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Bringing Zelda into your D&D game
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<blockquote data-quote="JediMike42" data-source="post: 5388964" data-attributes="member: 99886"><p>Recently I deeply upset one of my players (poor guy ran afoul of a symbol of death trap) so to appease his tastes I'm doing the Zelda thing. My basic idea is this: </p><p></p><p>Gannon (Nalfashnee) will be an extra-dimensional deity directing and aiding Gannondorf (half-fiend dire boar rogue/sorcerer), his illegitimate material plane son, who has gathered Boris (my PC), Tourniquette (rogue of the other party) and Zelda in order to enact the ritual necessary to materialize the Triforce of Power. First they'll be going through The Steel Tower and Ikana, fighting Twinmold at the end of the dungeon before being let out onto Gerudo desert - home of Gannondorf and his band of thieves. To complete preparations for Game 1 I need to come up with a full dungeon.</p><p></p><p></p><p>This is where I need the Zelda players - I only ever beat Ocarina of Time and maybe 80% of some of the other games, a loooong time ago. If you can think of some good traps and puzzles from the series that would translate acceptably into D&D, let me know.</p><p></p><p>------------------------------------------------------------------------------------------</p><p></p><p>It's been a quiet spell in the keep and the days are filled with training, leisure and drinking as things have been relatively calm in the region. A few serfs approach the castle requesting assistance and in due order Knight Watch deals with the occasional pack of wolves, rogue bandits and dangerous animals. It seems as if someone, somewhere, decided that everyone deserved a rest. </p><p></p><p>It's been a few weeks now since Boris left on his trip to gather worshippers. Poonjob and Lenny have begun to gripe about his absence here and there, and then can't be found themselves for a few days. The party is sitting down for dinner and the goblin is unusually somber, bringing up that he and the ranger Lenny could not find their draconic sorcerer friend, but he was at one point in Steel Tower, in Ikana.</p><p></p><p>If the party still doesn't go looking in Ikana for Boris, they will be approached by Gestalt, Ternik and Gurnak the next day at the keep, as Gestalt has deduced that the disappearance of a princess, Tourniquette and Boris all coincide and that the Shining Stone is interested in creating a temporary partnership with Knight Watch in order to solve this problem. Otherwise have the party meet each other in Tora-tah-tah's Tavern in the small city at the base of the Stone Tower.</p><p></p><p>Ikana is a kingdom found in the western regions. It has gone through years and years of bloody wars, under the leadership of king, Igos du Ikana of the Ikana Royal Family. Eventually, the kingdom was all but abandoned and destroyed, and became a wasteland. Ikana functions under a monarchy. The king rules from the Ancient Castle of Ikana, situated at the top of Ikana Canyon at the base of the Stone Tower. Prior to the downfall of Ikana, the area was once a grand kingdom in the midst of a bloody war with the Garo. Little is factually known about the wars other than Captain Keeta (Knowledge: Local/History DC 22 now transformed into a massive Stalchild after the Stone Tower's Temple Doors were opened) was the general of the Ikana army and that the Garo would often spy on the kingdom of Ikana from the nearby mountains. Going through the region is a river which eventually becomes a waterfall draining into the Southern Swamp.There is barely any vegetation in Ikana, only some areas of crabgrass and an occasional tree. A massive desert is accessible through the Stone Tower Temple, {Knowledge Nobility/Local/History DC 22) the home of Twinmold, (Knowledge: Geography/Local 22) after traversing the heart of the dungeons there. If no party member has applicable knowledge skills, use Diplomacy with a +2 DC)</p><p><strong><em>Locales</em></strong></p><p>Tora-tah-tah's Tavern - Clearly this place has lost much of its' luster. The hardwood that makes up the entirety of the building has started to splinter and pulp from decades of use and abuse putting the scent of oak into the air. The seats are as comfortable as they are worn and the drink prices seem just as old. The food matches suit. Tora-tah-tah himself is a creature unlike any you've ever seen, with skin the same texture and color as the stone mugs he serves brew as strong as he is from. Huge, orange sized pure black eyeballs dominate his face, with a flat, almost imperceptive snout and a huge mouth. It looks as if he wanted to, he could easily tuck into a ball perfect for rolling. He is unlike anyone else in all of Stone Tower, aside from his brother, Gukana.</p><p>Gokara-na-na's Extremities - Carved straight out of the rock wall of the canyon, there are strange ash and blast scarring outside of the upper windows. The voice of the owner Gokara-na-na can be heard even as you enter town. The inside of the shop is all carved to fit, tables permanently anchored in the walls and floor. The reasons for this become apparent as you see the blast scarring become more pronounced on the ceiling, floor and walls. Sparsely populated by objects of questionable durability, some brand new and shiny, others black with ash.</p><p>Ikana Castle - Boxed in by three sides into the back of the canyon, Ikana Castle is a sight to behold. Equal parts are woven into the canyon and free standing, making the several dozen story structure even more magnificent and structurally possible. Guards patrol along every other other wall, the only sights visible against it's hewn mason and natural surface aside from them are long streaming dark green and red banners.</p><p>The Stone Temple - Hidden behind Ikana Castle, the Stone Temple is actually a massive granite column as tall as the canyon itself. The first dozen stories make a huge tribal face, the doors making up the figure's mouth. The doors opened once a few decades ago but haven't seen the light of day since.</p><p>Ikana River - Emerging from under the Stone Temple, the Ikana River runs through Stone Tower and out into the Kokiri Forest. Rumors persist of Sahaguin or some sort of fish creatures living in the waters but nobody can claim to have seen them or any evidence of their existence.</p><p></p><p></p><p></p><p>A few days after arriving in Ikana, if the party hasn't already found Link (Diplomacy DC 19) he will approach them inside of Tora-tah-tah's Tavern. What they haven't learned from gathering information or knowledge checks he will divulge here, and that he may have an idea of who the source of these disturbances is but doesn't want to divulge the name because he has spies everywhere (Zelda II anyone?). He suggests that the party make for the Gerudo desert through the Stone Temple while he pursues other possible leads, insisting upon going alone.</p><p></p><p>Gannon, Nalfeshnee Demon Lord of the Vile Pit CR 17</p><p>CE Huge Outsider, Speed 30ft (40 ft Fly, poor)</p><p>Darkvision 60ft, True Seeing, Perception +31</p><p>Unholy Aura (DC 23), Init +5</p><p>AC 29 (13 Touch, 28 FF); HP 203</p><p>CMB +31, CMD 46</p><p>Fort +22, Ref +9, Will +21</p><p>DR 10/Good; Immune to Electricity, Poison; Resist Acid, Cold, Fire/10</p><p>Spell Resistance 25, Space 15 ft, Reach 15ft</p><p>Melee Bite +23/+18/+13 (3d8+11, 19-20), Claws +23/+23 (2d6+11)</p><p>Trident of the Triforce of Evil +30/+25/+20 (2d10+24+2d6 vs Good, Crit x3; Magical +7, Unholy, Throwing, Returning, Seeking)</p><p>Unholy Nimbus: 3/Day, free action. Next round 60ft light burst, Will DC 22 or dazed 1d10 rounds with visions of madness</p><p>Spells: At Will - Call Lightning (DC 18), Feeblemind (DC 20), Greater Dispel Magic, Slow (DC 18), Greater Teleport (self +50lbs or objects only)</p><p> 1/Day Summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40% or 1d4 vrocks 50%)</p><p>Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20</p><p></p><p>Gannondorf, CE Large Anthropomorphic Half-Fiend Dire Boar Rogue 4/Sorcerer 6 CR 16</p><p>Spd 40ft Space 10ft Reach 5ft</p><p>Init +4; Darkvision 60ft, Scent; Perception +18</p><p>AC 36 (10 + 10 Armor + 4 Shield -1 size, +4 Dex , +7 natural, +1 misc +1 insight)</p><p>HP: 160; DR 7/ - , Cold/Fire/Elec Resistance 5, SR 27</p><p>Fort +13 Ref +15 Will +10</p><p>Str 31, Dex 18, Con 20, Int 18, Wis 14, Cha 26</p><p>BAB +11/+6/+1; CMB +22; CMD 36</p><p>Claws +21/+21/+16/+11 (1d6+10, Crit x2, Magical, 11/Day)</p><p>Sword of Execution +24/+19/+14 (3d6+16+1 Bleed, Crit 18-20/x2; +1 Magical, Wounding, Throwing, Distanced, Returning - 60K)</p><p>Ranged +15 (3d6+16+1 Bleed, Crit 18-20/x2)</p><p>Feats: Alertness, Combat Expertise, Dodge, Diehard, Endurance, Greater Trip, Improved Feint, Improved Trip, Leadership, Supernatural Damage Reduction</p><p>Skills: Acrobatics +14, Bluff +14, Diplomacy +18, Intimidate +18, Knowledge: Arcana +14, Perception +18, Sense Motive +18, Spellcraft +14, Use Magic Device +18</p><p>Rogue Talents: Bleeding Wound, Combat Trick (Greater Feint), Sneak Attack +2d6, Evasion, Uncanny Dodge, Trap Sense +1, Trapfinding</p><p>Bloodline Powers - Claws, Damage Resistances, Cause Fear, Bull's Strength, Rage</p><p>Ferocity(Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.</p><p>Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 7 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.</p><p>Immunity to Poison</p><p>Spells 1st (8): Shield, Magic Missile, Feather Fall, Ray of Enfeeblement, Cause Fear; 2nd (7): Mirror Image, Blindness/Deafness, Bull's Strength 3rd (5): Blink, Rage</p><p>Equipment: Sword of Execution, +4 Adamantine Breastplate, Cape of the Mountebank, Winged Boots, Contingency (<10 HP) Planeshift, Eyes of the Eagle, Glove of Storing Keen Edges, Dusty Rose Iouon Stone, Rope of Entanglement (AC 22, 12 HP, Hardness 10, DR 5/Slashing, 20ft range, DC 20 Str or EscArt to break free)</p><p></p><p>The Company of the Shining Stone</p><p></p><p>Gestalt NE Human Wizard 10</p><p>Spd 30ft, Arcane Sight 60ft, Perception +2</p><p>HP 75; AC 31 (10+9A+4S+3D+2D+2N+1M)</p><p>Init +3; BAB +5; CMB +6; CMD 19</p><p>Fort +5, Ref +6, Will +9</p><p>Bonded Quarterstaff +7 (1d6+2, Magic)</p><p>Telekinetic Fist +8 Ranged Touch, 1d4+5 Force Damage, 7/Day (Standard Action 30ft Range)</p><p>Str 12, Dex 16, Con 14, Int 18, Wis 14, Cha 12</p><p>1st - Shield, Magic Missile x5</p><p>2nd - Scorching Ray x5 </p><p>3rd - Suggestion, Fly, Hold Person x2 (DC 17)</p><p>4th - Fire Shield, Stoneskin, Enervation, Dimension Door (DC 18)</p><p>5th - Cone of Cold, Baleful Polymorph x2, Telekinesis (DC 19, DC 23 Transmutation)</p><p>Feats: Scribe Scroll, Dodge, Toughness, Spell Focus and Greater Spell Focus: Transmutation (+4 to DCs), Armor Proficiencies Light and Medium, Arcane Armor Training, Arcane Armor Mastery</p><p>School Specialization: Transmutation (Exclude Conjuration and Illusion) - Physical Enhancement- Con +2, Telekinetic Fist, Change Shape 10 Rounds/Day</p><p>Skills: Appraise +14, Knowledge (Arcana) +14, Knowledge (Planes) +14, Knowledge (Dungeoneering) +14, Knowledge (History) +9, Knowledge (Geography) +9, Spellcraft +14</p><p>Equipment: +3 Elven Chainmail (No Arcane Spell Chance Failure) 10k, Ring of Protection +2, Amulet of Natural Armor +2, Potion of Heal, Potion of Haste, Continual Flame Stone</p><p></p><p>Ternik, N Dwarven Fighter 10</p><p>Spd 30ft, Low Light Vision, Perception +2</p><p>AC 37 (10+10A+7S+3D+2D+3N+2M)</p><p>HP 149; Damage Reduction 3/-</p><p>Init +3; BAB +10/+5; CMB +14; CMD 27</p><p>Fort +11, Ref +8, Will +7 </p><p>+1 Dwarven Waraxe +18/+13 (1d10+9, Crit x3)</p><p>+1 Composite Shortbow +14/+9 (1d8+5, Crit x3)</p><p>Str 18, Dex 16, Con 20, Int 12, Wis 14, Cha 10 </p><p>Bravery - +2 to Will vs Fear, Armor Training - -2 to AC Penalty, +2 to Max Dex, Normal Speed in Medium Armor, Weapon Training: Axes +2 to Dmg/Atk, Shield +1 to Dmg/Atk</p><p>Feats: Weapon Focus, Weapon Specialization: Dwarven Waraxe, Dodge, Two-Weapon Fighting, Two-Weapon Defense, Toughness, Shield Focus, Greater Shield Focus, Iron Will, Lightning Reflexes, Combat Expertise</p><p>Skills: Climb +9, Intimidate +10, Survival +12, Swim +9</p><p>Equipment: +1 Dwarven Waraxe 2k, +3 Lion's Shield (3/Day, Free Action shield Bite:+13/+8, 2d6+3) 21k, +4 Dwarven Breastplate 31k, +1 Composite Shortbow, 20 Arrows 2k, Ring of Protection +2, Amulet of Natural Armor +3, Potion of Heal, Potion of Haste, Continual Flame Stone</p><p></p><p>Gurnak, NE Large Sized Half-Orc Barbarian 10</p><p>Spd 40ft, Reach 10ft, Darkvision 60ft, Perception +17</p><p>HP 150 (170 Raging); Damage Reduction 4/- (5/- Raging)</p><p>AC 18, 16 Raging (10+7A+2D+1M - 1S)</p><p>Init +2; BAB +10/+5; CMB +18; CMD 29</p><p>Fort +13 (+15 Rage), Ref +6, Will +5 (+7 Rage) </p><p>+4 Falchion +21/+16, 2d6+14, 15-20/x2 Crit, Magical +3</p><p>+1 Composite Longbow +14/+9, 1d10+8, x3 Crit, 20 Arrows</p><p>Str 24, Dex 14, Con 18, Int 8, Wis 14, Cha 8</p><p>Rage, Fast Movement, Improved Uncanny Dodge, Trap Sense +3 Rage Powers: Mighty Swing (Auto Confirm 1 Crit), Renewed Vigor (2d8 + Con HP), Increased Damage Reduction, No Escape, Unexpected Strike (Surprise AoO 1/Day), Permanently Enlarged</p><p>Feats: Dodge, Weapon Focus, Improved Critical: Falchion, Critical Focus (+4 on crit confirms), Toughness</p><p>Skills: Acrobatics +12, Intimidate +9, Perception +12</p><p>Equipment: +4 Falchion 32k, +1 Composite Longbow 2k, +1 Light Adamantine Breastplate 15k, Ring of Sustenance 6k, Eyes of the Eagle 5k, Potion of Heal, Potion of Haste, Continual Flame Stone</p><p></p><p></p><p></p><p>Link, LG Half-Elf Paladin 5/Fighter 6</p><p>Spd 40ft, Low-Light Vision 120ft, Perception +10</p><p>HP 124, AC 45 (10+11A+9S+6D+4D+4N+1M)</p><p>Init +9; BAB +11/+6/+1; CMB +15; CMD 31</p><p>Fort +19, Ref +14, Will +15</p><p>+5 Master Sword +23/+23/+18/+13, 1d8+1d6Elec+13 (+2d6 vs Evil, Crit 18-20/x2+1d10 Elec)</p><p>+5 Composite Longbow +22/+17, 1d8+10 (Crit x3)</p><p>+3 Starknife +20/+15, 1d4+8 (Crit x3, Distanced, Returning, Seeking, 40ft)</p><p>Str 20, Dex 22, Con 20, Int 18, Wis 18, Cha 20</p><p>Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus, Weapon Specialization: Longsword, Shield Focus, Greater Shield Focus</p><p>Skills: Acrobatics +11, Climb +11, Diplomacy +10, Handle Animal +11, Heal +9, Intimidate +11, Knowledge (religion) +9, Knowledge (history) +5, Perception +10, Ride +13, Sense Motive +10, Stealth +11, Swim +11</p><p>Aura of Good, Detect Evil, Smite Evil 2/Day (+5 to Atk, +4 to Dmg, +5 Deflection to AC) , Divine Grace, Lay on Hands (+2d6 HP, 7/Day), Aura of Courage (Immune to Fear), Divine Health (Immune to all Diseases), Mercy (Fatigued), Channel Positive Energy (3/Day, +2d6 HP), Divine Bond (Epona), Bravery +2, Armor Training 1, Weapon Training: Blades</p><p>Equipment: Master Sword +5 (Holy, Keened, Ghost Touch, Shocking Burst, Speed, Init +4), Elven Chain +5, Mirror Shield +5 ( Spell Turning 5/Day), Boots of Striding and Springing, Cloak of Elvenkind, Amulet of Natural Armor +4, Ring of Protection +4, Hookshot (Rod of Ropes - 600 ft of rope, Grapple Gun/Fishing Line up to 1,000 lbs or Bull Rush with User's CMB)</p><p></p><p>Epona LG Large-Sized Horse</p><p>Spd 80ft, Low-Light Vision 120ft, Scent, Perception +4</p><p>HP 55 AC 32 (10+14A+2D-1S+ 6N+1M) </p><p>Init +2; BAB +3; CMB +11; CMD 23</p><p>Fort +7, Ref +6, Will +2</p><p>Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6</p><p>Bite +7 (1d4+4, Crit x2) and Hooves +5/+5 (1d6+2, Crit x2)</p><p>Skills: Acrobatics +4, Perception +4 </p><p>Feats: Dodge, Toughness, Defensive Combat Training</p><p>Link, Share Spells, Evasion</p><p>Equipment: +5 Full Platemail, Horseshoes of Speed</p><p></p><p></p><p>You walk into a room that is MASSIVE. It has to be magically constructed and it must be some sort of tesseract. It's several football fields in volume, and appears to be a self-sustaining desert in the bottom of the dungeon. </p><p></p><p>A Gargantuan Insect, consisting of two large, segmented worm-like creatures which each have large pincers and three large eyes with rows of legs coming off their bodies, sharing a tail on their stinger.</p><p>Twinmold CR 13</p><p>NE Gargantuan Magical Insect</p><p>Spd 40ft, Climb 15ft, Space 20 ft. Reach 15 ft.</p><p>Darkvision 60ft, Tremorsense 40ft, Perception +16</p><p>Init +1; HP: 252; Each head has 126 HP.</p><p>DR 4/ - , SR 23, Cold/Fire Resistance 10</p><p>AC 22 (FF 21 Touch 7) CMB +34; CMD 45</p><p>Fort +21, Ref +12, Will +8</p><p>Bite +28, 3d6+18, Crit x2</p><p>Constrict +42, 3d8+12, Crit x2</p><p>6 Rakes (only with successful Constrict) +28, 1d6+6, Crit x2</p><p>Swallow Whole (+8 acid) +44, 3d8+12, Crit x2</p><p>Full Attack: Bite (w/Improved Grab) +28/+28 2d6+18, Crit x2</p><p> Stinger +30, 2d12+18, Crit x2</p><p> On each successful attack with the stinger, Twinmold's poison takes hold. Initial save Fort DC 18 or -2 Dex/Str, Secondary in five rounds or -1d4 Dex/Str.</p><p>Special Attacks Poison, Improved Grab, Constrict</p><p>Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 12</p><p>Skills: Acrobatics +3, Climb +14, Craft (Weaponsmithing) +0, Handle Animal +3, Intimidate +3, Perception +4, Ride +3, Survival +4, Swim +14</p><p>Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action.</p><p>Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously. </p><p></p><p></p><p></p><p>Thoughts, constructive comments, negative criticisms - all are welcome and encouraged. The party's resources will be a level 10 Paladin with a Holy Avenger, a level 10 combat rogue, a level 6 Cleric and a level 4 Ranger. </p><p></p><p>Mostly I'm concerned right now with polishing up Twinmold and making a worthwhile dungeon. If there's any game relevant info that I can weave into this quest, however, that would be excellent.</p></blockquote><p></p>
[QUOTE="JediMike42, post: 5388964, member: 99886"] Recently I deeply upset one of my players (poor guy ran afoul of a symbol of death trap) so to appease his tastes I'm doing the Zelda thing. My basic idea is this: Gannon (Nalfashnee) will be an extra-dimensional deity directing and aiding Gannondorf (half-fiend dire boar rogue/sorcerer), his illegitimate material plane son, who has gathered Boris (my PC), Tourniquette (rogue of the other party) and Zelda in order to enact the ritual necessary to materialize the Triforce of Power. First they'll be going through The Steel Tower and Ikana, fighting Twinmold at the end of the dungeon before being let out onto Gerudo desert - home of Gannondorf and his band of thieves. To complete preparations for Game 1 I need to come up with a full dungeon. This is where I need the Zelda players - I only ever beat Ocarina of Time and maybe 80% of some of the other games, a loooong time ago. If you can think of some good traps and puzzles from the series that would translate acceptably into D&D, let me know. ------------------------------------------------------------------------------------------ It's been a quiet spell in the keep and the days are filled with training, leisure and drinking as things have been relatively calm in the region. A few serfs approach the castle requesting assistance and in due order Knight Watch deals with the occasional pack of wolves, rogue bandits and dangerous animals. It seems as if someone, somewhere, decided that everyone deserved a rest. It's been a few weeks now since Boris left on his trip to gather worshippers. Poonjob and Lenny have begun to gripe about his absence here and there, and then can't be found themselves for a few days. The party is sitting down for dinner and the goblin is unusually somber, bringing up that he and the ranger Lenny could not find their draconic sorcerer friend, but he was at one point in Steel Tower, in Ikana. If the party still doesn't go looking in Ikana for Boris, they will be approached by Gestalt, Ternik and Gurnak the next day at the keep, as Gestalt has deduced that the disappearance of a princess, Tourniquette and Boris all coincide and that the Shining Stone is interested in creating a temporary partnership with Knight Watch in order to solve this problem. Otherwise have the party meet each other in Tora-tah-tah's Tavern in the small city at the base of the Stone Tower. Ikana is a kingdom found in the western regions. It has gone through years and years of bloody wars, under the leadership of king, Igos du Ikana of the Ikana Royal Family. Eventually, the kingdom was all but abandoned and destroyed, and became a wasteland. Ikana functions under a monarchy. The king rules from the Ancient Castle of Ikana, situated at the top of Ikana Canyon at the base of the Stone Tower. Prior to the downfall of Ikana, the area was once a grand kingdom in the midst of a bloody war with the Garo. Little is factually known about the wars other than Captain Keeta (Knowledge: Local/History DC 22 now transformed into a massive Stalchild after the Stone Tower's Temple Doors were opened) was the general of the Ikana army and that the Garo would often spy on the kingdom of Ikana from the nearby mountains. Going through the region is a river which eventually becomes a waterfall draining into the Southern Swamp.There is barely any vegetation in Ikana, only some areas of crabgrass and an occasional tree. A massive desert is accessible through the Stone Tower Temple, {Knowledge Nobility/Local/History DC 22) the home of Twinmold, (Knowledge: Geography/Local 22) after traversing the heart of the dungeons there. If no party member has applicable knowledge skills, use Diplomacy with a +2 DC) [B][I]Locales[/I][/B] Tora-tah-tah's Tavern - Clearly this place has lost much of its' luster. The hardwood that makes up the entirety of the building has started to splinter and pulp from decades of use and abuse putting the scent of oak into the air. The seats are as comfortable as they are worn and the drink prices seem just as old. The food matches suit. Tora-tah-tah himself is a creature unlike any you've ever seen, with skin the same texture and color as the stone mugs he serves brew as strong as he is from. Huge, orange sized pure black eyeballs dominate his face, with a flat, almost imperceptive snout and a huge mouth. It looks as if he wanted to, he could easily tuck into a ball perfect for rolling. He is unlike anyone else in all of Stone Tower, aside from his brother, Gukana. Gokara-na-na's Extremities - Carved straight out of the rock wall of the canyon, there are strange ash and blast scarring outside of the upper windows. The voice of the owner Gokara-na-na can be heard even as you enter town. The inside of the shop is all carved to fit, tables permanently anchored in the walls and floor. The reasons for this become apparent as you see the blast scarring become more pronounced on the ceiling, floor and walls. Sparsely populated by objects of questionable durability, some brand new and shiny, others black with ash. Ikana Castle - Boxed in by three sides into the back of the canyon, Ikana Castle is a sight to behold. Equal parts are woven into the canyon and free standing, making the several dozen story structure even more magnificent and structurally possible. Guards patrol along every other other wall, the only sights visible against it's hewn mason and natural surface aside from them are long streaming dark green and red banners. The Stone Temple - Hidden behind Ikana Castle, the Stone Temple is actually a massive granite column as tall as the canyon itself. The first dozen stories make a huge tribal face, the doors making up the figure's mouth. The doors opened once a few decades ago but haven't seen the light of day since. Ikana River - Emerging from under the Stone Temple, the Ikana River runs through Stone Tower and out into the Kokiri Forest. Rumors persist of Sahaguin or some sort of fish creatures living in the waters but nobody can claim to have seen them or any evidence of their existence. A few days after arriving in Ikana, if the party hasn't already found Link (Diplomacy DC 19) he will approach them inside of Tora-tah-tah's Tavern. What they haven't learned from gathering information or knowledge checks he will divulge here, and that he may have an idea of who the source of these disturbances is but doesn't want to divulge the name because he has spies everywhere (Zelda II anyone?). He suggests that the party make for the Gerudo desert through the Stone Temple while he pursues other possible leads, insisting upon going alone. Gannon, Nalfeshnee Demon Lord of the Vile Pit CR 17 CE Huge Outsider, Speed 30ft (40 ft Fly, poor) Darkvision 60ft, True Seeing, Perception +31 Unholy Aura (DC 23), Init +5 AC 29 (13 Touch, 28 FF); HP 203 CMB +31, CMD 46 Fort +22, Ref +9, Will +21 DR 10/Good; Immune to Electricity, Poison; Resist Acid, Cold, Fire/10 Spell Resistance 25, Space 15 ft, Reach 15ft Melee Bite +23/+18/+13 (3d8+11, 19-20), Claws +23/+23 (2d6+11) Trident of the Triforce of Evil +30/+25/+20 (2d10+24+2d6 vs Good, Crit x3; Magical +7, Unholy, Throwing, Returning, Seeking) Unholy Nimbus: 3/Day, free action. Next round 60ft light burst, Will DC 22 or dazed 1d10 rounds with visions of madness Spells: At Will - Call Lightning (DC 18), Feeblemind (DC 20), Greater Dispel Magic, Slow (DC 18), Greater Teleport (self +50lbs or objects only) 1/Day Summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40% or 1d4 vrocks 50%) Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20 Gannondorf, CE Large Anthropomorphic Half-Fiend Dire Boar Rogue 4/Sorcerer 6 CR 16 Spd 40ft Space 10ft Reach 5ft Init +4; Darkvision 60ft, Scent; Perception +18 AC 36 (10 + 10 Armor + 4 Shield -1 size, +4 Dex , +7 natural, +1 misc +1 insight) HP: 160; DR 7/ - , Cold/Fire/Elec Resistance 5, SR 27 Fort +13 Ref +15 Will +10 Str 31, Dex 18, Con 20, Int 18, Wis 14, Cha 26 BAB +11/+6/+1; CMB +22; CMD 36 Claws +21/+21/+16/+11 (1d6+10, Crit x2, Magical, 11/Day) Sword of Execution +24/+19/+14 (3d6+16+1 Bleed, Crit 18-20/x2; +1 Magical, Wounding, Throwing, Distanced, Returning - 60K) Ranged +15 (3d6+16+1 Bleed, Crit 18-20/x2) Feats: Alertness, Combat Expertise, Dodge, Diehard, Endurance, Greater Trip, Improved Feint, Improved Trip, Leadership, Supernatural Damage Reduction Skills: Acrobatics +14, Bluff +14, Diplomacy +18, Intimidate +18, Knowledge: Arcana +14, Perception +18, Sense Motive +18, Spellcraft +14, Use Magic Device +18 Rogue Talents: Bleeding Wound, Combat Trick (Greater Feint), Sneak Attack +2d6, Evasion, Uncanny Dodge, Trap Sense +1, Trapfinding Bloodline Powers - Claws, Damage Resistances, Cause Fear, Bull's Strength, Rage Ferocity(Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 7 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day. Immunity to Poison Spells 1st (8): Shield, Magic Missile, Feather Fall, Ray of Enfeeblement, Cause Fear; 2nd (7): Mirror Image, Blindness/Deafness, Bull's Strength 3rd (5): Blink, Rage Equipment: Sword of Execution, +4 Adamantine Breastplate, Cape of the Mountebank, Winged Boots, Contingency (<10 HP) Planeshift, Eyes of the Eagle, Glove of Storing Keen Edges, Dusty Rose Iouon Stone, Rope of Entanglement (AC 22, 12 HP, Hardness 10, DR 5/Slashing, 20ft range, DC 20 Str or EscArt to break free) The Company of the Shining Stone Gestalt NE Human Wizard 10 Spd 30ft, Arcane Sight 60ft, Perception +2 HP 75; AC 31 (10+9A+4S+3D+2D+2N+1M) Init +3; BAB +5; CMB +6; CMD 19 Fort +5, Ref +6, Will +9 Bonded Quarterstaff +7 (1d6+2, Magic) Telekinetic Fist +8 Ranged Touch, 1d4+5 Force Damage, 7/Day (Standard Action 30ft Range) Str 12, Dex 16, Con 14, Int 18, Wis 14, Cha 12 1st - Shield, Magic Missile x5 2nd - Scorching Ray x5 3rd - Suggestion, Fly, Hold Person x2 (DC 17) 4th - Fire Shield, Stoneskin, Enervation, Dimension Door (DC 18) 5th - Cone of Cold, Baleful Polymorph x2, Telekinesis (DC 19, DC 23 Transmutation) Feats: Scribe Scroll, Dodge, Toughness, Spell Focus and Greater Spell Focus: Transmutation (+4 to DCs), Armor Proficiencies Light and Medium, Arcane Armor Training, Arcane Armor Mastery School Specialization: Transmutation (Exclude Conjuration and Illusion) - Physical Enhancement- Con +2, Telekinetic Fist, Change Shape 10 Rounds/Day Skills: Appraise +14, Knowledge (Arcana) +14, Knowledge (Planes) +14, Knowledge (Dungeoneering) +14, Knowledge (History) +9, Knowledge (Geography) +9, Spellcraft +14 Equipment: +3 Elven Chainmail (No Arcane Spell Chance Failure) 10k, Ring of Protection +2, Amulet of Natural Armor +2, Potion of Heal, Potion of Haste, Continual Flame Stone Ternik, N Dwarven Fighter 10 Spd 30ft, Low Light Vision, Perception +2 AC 37 (10+10A+7S+3D+2D+3N+2M) HP 149; Damage Reduction 3/- Init +3; BAB +10/+5; CMB +14; CMD 27 Fort +11, Ref +8, Will +7 +1 Dwarven Waraxe +18/+13 (1d10+9, Crit x3) +1 Composite Shortbow +14/+9 (1d8+5, Crit x3) Str 18, Dex 16, Con 20, Int 12, Wis 14, Cha 10 Bravery - +2 to Will vs Fear, Armor Training - -2 to AC Penalty, +2 to Max Dex, Normal Speed in Medium Armor, Weapon Training: Axes +2 to Dmg/Atk, Shield +1 to Dmg/Atk Feats: Weapon Focus, Weapon Specialization: Dwarven Waraxe, Dodge, Two-Weapon Fighting, Two-Weapon Defense, Toughness, Shield Focus, Greater Shield Focus, Iron Will, Lightning Reflexes, Combat Expertise Skills: Climb +9, Intimidate +10, Survival +12, Swim +9 Equipment: +1 Dwarven Waraxe 2k, +3 Lion's Shield (3/Day, Free Action shield Bite:+13/+8, 2d6+3) 21k, +4 Dwarven Breastplate 31k, +1 Composite Shortbow, 20 Arrows 2k, Ring of Protection +2, Amulet of Natural Armor +3, Potion of Heal, Potion of Haste, Continual Flame Stone Gurnak, NE Large Sized Half-Orc Barbarian 10 Spd 40ft, Reach 10ft, Darkvision 60ft, Perception +17 HP 150 (170 Raging); Damage Reduction 4/- (5/- Raging) AC 18, 16 Raging (10+7A+2D+1M - 1S) Init +2; BAB +10/+5; CMB +18; CMD 29 Fort +13 (+15 Rage), Ref +6, Will +5 (+7 Rage) +4 Falchion +21/+16, 2d6+14, 15-20/x2 Crit, Magical +3 +1 Composite Longbow +14/+9, 1d10+8, x3 Crit, 20 Arrows Str 24, Dex 14, Con 18, Int 8, Wis 14, Cha 8 Rage, Fast Movement, Improved Uncanny Dodge, Trap Sense +3 Rage Powers: Mighty Swing (Auto Confirm 1 Crit), Renewed Vigor (2d8 + Con HP), Increased Damage Reduction, No Escape, Unexpected Strike (Surprise AoO 1/Day), Permanently Enlarged Feats: Dodge, Weapon Focus, Improved Critical: Falchion, Critical Focus (+4 on crit confirms), Toughness Skills: Acrobatics +12, Intimidate +9, Perception +12 Equipment: +4 Falchion 32k, +1 Composite Longbow 2k, +1 Light Adamantine Breastplate 15k, Ring of Sustenance 6k, Eyes of the Eagle 5k, Potion of Heal, Potion of Haste, Continual Flame Stone Link, LG Half-Elf Paladin 5/Fighter 6 Spd 40ft, Low-Light Vision 120ft, Perception +10 HP 124, AC 45 (10+11A+9S+6D+4D+4N+1M) Init +9; BAB +11/+6/+1; CMB +15; CMD 31 Fort +19, Ref +14, Will +15 +5 Master Sword +23/+23/+18/+13, 1d8+1d6Elec+13 (+2d6 vs Evil, Crit 18-20/x2+1d10 Elec) +5 Composite Longbow +22/+17, 1d8+10 (Crit x3) +3 Starknife +20/+15, 1d4+8 (Crit x3, Distanced, Returning, Seeking, 40ft) Str 20, Dex 22, Con 20, Int 18, Wis 18, Cha 20 Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus, Weapon Specialization: Longsword, Shield Focus, Greater Shield Focus Skills: Acrobatics +11, Climb +11, Diplomacy +10, Handle Animal +11, Heal +9, Intimidate +11, Knowledge (religion) +9, Knowledge (history) +5, Perception +10, Ride +13, Sense Motive +10, Stealth +11, Swim +11 Aura of Good, Detect Evil, Smite Evil 2/Day (+5 to Atk, +4 to Dmg, +5 Deflection to AC) , Divine Grace, Lay on Hands (+2d6 HP, 7/Day), Aura of Courage (Immune to Fear), Divine Health (Immune to all Diseases), Mercy (Fatigued), Channel Positive Energy (3/Day, +2d6 HP), Divine Bond (Epona), Bravery +2, Armor Training 1, Weapon Training: Blades Equipment: Master Sword +5 (Holy, Keened, Ghost Touch, Shocking Burst, Speed, Init +4), Elven Chain +5, Mirror Shield +5 ( Spell Turning 5/Day), Boots of Striding and Springing, Cloak of Elvenkind, Amulet of Natural Armor +4, Ring of Protection +4, Hookshot (Rod of Ropes - 600 ft of rope, Grapple Gun/Fishing Line up to 1,000 lbs or Bull Rush with User's CMB) Epona LG Large-Sized Horse Spd 80ft, Low-Light Vision 120ft, Scent, Perception +4 HP 55 AC 32 (10+14A+2D-1S+ 6N+1M) Init +2; BAB +3; CMB +11; CMD 23 Fort +7, Ref +6, Will +2 Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6 Bite +7 (1d4+4, Crit x2) and Hooves +5/+5 (1d6+2, Crit x2) Skills: Acrobatics +4, Perception +4 Feats: Dodge, Toughness, Defensive Combat Training Link, Share Spells, Evasion Equipment: +5 Full Platemail, Horseshoes of Speed You walk into a room that is MASSIVE. It has to be magically constructed and it must be some sort of tesseract. It's several football fields in volume, and appears to be a self-sustaining desert in the bottom of the dungeon. A Gargantuan Insect, consisting of two large, segmented worm-like creatures which each have large pincers and three large eyes with rows of legs coming off their bodies, sharing a tail on their stinger. Twinmold CR 13 NE Gargantuan Magical Insect Spd 40ft, Climb 15ft, Space 20 ft. Reach 15 ft. Darkvision 60ft, Tremorsense 40ft, Perception +16 Init +1; HP: 252; Each head has 126 HP. DR 4/ - , SR 23, Cold/Fire Resistance 10 AC 22 (FF 21 Touch 7) CMB +34; CMD 45 Fort +21, Ref +12, Will +8 Bite +28, 3d6+18, Crit x2 Constrict +42, 3d8+12, Crit x2 6 Rakes (only with successful Constrict) +28, 1d6+6, Crit x2 Swallow Whole (+8 acid) +44, 3d8+12, Crit x2 Full Attack: Bite (w/Improved Grab) +28/+28 2d6+18, Crit x2 Stinger +30, 2d12+18, Crit x2 On each successful attack with the stinger, Twinmold's poison takes hold. Initial save Fort DC 18 or -2 Dex/Str, Secondary in five rounds or -1d4 Dex/Str. Special Attacks Poison, Improved Grab, Constrict Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 12 Skills: Acrobatics +3, Climb +14, Craft (Weaponsmithing) +0, Handle Animal +3, Intimidate +3, Perception +4, Ride +3, Survival +4, Swim +14 Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action. Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously. Thoughts, constructive comments, negative criticisms - all are welcome and encouraged. The party's resources will be a level 10 Paladin with a Holy Avenger, a level 10 combat rogue, a level 6 Cleric and a level 4 Ranger. Mostly I'm concerned right now with polishing up Twinmold and making a worthwhile dungeon. If there's any game relevant info that I can weave into this quest, however, that would be excellent. [/QUOTE]
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