Shadow, Spirit, Time, Water, Zelda) Song Rare No
Spiritual Stone Wondrous item Rare Yes
Biggoron Sword Weapon (greatsword) Very Rare No
Fairy Bow Weapon (shortbow) Very Rare Yes
Golden Gauntlets Wondrous item Very Rare Yes
Goron's Bracelet Wondrous item Very Rare Yes
Lens of Truth Wondrous item Very Rare Yes
Longshot Weapon (unique) Very Rare Yes
Megaton Hammer Weapon (maul) Very Rare Yes
Mirror Shield Armor (shield) Very Rare Yes
Sheikah Mask Wondrous item Very Rare Yes
Spell Song (Storms, Sun) Song Very Rare No
Bow of Light Weapon (shortbow) Legendary Yes
Master Sword Weapon (longsword) Legendary Yes
Ocarina of Time Wondrous item Legendary Yes
Sage Medallion Wondrous item Legendary Yes
Triforce Wondrous item Artifact Yes

39

APPENDIX B | SPECIAL ITEMS

Appendix C: Monsters and NPCs


This appendix details monsters and nonplayer characters that appear in this book and not in the Monster Manual, the introduction of which explains how to interpret a stat block.

Fairy

Standing barely 6 inches tall, fairies resemble diminutive hylians with gossamer wings like those of dragonflies, bright as the clear dawn and as luminous as the full moon. Curious as cats and shy as deer, fairies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming---only a fairy's fear of being captured or attacked stays its hand. Those who wander through a fairy glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Fairies abhor weapons and would sooner flee than get into a physical altercation with any enemy.

Magical Fey Creatures. With their innate spellcasting powers and natural stealth, fairies rarely appear unless they wish to be seen. Fairies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. When fairies fly, a shower of spar-kling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of fairy dust is said to be able to grant the power of levitation, heal injuries, or send foes into a magical slumber. Only fairies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.

Servants of the Great Deku Tree. Fairies originated from the Lost Woods, where they frolicked to their hearts' delight in the grove of their sacred guardian, the Great Deku Tree. Since their inception at the dawn of time, fairies have spread further---but not too far, still anxious of the ever-loud and busy races that dwell beyond their forest homes.

Bright and Colorful. Three main types of fairy exist: blue, green, and pink. Blue fairies are stubborn and talkative, with the need to constantly explain things to those around them. Green fairies are assertive and vigilant, watching over their companions like a protective friend. Pink fairies are dreamy and frivolous, with a phobia for glass bottles. They like to dawdle around fountains and dislike seeing creatures suffer.

Variant: Familiar

Any spellcaster that can cast the find familiar spell (such a a wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a fairy. The fairy remains with a spellcaster as long as it chooses to do so. At any time and for any reason, the fairy can end its service as a familiar, ending the bond.


Fairy

Tiny fey, neutral good


  • Armor Class 15
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge 1/8 (25 XP)

Illumination. The fairy sheds dim light in a 5-foot radius.

Magic Resistance. The fairy has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The fairy's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast a number of spells, requiring only its fairy dust as a component. The spells it can cast depends on the fairy's color, as shown below:

Any, at will: druidcraft
Blue, 1/day each: detect magic, identify
Green, 1/day each: faerie fire, feather fall
Pink, 1/day each: charm person, cure wounds

40

APPENDIX C | MONSTERS AND NPCS

Ganondorf

The main antagonist of this adventure, Ganondorf can be encountered in both the Child Timeline and Adult Timeline, with separate statistics for each.

Child Timeline

Born during a solar eclipse at midday on the summer sol-stice, Ganondorf was taken from his gerudo mother by the witch sisters Koume and Kotake (detailed later in this appendix), who foresaw his destiny as the prophesized King of Evil. They raised him in the desolate wastes of the Desert Colossus, filling his mind with dark magic and the promise of power. For fifteen years he trained in brutal conditions, becoming a mighty and ruthless warrior.

Book of Mudora. As Ganondorf's thirst for power grew, Koume and Kotake presented him with the Book of Mudora, an artifact of absolute evil they obtained during one of their forays in the Dark World. Through the book, Ganondorf was contacted by Demise, an ancient demon lord. Like the gerudo kings that came before him, Ganondorf was imbued with esoteric lore and demonic powers, turning him into a mighty warlock bent on domination. The Book of Mudora also revealed to Ganondorf the legend of the Triforce. He became obsessed with means of obtaining it, as it would ensure his ascent as king of Hyrule.

Gerudo King. By now, Ganondorf towered over the other gerudos with his hulking frame, standing at 7 feet and 6 inches tall. Like his mothers, he has green skin, rather than the deep bronze of his kin. Using strength and fiendish magic to dominate the tribal chiefs
and subjugate them to his
will, Ganondorf proclaimed
himself the Gerudo King.


Book of Mudora

Koume and Kotake view themselves as the owners of this unholy artifact, keeping it bound by spell-forged chains in a chamber deep within their lair. While Ganondorf resides within that chamber, he has access to the book's full powers, which are detailed in the Dungeon Master's Guide as the Book of Vile Darkness. Providing a host of properties, some of the ways in which the book enhances Ganondorf are:

Vile Lore. Ganondorf uses the secret lore contained in the book to impose dreadful curses on the guardians of the spiritual stones, as detailed in chapters 1, 4, and 5.

Beneficial Properties. Ganondorf gains proficiency in the Arcana skill, resistance to fire damage, a +1 bonus to AC, and a +2 bonus to his Strength score (included in his statistics).

Detrimental Properties. Holy water within 10 feet of Ganondorf is instantly destroyed, and creatures of the beast type are always hostile toward him. Spending too much time reading the book brings about fits of long-term madness to Ganondorf.

Mark of Darkness. The book's influence has given Ganondorf eerie yellow eyes and pale green skin, granting him advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.

    Still only a young warrior, Ganondorf led the seven gerudo tribes in their ongoing war against Hyrule. He fought and
                                        bled in many battles, proving himself a
                                          capable champion of chaos. When
                                          the gerudos were finally pushed back,
                                          Ganondorf was the last to retreat.
                                              Changing Tactics. The intensity
                                          which caused Ganondorf to drive
                                          most of his gerudo forces to their
                                        deaths left him with little resources to
                                      spare. Furious with his defeat, he
                                    consulted the Book of Mudora. Dark
                                  whispers from the book allowed Ganon-
                                 dorf to concoct a plan that involved a more
                              subtle approach. He would feign surrender,
                            seeking to establish a false alliance with
                          Hyrule in order to get close to the Triforce.
                      The new king of Hyrule took the bait,
                  commanding Ganondorf to Hyrule Castle
              to kneel before the Royal Family.

Ganondorf's Traits

    Ideal. "I will do whatever it takes to become more powerful."

Bond. "Hyrule was stolen from us gerudos. I will conquer Hyrule in order to reclaim what is ours."

Flaw. "I underestimate those who appear weak."

41

APPENDIX C | MONSTERS AND NPCS



Ganondorf

Medium humanoid (gerudo), lawful evil


  • Armor Class 19 (plate armor, Book of Mudora)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 14 (+2) 11 (+0) 18 (+4)

  • Saving Throws Con +8, Wis +4, Cha +8
  • Skills Arcana +6, Athletics +10, Deception +8, History +6, Intimidation +8, Perception +4, Persuasion +8, Survival +4
  • Damage Resistances fire
  • Senses devil's sight 120 ft., passive Perception 14
  • Languages Common, Gerudo, Infernal
  • Challenge 10 (5,900 XP)

Dark One's Blessing. When Ganondorf reduces a hostile creature to 0 hit points, he gains 15 temporary hit points.

Exceptional Athlete. Ganondorf has advantage on all Strength checks.

Saving Face (Recharges after a Long or Short Rest). If Ganondorf misses with an attack roll or fails an ability check or a saving throw, he can gain a bonus to the roll equal to the number of allies he can see within 30 feet of him (maximum bonus of +5).

Action Surge (Recharges after a Long or Short Rest). On his turn, Ganondorf can take one additional action on top of his regular action and a possible bonus action.

Pact Weapon. Ganondorf can use his action to summon a greatsword +1 in his empty hand. This pact weapon disappears if it is more than 5 feet away from him for 1 minute or more. It also disappears if Ganondorf dis-misses the weapon (no action required) or if he dies.

Pact Magic. Ganondorf is an 11th level warlock. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can cast the following warlock spells, regaining 5th level spell slots after finishing a Long or Short Rest, and 6th level spell slots after finishing a Long Rest:

Cantrips (at-will): chill touch, eldritch blast (see Agoni-
    zing Blast), friends, prestidigitation
5th level (3 slots): contact other plane, counterspell,
    darkness, dispel magic, hex, fireball, mirror image,
    misty step, scrying, suggestion, wall of fire

6th level (1 slot): circle of death

Actions

Multiattack. Ganondorf makes two attacks with his Pact Weapon, or three attacks with his Agonizing Blast.

Pact Weapon (Greatsword +1). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 4 necrotic damage.

Agonizing Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage, and the target is pushed up to 10 feet away from Ganondorf in a straight line.


Adult Timeline

During the events in chapter 6, Ganondorf held the full Tri-force for a brief moment before it split, driving his will into the artifact to fulfill a single wish---to bring forth the Dark World. This event became known as the Great Cataclysm and saw the merging of the Dark World with Hyrule. The skies darkened, color faded from the world, and the lives of those who were spared became filled with melancholy and despair.

With Hyrule fallen, Ganondorf claimed the throne and rule of this dark domain. The Triforce of Power remained with him, ensuring none dared to openly defy his might. He was thereafter known as King Ganondorf.

Dread Reign. Becoming king of Hyrule brought a bitter taste to Ganondorf, who saw all he touched turn lifeless and pale. The green fields he coveted for so long became as dead and barren as the home he thought was left behind. His mob-lin and bokoblin minions scraped the land clean of resources, left largely unchecked as they fought among each other for remaining scraps. Many gerudos chafed under Ganondorf's demanding rule, feeling abused and neglected. Hyrulean survivors cowered behind Ganondorf's back, whispering of the return of princess Zelda. Whisperers caught were robbed of their tongues. Further insolence resulted in death, leaving many towns empty and forlorn.


`

    The Hunt for Zelda. Knowing the other aspects of the Triforce are out there somewhere, Ganondorf keeps a close eye out for any sign of them. He has deduced that Zelda is still alive somewhere and in possession of the Triforce of Wisdom. Brooding from his dark tower like a hungry preda-tor, Ganondorf's spiteful gaze pierces the land, searching for any evidence of her presence. The Triforce of Courage eludes him altogether, as he believes the Heroes of Time to be dead.

The Six Sages. Suppressing the return of the Six Sages, who helped bind Demise to the Dark World eons ago, Ganon-dorf has placed guards around each of their temples. In addition to his minions and other creatures of darkness, each temple has been desecrated by one of Ganondorf's guardian monsters---spawns empowered by the Dark World.

King Ganondorf's Traits

    Ideal. "Anyone who rises against me will be crushed."

Bond. "Zelda escaped my grasp. I will use anything at my disposal to hunt her down and claim the Triforce of Wisdom."

Flaw. "I gain no satisfaction from my reign."

42

APPENDIX C | MONSTERS AND NPCS


King Ganondorf

Medium humanoid (gerudo), neutral evil


  • Armor Class 19 (plate, Book of Mudora)
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 14 (+2) 11 (+0) 20 (+5)

  • Saving Throws Con +9, Wis +5, Cha +10
  • Skills Arcana +7, Athletics +17, Deception +10,
    History +7, Intimidation +15, Perception +5, Persuasion +10, Survival +5
  • Damage Resistances all (except radiant)
  • Condition Immunities paralyzed, stunned
  • Senses devil's sight 120 ft., passive Perception 15
  • Languages Common, Gerudo, Infernal
  • Challenge 15 (13,000 XP)

Triforce of Power. Ganondorf has resistance to all damage except radiant and is immune to the paralyzed and stunned conditions. He can't be sent to another plane of existence against his will. Any spell attack or weapon attack Ganondorf makes that requires an attack roll deals an extra 2d8 force damage on a hit (included).

Demise's Revenge. Demise fuels Ganondorf's spirit with hatred and rage, allowing Ganondorf to escape death at the cost of his soul. If Ganondorf dies, he rises 10 minutes later as Ganon; a foul demon at full hit points, retaining his memory, personality, and the Triforce of Power.

Exceptional Athlete. Ganondorf has advantage on all Strength checks.

Saving Face (Recharges after a Long or Short Rest). If Ganondorf misses with an attack roll or fails an ability check or a saving throw, he can gain a bonus to the roll equal to the number of allies he can see within 30 feet of him (maximum bonus of +5).

Ascendant Step. Ganondorf can cast levitate on himself at will, without expending a spell slot or material components.

Dark One's Blessing. When Ganondorf reduces a hostile creature to 0 hit points, he gains 18 temporary hit points.

Action Surge (Recharges after a Long or Short Rest). On his turn, Ganondorf can take one additional action on top of his regular action and a possible bonus action.

Pact Weapon. Ganondorf can use his action to summon a greatsword +1 in his empty hand. This pact weapon disappears if it is more than 5 feet away from him for 1 minute or more. It also disappears if Ganondorf dis-misses the weapon (no action required) or if he dies.


`


Pact Magic. Ganondorf is an 13th level warlock. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can cast the following warlock spells, regaining 5th level spell slots after finishing a Long or Short Rest, and higher level spell slots after finishing a Long Rest:

Cantrips (at-will): chill touch, eldritch blast (see
    Agonizing Blast), friends, prestidigitation
5th level (3 slots): contact other plane, counterspell,
    darkness, dispel magic, hex, hunger of hadar, fireball,
    mirror image, misty step, scrying, suggestion,
    wall of fire

6th level (1 slot): circle of death
7th level (1 slot): finger of death

Actions

Multiattack. Ganondorf makes two attacks with his Pact Weapon, or three attacks with his Agonizing Blast.

Pact Weapon (Greatsword +1). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 9 (2d8) force damage and 5 necrotic damage.

Agonizing Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 19 (1d10 + 2d8 + 5) force damage, and the target is pushed up to 10 feet away from Ganondorf in a straight line.

43

APPENDIX C | MONSTERS AND NPCS



Ganon

Huge fiend (demon), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 310 (23d12 + 161)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 25 (+7) 6 (-2) 13 (+1) 14 (+2)

  • Saving Throws Str +13, Dex +6, Con +13, Wis +7
  • Skills Perception +7
  • Damage Resistances all (except radiant)
  • Damage Immunities poison
  • Condition Immunities paralyzed, poisoned, stunned
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Infernal
  • Challenge 19 (22,000 XP)

Triforce of Power. Ganon has resistance to all damage except radiant and is immune to the paralyzed and stunned conditions. He can't be sent to another plane of existence against his will. Any spell attack or weapon attack Ganon makes that requires an attack roll deals an extra 2d8 force damage on a hit (included).

Magic Resistance. Ganon has advantage on saving throws against spells and other magical effects.

Siege Monster. Ganon deals double damage to objects and structures.

Charge. If Ganon moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Pact Weapon. Ganon can use his action to summon two greatswords +1 in his empty hands. These pact weapons disappear if they are more than 5 feet away from him for 1 minute or more. They also disappear if Ganon dismisses the weapons (no action required) or if he dies.

Actions

Multiattack. Ganon makes three attacks: two with his Pact Weapons and one with his hoof.

Pact Weapon (Greatsword +1). Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 9 (2d8) force damage.

Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage plus 9 (2d8) force damage.

44

APPENDIX C | MONSTERS AND NPCS



Gohma

Huge monstrosity (spider), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 7 (-2) 15 (+2) 5 (-3)

  • Skills Perception +6, Stealth +7
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 90 ft., passive Perception 16
  • Languages understands Infernal and Sylvan but can't speak
  • Challenge 4 (1,100 XP)

Spider Climb. Gohma can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Web Sense. While in contact with a web, Gohma knows the exact location of any other creature in contact with the same web.

Web Walker. Gohma ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Lay Eggs (3/Day). Gohma lays 3 soft eggs, which are Medium objects with AC 13 and 5 hit points each. At the start of Gohma's next turn, any egg that isn't destroyed hatches into a gohma larva (see statistics).



Gohma Larva

Medium monstrosity (spider), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages ---
  • Challenge 1/4 (50 XP)

Spider Climb. The gohma larva can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

Web Sense. While in contact with a web, the gohma larva knows the exact location of any other creature in contact with the same web.

Web Walker. The gohma larva ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.



Great Deku Tree

Gargantuan plant (titan), neutral good


  • Armor Class 22 (natural armor)
  • Hit Points 468 (24d20 + 216)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
30 (+10) 1 (-5) 28 (+9) 26 (+8) 28 (+9) 11 (+0)

  • Saving Throws Int +14, Wis +15, Cha +6
  • Skills Animal Handling +21, Arcana +14, History +14, Insight +15, Medicine +15, Nature +21, Perception +15, Religion +14, Survival +15
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities poison
  • Condition Immunities charmed, diseased, frightened, prone
  • Senses blindsight 1 mile, passive Perception 25
  • Languages Common, Druidic, Primordial, Sylvan
  • Challenge 20 (25,000 XP)

False Appearance. While the Great Deku Tree remains silent, he is indistinguishable from a normal (albeit colossal) tree.

Immovable. The Great Deku Tree cannot be pushed, shoved, or otherwise be moved from his space.

Legendary Resistance (3/Day). If the Great Deku Tree fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Great Deku Tree has advantage on saving throws against spells and other magical effects.

Spellcasting. The Great Deku Tree is an 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 23). He has the following druid spells prepared (no material components needed):

Cantrips (at will): druidcraft, guidance, mending,
    resistance

1st level (4 slots): cure wounds, entangle, faerie
    fire, speak with animals

2nd level (3 slots): animal messenger, beast sense,
    gust of wind

3rd level (3 slots): plant growth, speak with plants,
    wind wall

4th level (3 slots): freedom of movement, grasping
    vine, locate creature

5th level (3 slots): awaken, commune with nature,
    greater restoration, mass cure wounds, scrying

6th level (2 slot): heal, heroes' feast
7th level (2 slot): regenerate
8th level (1 slot): control weather
9th level (1 slot): true resurrection

The Great Deku Tree can cast a spell as a ritual if that spell has the ritual tag.

45

APPENDIX C | MONSTERS AND NPCS

Koume and Kotake

Koume and Kotake are a pair of 400-year old gerudo twins, who secretly lead the gerudo tribes. They maintain their long lives through powerful magic. Both sisters have green, wrinkled skin and dress in black robes with white gerudo patterns near the hems. As the surrogate mothers of Ganondorf, they are among his more devoted servants.

Sorceress Sisters. Koume, the Sorceress of Flame, can be identified by her flaming hair and the red jewel embedded in her forehead. Kotake, the Sorceress of Ice, has frozen hair and a blue jewel. These scheming witches have the same goal---to provide Ganondorf with the power to conquer Hyrule and become its king. To achieve this, they have revealed the Book of Mudora to him, unlocking his arcane powers through the demon king Demise. Secondly, they tutored Ganondorf on how to control and harness his use of magic. They pushed him to his limits from an early age by forcing him into lethal combat with gerudo chieftains and monsters captured from deep within the desert, turning him into a cunning and ruth-less warrior. Of the two, Koume tends to act as the leader, deciding most often what their course of action should be.

History Repeats. Koume and Kotake covertly instigated the Hyrulean Civil War three hundred years ago, after uncovering the world's hidden history by stumbling upon the Book of Mudora. Learning of a dark prophecy known as Demise's Curse, each male gerudo carries an aspect of the dreaded demon king's spirit. Koume and Kotake took it upon themselves to groom these men, preparing them for glory and conquest so the gerudo tribes could claim Hyrule for themselves and end their lives as scavengers and brigands. In the sisters's first century, a male gerudo named Mandragon was born, who became their first project. Under Koume and Kotake's counsel, Mandragon rallied Zonai warriors and sheikah defectors to his cause. He initiated the Hyrulean Civil War, ending the Era of Prosperity. After decades of warfare, Mandragon was slain by the king of Hyrule in a deciding battle. Retreating to their desert temple, the witch sisters prepared for the coming of the next male gerudo while coercing the gerudo chiefs to maintain enough skirmishes with Hyrule to keep the war ongoing. A century later Malaster was born, who was eventually defeated as well, as was Geridon the century after that. Ganondorf is their fourth pupil, and the most promising so far.

Spirit Temple. The Spirit Temple is Koume and Kotake's lair from which they conduct their wicked schemes. It is located deep within the Haunted Wasteland in a hidden
oasis known as the Desert Colossus. Only Ganondorf and
a select few gerudo chiefs are privy to its location, and not even they know all of its secrets. The Spirit
Temple was built long before Koume and
Kotake made it their home, created by the
very first gerudo tribe in honor of their deity,
the Goddess of the Sand. The exact con-
nection between the witch sisters and the
Goddess is unknown, but the sisters pose
as priestesses to the Goddess in order to
demand the respect and veneration from the
gerudos. The Haunted Wasteland and the
Spirit Temple are detailed in chapter 12.


Puppet Masters

Koume and Kotake are expert manipulators and have mastered the art of mind control, using continued use of spells such as detect thoughts, suggestion, dominate person, modify memory, and feeblemind to shatter the autonomy of their victims. They maintain control over their victims through magic gems roughly the size and shape of a child's fist, which are embedded into their victim's foreheads with a combination of magic and surgery. Through the jewels embedded in their own foreheads, Koume and Kotake can control their victims telepathically, who must obey their commands. If a gem is destroyed, the victim can no longer be controlled in this way, but may still be affected by active spells targeted on them, such as feeblemind. Any humanoid with a control gem in its forehead has the following additional trait:

Control Gem. Implanted in the victim's forehead is a magic control gem. The victim must obey Koume and Kotake's telepathic commands and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the victim fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the victim. A wish spell, if cast in the victim's presence, can be worded to acquire the gem. A greater restoration spell cast on the victim destroys the gem without harming the victim. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated victim. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the victim.

46

APPENDIX C | MONSTERS AND NPCS



Koume

Medium humanoid (gerudo), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, History +8
  • Damage Resistance fire (from fire shield)
  • Senses passive Perception 11
  • Languages Common, Draconic, Gerudo, Infernal
  • Challenge 9 (5,000 XP)

Special Equipment. Koume has a broom of flying.

Twinrova Transformation (Recharges after a Long Rest).
If Koume is reduced to 0 hit points and Kotake is un-conscious or dead, the sisters and their brooms are pulled to an unoccupied space in their midst, where their bodies merge in a flash of ice and fire to become Twinrova (see Twinrova statistics).

Spellcasting. Koume is an 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Koume has the following wizard spells prepared:

Cantrips (at will): fire bolt+, light, mage hand, message,
    prestidigitation

1st level (4 slots): mage armor, shield (r)
2nd level (3 slots): flaming sphere+ (c), misty step (b),
    scorching ray+, suggestion (c)

3rd level (3 slots): blink, clairvoyance (c), fireball+
4th level (3 slots): dimension door, fire shield+,
    otiluke's resilient sphere (c), wall of fire+ (c)

5th level (2 slots): dominate person (c), scrying (c)
6th level (1 slot): chain lightning+
+Evocation spell

Koume casts mage armor, blink, and fire shield (chill) on herself before combat.

Empowered Evocation. Koume adds a +4 bonus to the damage roll of any evocation spell she casts (included).

Actions

Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 20 (3d10 + 4) fire damage. A flam-mable object hit by this spell ignites if it isn't being worn or carried.

 

 



Kotake

Medium humanoid (gerudo), lawful evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, History +8
  • Damage Resistance cold (from fire shield)
  • Senses passive Perception 11
  • Languages Common, Draconic, Gerudo, Infernal
  • Challenge 9 (5,000 XP)

Special Equipment. Kotake has a broom of flying.

Twinrova Transformation (Recharges after a Long Rest).
If Kotake is reduced to 0 hit points and Koume is un-conscious or dead, the sisters and their brooms are pulled to an unoccupied space in their midst, where their bodies merge in a flash of ice and fire to become Twinrova (see Twinrova statistics).

Spellcasting. Kotake is an 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Kotake has the following wizard spells prepared:

Cantrips (at will): light, mage hand, message,
    prestidigitation, ray of frost

1st level (4 slots): mage armor+, shield+ (r)
2nd level (3 slots): detect thoughts (c),
    hold person (c), misty step (b)

3rd level (3 slots): counterspell+ (r), dispel magic+,
    sleet storm (c), slow (c)

4th level (3 slots): banishment+ (c), dimension door,
    fire shield, stoneskin (c)

5th level (2 slots): cone of cold, modify memory (c)
6th level (1 slot): wall of ice (c)
+Abjuration spell of 1st level or higher

Kotake casts mage armor and fire shield (warm) on herself before combat.

Arcane Ward. Kotake has a magical ward that has 28 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, its magic remains, but Kotake takes any remaining damage. When Kotake casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Actions

Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the crea-ture's speed is reduced by 10 feet until the start of Kotake's next turn.

47

APPENDIX C | MONSTERS AND NPCS



Twinrova

Large humanoid (gerudo), chaotic evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws Int +10, Wis +7
  • Skills Arcana +15, History +15
  • Damage Immunity cold, fire
  • Damage Resistance damage from spells
  • Senses passive Perception 12
  • Languages Common, Draconic, Gerudo, Infernal
  • Challenge 14 (11,500 XP)

Special Equipment. Twinrova has a staff of fire and staff of frost.

Magic Resistance. Twinrova has advantage on saving throws against spells and other magical effects.

Arcane Ward. Twinrova has a magical ward that has 40 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, its magic remains, but Twinrova takes any remaining damage. When Twinrova casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Empowered Evocation. Twinrova adds a +5 bonus to the damage roll of any evocation spell she casts (included).

Spellcasting. Twinrova is an 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Twinrova has the following wizard spells prepared:

Cantrips (at will): fire bolt++, light, mage hand,
    message, prestidigitation, ray of frost++

1st level (4 slots): mage armor+, shield+ (r)
2nd level (3 slots): flaming sphere++ (c),
    hold person (c), misty step (b), scorching ray++

3rd level (3 slots): counterspell+ (r), dispel magic+,
    fireball++, sleet storm++ (c), slow (c)

4th level (3 slots): banishment+ (c), otiluke's resilient
    sphere (c), stoneskin (c), wall of fire+ (c)

5th level (2 slots): cone of cold++, dominate person (c)
6th level (1 slot): chain lightning++, globe of
    invulnerability+ (c), wall of ice++ (c)

7th level (1 slot): prismatic spray++
8th level (1 slot): feeblemind
+Abjuration spell of 1st level or higher
++Evocation spell

Actions

Multiattack. Twinrova casts fire bolt and ray of frost.

Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (4d10 + 5) fire damage. A flam-mable object hit by this spell ignites if it isn't being worn or carried.

Ray of Frost. Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 23 (4d8 + 5) cold damage, and the creature's speed is reduced by 10 feet until the start of Twinrova's next turn.


    Twinrova. Koume and Kotake are formidable enemies under normal circumstances, but they are capable of a mythic transformation which fuses their bodies and spirits into a single being known as Twinrova, in a mocking image of the Goddess of the Sand. As Twinrova, the sisters act in unison, and their magic powers are greatly enhanced.

Read or paraphrase the following text when Koume and Kotake use their Twinrova Transformation trait:

The maniacal witch cackles gleefully: "Okay, let's get serious now!" Her sister rises like a dangling puppet as a vortex of swirling flames and frost coalesces them and their brooms into a glowing center. With a brilliant flash, the sisters are gone. In their stead is a towering new sorceress, hovering above you. In each hand is an elemental broom; one of ice and one of fire, wielded like two magic staffs. She winks at you with a maddening glare and wicked grin.

Koume and Kotake's Traits

    Ideal. "Knowledge is the path to power and domination."

Bond. "Ganondorf is the one. Through him we shall rule Hyrule, and then the world!"

Flaw. "We're easily distracted by the promise of information."

48

APPENDIX C | MONSTERS AND NPCS


Sheik

Medium humanoid (sheikah), lawful good


  • Armor Class 16 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 35 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 17 (+3) 21 (+5) 16 (+3)

  • Saving Throws Dex +7, Int +6, Wis +8
  • Skills Acrobatics +7, Arcana +6, Deception +6, History +10, Insight +12, Perception +12, Persuasion +6, Religion +10, Stealth +11
  • Senses truesight, passive Perception 22
  • Languages Celestial, Common, Primordial, Sheikah
  • Challenge 5 (1,800 XP)

Special Equipment. Sheik has a lyre, two daggers +1, an amulet of proof against detection and location, ring of mind shielding, and a sheikah mask (see appendix B).

Triforce of Wisdom (Supressed). Sheik has truesight and knows if he hears a lie.

Shadow Stride (Recharges after a Long Rest). Sheik teleports himself from his current location to any other spot within 500 feet of him. He arrives at exactly the spot desired. It can be a place he can see, one he can visualize, or one he can describe by stating distance and direction. He can bring along objects as long as their weight doesn’t exceed what he can carry. If Sheik would arrive in a place already occupied by an object or a creature, he takes 4d6 force damage, and the teleportation fails.

Evasion. If Sheik is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Sheik instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sneak Attack (1/Turn). Sheik deals an extra 13 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Sheik that isn't incapacitated and Sheik doesn't have disadvantage on the attack roll.

Spell Songs. Sheik can use his lyre to cast the following spell songs (see appendix B): bolero of fire, minuet of forest, nocturne of shadow, prelude of light, requiem of spirit, serenade of water, song of time, sun's song, and zelda's lullaby.

Actions

Multiattack. Sheik makes three attacks.

Dagger +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.

Sheik

A young male sheikah and last surviving member of his race, Sheik rebels against Ganondorf's rule, remaining in the shadows and assisting the characters at important intervals throughout their quests during the Adult Timeline.

Princess in Disguise. Unbeknown to the characters, Sheik is princess Zelda, disguised by sheikah magic. When they escaped Hyrule Castle at the end of the Child Timeline, Impa and Zelda fled to the Shadow Temple, where the sheikahs shielded Zelda from Ganondorf. Here, she learned the skills of the sheikahs as she grew into a young woman, harnessing the powers of the Triforce of Wisdom. When their stronghold was assailed by Ganondorf's forces, the sheikahs were brutally wiped out while defending their princess. Having narrowly escaped, Zelda adopted the guise of Sheik, in honor of her protectors. Sheik
wanders Hyrule unseen, setting in
motion the events that will lead
to Ganondorf's defeat and the
restoration of Hyrule.

From the Shadows. Sheik
fears Ganondorf and moves
with extreme caution, no
longer using the Triforce
of Wisdom
's active powers
---such as its protective halo---
as he believes this is how
Ganondorf tracked his
location previously. Seeing
the characters' plight, Sheik
will guide them in awaken-
ing the sages. Once the
wielder of the Triforce
of Courage
is ready
to lead the Heroes
of Time in their
confrontation
against the King of
Evil, Sheik will reveal his
true identity to join the fight.

Sheik's Traits

    Ideal. "Hyrule is worth fighting for."

Bond. "The Heroes of Time are key in
defeating Ganondorf. I will assist them from
the shadows, so the light may be reborn."

Flaw. "I am overly careful in my actions, not
wanting to draw Ganondorf's attention to me."

49

APPENDIX C | MONSTERS AND NPCS


Young Zelda

Medium humanoid (hylian), lawful good


  • Armor Class 11
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (+0) 11 (+0) 17 (+3) 12 (+1)

  • Saving Throws Int +2, Wis +5
  • Skills Arcana +2, History +4, Insight +5,
    Perception +5, Persuasion +3, Religion +4
  • Senses passive Perception 15
  • Languages Celestial, Common, Primordial
  • Challenge 1 (200 XP)

Special Equipment. Zelda is in possession of the ocarina of time (see appendix B).

Divine Grace. When Zelda finishes a long rest and has no inspiration, she gains inspiration.

Read Thoughts. As an action, Zelda chooses one creature that she can see within 60 feet of her. That creature must make a DC 13 Wisdom saving throw. If the creature succeeds on the saving throw, Zelda can't use this feature on it again until she finishes a long rest. If the creature fails its save, Zelda can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of her. This effect lasts for 1 minute.

Spellcasting. Zelda is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13). She has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance
1st level (4 slots): cure wounds, detect evil and
    good, detect magic

2nd level (3 slots): augury, lesser restoration
3rd level (2 slots): clairvoyance, sending

Zelda

The Legend of Zelda's titular character, princess Zelda can be encountered in both the Child Timeline and Adult Timeline, with separate statistics for each.

Child Timeline

At the delicate age of 10, princess Zelda is the sole heir to the throne of Hyrule. Shortly after she was born, during the Hyru-lean Civil War, Hyrule Castle was besieged. Zelda's mother went missing during one of the attacks. Some say the queen was killed or taken by enemies as they stormed the castle. Others say she fled into the night, never to be seen again. Either way, king Harkinian II was struck with grief, swearing to protect his daughter from any harm. This resulted in the young princess growing up in the near-solitude of her tower, given all the luxuries that befit a princess yet no access to the world outside the castle walls.



    Zelda's Lullaby. For as long as she can remember, Zelda could hear Nayru, the goddess of wisdom, sing and whisper reassuringly to her. Zelda found bittersweet comfort in her seclusion, spending her quiet time in study, prayer, and con-templation. Walking the tower gardens, Zelda developed intuitive knowledge on magic and the very fabric of reality, expressed through her calm and thoughtful demeanor. With her keen and sensitive mind, Zelda has visions of dark times ahead, with heroes stepping forward to banish a great evil.

The Princess's Shadow. Never far from Zelda's side is her bodyguard Impa, a lawful neutral female sheikah assassin with unwavering loyalty toward the princess. As long as Impa is by her side, king Harkinian II is assured his daughter is safe, while he continues rebuilding Hyrule as it still recovers from the wake of the war.

Young Zelda's Traits

    Ideal. "If we listen carefully, we can hear the goddesses whisper to us. It is imperative we heed their words."

Bond. "The ocarina of time is the final key to accessing the Sacred Realm. It is my noble duty to protect it."

Flaw. "I underestimate my own resolve to take action in any given situation."

Adult Zelda's Traits

    Ideal. "Hyrule is worth fighting for."

Bond. "Together with the Heroes of Time, I must end Ganondorf's reign. I must end it now."

Flaw. "I pity Ganondorf and will hesitate to kill him."

50

APPENDIX C | MONSTERS AND NPCS


Adult Zelda

Medium humanoid (hylian), lawful good


  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 17 (+3) 21 (+5) 16 (+3)

  • Saving Throws Dex +6, Int +6, Wis +8
  • Skills Acrobatics +6, Arcana +6, Deception +6, History +10, Insight +12, Perception +12, Persuasion +6, Religion +10, Stealth +10
  • Senses truesight, passive Perception 22
  • Languages Celestial, Common, Primordial, Sheikah
  • Challenge 5 (1,800 XP)

Triforce of Wisdom. Zelda has truesight, knows if she hears a lie, and has a protective halo, which sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Zelda can dismiss or manifest the halo as a bonus action. While present, the halo gives Zelda advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against Zelda with disadvantage. Also, any spell slot Zelda expends to cast a spell counts as a spell slot of one level higher.

Divine Grace. When Zelda finishes a long rest and has no inspiration, she gains inspiration.

Spellcasting. Zelda is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16). She has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, spare
    the dying

1st level (4 slots): cure wounds, detect magic,
    protection from evil and good

2nd level (3 slots): augury, lesser restoration,
    silence

3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): banishment, death ward,
    divination, freedom of movement

5th level (1 slot): dispel evil and good, legend lore

Zelda also knows the following spell songs (see appendix B): bolero of fire, minuet of forest, nocturne of shadow, prelude of light, requiem of spirit, serenade of water, song of time, sun's song, and zelda's lullaby.

Actions

Multiattack. Zelda makes two rapier or bow of light attacks.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.




Bow of Light. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one creature. Hit: 16 (3d6 + 6) radiant damage.

Radiance of the Dawn (Recharges after a Long or Short Rest). Any magical darkness within 30 feet of Zelda is dispelled. Additionally, each hostile crea-ture within 30 feet of her must make a DC 16 Constitution saving throw. A creature takes 20 (2d10 + 9) radiant damage on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from Zelda is not affected.

Turn Undead (Recharges after a Long or Short Rest). Each undead that can see or hear Zelda within 30 feet of her must make a DC 16 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Affected creatures with a challenge rating of 1 or lower are instantly destroyed.

Reactions

Warding Flare (5/Day). When a creature is attacked by another creature within 30 feet of Zelda that she can see, Zelda imposes disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

51

APPENDIX C | MONSTERS AND NPCS

Afterword                     Changelog


During the release of this adventure's Beta Version 1.3, the groundwork has been laid out for a grand adventure. Even though this version only consists of the module's Introduction and Appendices, you could already use it to run your own adventures set in Hyrule, or use the information in the appendices for Legend of Zelda-themed adventures placed in other settings.

I eagerly await any feedback on this project, be it affirma-tions, suggestions, corrections, or any inspiring words that will help guide me and keep me motivated in completing this mammoth task.

My gratitude goes out to anyone who has taken the time to properly examine this module and offer constructive feedback, in addition to the people at Wizards of the Coast, Nintendo, the Homebrewery, and anyone else who has helped to inspire me and feed my imagination with the wondrous tales of fantasy fiction. I thank you.


                                                                                        Pankratos

                                                                                      July 2021


Beta Version 1.2 (July 14th, 2021)

Added Appendices. Appendix A, B, and C have been added.

Appendix C will still see many monsters and NPCs added

as each chapter is developed.
Adjusted Level Progression. The Character Advancement

section in the Introduction has been adjusted. The mile-

stone system has been modified into a heart container

system, and Heart Pieces have been introduced. The

adventure now also has 13 chapters playing out from

level 3 to 13, instead of 14 chapters playing out from level

1 to 11, as seen in the Heart Containers table.
Added Section. The Character Creation section has been

added to the Introduction.
Editing. Made minor improvements on spelling and editing.

Beta Version 1.3 (Date)

Deities. In the Introduction, Hylia is now the goddess of light
    instead of time, and Demise is the god of darkness instead
    of demons.

                                          The End.

Horses and Mounts

Horses and mounts have Strength, Speed, Stamina, and Temperament.

They can be placed in 5 categories: nag, broken-down, average, high-spirited, and charger. This can apply to either a riding horse or warhorse. Warhorses are bred, whereas riding horses can be found in the wild or purchased. A high-spirited horse costs double its normal price, whereas a charger costs 4 times its normal price.

  • Strength is measured by 1 to 5 stars.
    1 star equals a Strength score of 14
    2 stars equals a Strength score of 16
    3 stars equals a Strength score of 18
    4 stars equals a Strength score of 20
    5 stars equals a Strength score of 22
  • Speed is measured by 1 to 5 stars.
    1 star equals a walking speed of 40 feet
    2 stars equals a walking speed of 50 feet
    3 stars equals a walking speed of 60 feet
    4 stars equals a walking speed of 70 feet
    5 stars equals a walking speed of 80 feet
  • Stamina is measured by 1 to 5 stars.
    1 star equals 6 (1d10 + 1) hit points
    2 stars equals 13 (2d10 + 2) hit points
    3 stars equals 19 (3d10 + 3) hit points
    4 stars equals 26 (4d10 + 4) hit points
    5 stars equals 32 (5d10 + 5) hit points
  • Temperament can be gentle or wild,
    measuring how easy they can be tamed.