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Bringing Zelda into your D&D game
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<blockquote data-quote="JediMike42" data-source="post: 5390733" data-attributes="member: 99886"><p>Worked out the dungeon levels and drew up some maps as well as fixing a few monsters and adding a couple more. I think this is going to be a pretty Zelda-riffic experience and I'd be just beside myself if some folks tried putting their groups through it and shared how it was. THIS BOOK: <a href="http://www.kobolds-keep.net/smoke/Zelda%20D20%20Sourcebook.pdf" target="_blank">http://www.kobolds-keep.net/smoke/Zelda D20 Sourcebook.pdf</a> A Zelda RPG ready for D&D use, was an excellent aid.</p><p></p><p></p><p></p><p>The Stone Temple</p><p>Level 1: Platforms to jump across (DCs of 10s and 12s with some optional longer jumps) as they roll d20+BAB vs Deku's d20+BAB to try and hit the Deku with their own seed shots - if they take a hit, they get a -5 to their check. If they do not remove at least 5 Deku (keeping the total number of deku vague to speed things along) then the seeds will become a shower requiring a reflex save DC 16 or a -10 to their acrobatics check, a -5 on a success (but no damage). The final platform leads down to level 2.</p><p>Level 2: A tesseract room of eight hallways: 1, 3, 5, and 7 lead back to themselves, 2, 4 and 6 lead to rooms with Deku and 2 BDSTs, the way they came leads now to Vitreous, two Bloody Dire Skeletal Tigers and the key they need. Unlocking the door to level 3.</p><p>Level 3: First the Arrghus holding a key inside of a 90ftx40ftx40ft pool of water, and then a huge hall with a long 20ft wide bridge in the center and a gigantic ceiling. Here the bebelith has been trapped - on one perpendicular side, accessible via ropes, is a switch to free him - the other side, via deku and platforms (same rules as level 1), has a Magnetization Disc (+10 vs Disarm attempts, +20 vs Disarmoring attempts). At the end of the hall is are the stairs leading down to level 4.</p><p>Level 4: 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 and it contains Twinmold. After defeating him, the sands sweep away and cover it's body, revealing the exit out to Gerudo desert.</p><p></p><p></p><p>LEVEL 1</p><p>Deku N Small Plant CR 1</p><p>HP 5; Init: +0; Spd: 20 ft</p><p>AC: 13 (+1 size, +2 natural)</p><p>Seed shot +1 ranged (1d3 subdual)</p><p>Fort +3, Ref +0, Will -1</p><p>Str 11, Dex 11, Con 13, Int 10, Wis 8, Cha 10</p><p>Skills: Hide +4, Spot +1</p><p>Deku scrubs are tiny sentient plants that live in most forests. A deku scrub is about a foot and a half tall and weighs about 20 pounds. It has two foot-like appendages, a pair of primitive eyes, and a “mouth” that it uses to absorb water and nutrients. Broad leaves cover it and provide natural camouflage. Deku scrubs speak Sylvan.</p><p></p><p>Bloody Skeletal Dire Tigers NE Large Undead CR 8</p><p>Spd 40ft, Space 10ft, Reach 5ft</p><p>Init +7; Low-Light Vision, Scent; Perception +12</p><p>AC 19 (10 + 2 Dex + 8 Nat - 1 Size)</p><p>HP: 91; DR 5/Bludgeoning </p><p>Fort +6, Ref +6, Will +9</p><p>Str 27, Dex 17, Con -, Int -, Wis 10, Cha 14</p><p>BAB +11/+6/+1; CMB +19 (+23 Grapple); CMD 31 (+35 vs Trip)</p><p>2 Claws +18/+18 (2d4+8 plus grab) Bite +18 (2d6+8, plus grab)</p><p>Feats: Improved Init, Iron Will, Run, Skill Focus (Perception), SkilL Focus (Stealth), Weapon Focus (bite, claw) </p><p>Skills: Acrobatics +3, Stealth +2, Swim +8</p><p>Immune to Cold; Fast Healing 7; Channel Resistance +4</p><p>Deathless: Destroyed at 0 hit points but after one hour get 1 hit point, and fast heal back up. Permanently killed when destroyed by positive energy, reduced to 0 hit points in a bless or hallow, or if the remains are sprinkled with a vial of holy water.</p><p></p><p>LEVEL 2</p><p>Vitreous N Huge Aberration CR 8</p><p>Speed: 20ft, Space 10ft, Darkvision 60ft, Perception +20</p><p>HP 120; Init: +0; DR 8/-</p><p>Defense: 10 (-2 size, +2 Natural)</p><p>Base Attack/Grapple: +6/+13</p><p>Slam +13 melee (2d4+7)</p><p>Special Attacks: Lightning blast</p><p>Fort +7, Ref +3, Will +6</p><p>Str 25, Dex 11, Con 18, Int 3, Wis 10, Cha 3</p><p>Skills: Perception +20</p><p>Feats: Alertness</p><p>Lightning Blast (Su): Every 4 rounds, Vitreous can constrict its pupil and release a 30 foot cone of lightning 8d6. Reflex DC 26 </p><p>Vitreous is a gigantic, all-seeing eye, sitting in a puddle of slime with a myriad of smaller eyes sitting in front of it. It guards a hoard of treasures.</p><p>Starts combat by sitting in slime, sending smaller eyes to attack (twenty) (Small aberrations, 1d8 hp, slam +0 melee, 1 hp damage), and emitting lightning blasts from its pupil. When it loses all of its smaller eyes, Vitreous jumps out of the slime puddle and starts charging.</p><p></p><p>LEVEL 3</p><p>Arrghus NE Huge Aberration CR 9</p><p>Spd: fly 20 ft. (clumsy), Swim 30 ft; Space 10ft</p><p>Darkvision 60ft, Perception +20</p><p>HP: 58; Init: +1; DR 10/Cold Iron</p><p>AC: 11 (-2 size, +1 Dex, +2 racial)</p><p>Fort +2, Ref +3, Will +6</p><p>Slam +8 melee (1d6+8)</p><p>Str 26, Dex 12, Con 10, Int 3, Wis 10, Cha 3</p><p>Skills: Perception +20</p><p>Feats: Power Attack</p><p>Satellites (Ex): Arrghus has 20 Tiny crustaceans floating around him. They have an AC 15 and 5 HP, and have to be removed from his body before they can be attacked. Every attack that hits him has a 50% chance of hitting a tiny crustacean until he is down to 10, when Concealment becomes 20%.</p><p>Arrghus is a giant sea jelly-like monster with a single gigantic eyeball and a number of small creatures attached to its skin. Ganon created this hideous monstrosity to guard the treasures of the Watergate Dungeon by conducting magical experiments on biris and baris, the sea jellies of Hyrule.</p><p></p><p>Bebelith CE Huge outsider (chaotic, evil, extraplanar) CR 10</p><p>Spd 40ft, Climb 20ft; Space 15ft; Reach 15ft</p><p>Init +5; Darkvision 50ft, scent; Perception +16</p><p>AC 22 (10+1 Dex, +13 Natural, -2 Size)</p><p>BAB +12; CMB +23; CMD 34 (46 vs Trip)</p><p>HP 150; DR 10/Good; Telepathy 100ft</p><p>Fort +15, Ref +11, Will +7</p><p>Bite +19 (2d6+9 plus Rot) 2 Claws +19 (2d4+9, 19-20/x2 Crit)</p><p>Special Attacks: Dismantle Armor (On successful claw attacks, peel away armor and shield as a free action with a CMB. DC 25 Reflex save or the armor is broken and loses 1/2 it's HP), Penetrating Strike (Natural weapons are chaotic and magical to beat DR), Rot (Fort DC 23 or 2 points of Con, cured with two consecutive saves or a Heal, 5 round duration), Web +11 Ranged, DC 23, 12 HP</p><p>Planeshift (Bebelith only) - At Will</p><p>Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13</p><p>Feats: Cleave, Improved Crit (claws), Improved Init, Iron Will, Lightning Reflexes, Power Attack</p><p>Skills: Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16</p><p></p><p></p><p>LEVEL 4</p><p>Twinmold NE Gargantuan Magical Insect CR 13</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>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></blockquote><p></p>
[QUOTE="JediMike42, post: 5390733, member: 99886"] Worked out the dungeon levels and drew up some maps as well as fixing a few monsters and adding a couple more. I think this is going to be a pretty Zelda-riffic experience and I'd be just beside myself if some folks tried putting their groups through it and shared how it was. THIS BOOK: [URL]http://www.kobolds-keep.net/smoke/Zelda%20D20%20Sourcebook.pdf[/URL] A Zelda RPG ready for D&D use, was an excellent aid. The Stone Temple Level 1: Platforms to jump across (DCs of 10s and 12s with some optional longer jumps) as they roll d20+BAB vs Deku's d20+BAB to try and hit the Deku with their own seed shots - if they take a hit, they get a -5 to their check. If they do not remove at least 5 Deku (keeping the total number of deku vague to speed things along) then the seeds will become a shower requiring a reflex save DC 16 or a -10 to their acrobatics check, a -5 on a success (but no damage). The final platform leads down to level 2. Level 2: A tesseract room of eight hallways: 1, 3, 5, and 7 lead back to themselves, 2, 4 and 6 lead to rooms with Deku and 2 BDSTs, the way they came leads now to Vitreous, two Bloody Dire Skeletal Tigers and the key they need. Unlocking the door to level 3. Level 3: First the Arrghus holding a key inside of a 90ftx40ftx40ft pool of water, and then a huge hall with a long 20ft wide bridge in the center and a gigantic ceiling. Here the bebelith has been trapped - on one perpendicular side, accessible via ropes, is a switch to free him - the other side, via deku and platforms (same rules as level 1), has a Magnetization Disc (+10 vs Disarm attempts, +20 vs Disarmoring attempts). At the end of the hall is are the stairs leading down to level 4. Level 4: 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 and it contains Twinmold. After defeating him, the sands sweep away and cover it's body, revealing the exit out to Gerudo desert. LEVEL 1 Deku N Small Plant CR 1 HP 5; Init: +0; Spd: 20 ft AC: 13 (+1 size, +2 natural) Seed shot +1 ranged (1d3 subdual) Fort +3, Ref +0, Will -1 Str 11, Dex 11, Con 13, Int 10, Wis 8, Cha 10 Skills: Hide +4, Spot +1 Deku scrubs are tiny sentient plants that live in most forests. A deku scrub is about a foot and a half tall and weighs about 20 pounds. It has two foot-like appendages, a pair of primitive eyes, and a “mouth” that it uses to absorb water and nutrients. Broad leaves cover it and provide natural camouflage. Deku scrubs speak Sylvan. Bloody Skeletal Dire Tigers NE Large Undead CR 8 Spd 40ft, Space 10ft, Reach 5ft Init +7; Low-Light Vision, Scent; Perception +12 AC 19 (10 + 2 Dex + 8 Nat - 1 Size) HP: 91; DR 5/Bludgeoning Fort +6, Ref +6, Will +9 Str 27, Dex 17, Con -, Int -, Wis 10, Cha 14 BAB +11/+6/+1; CMB +19 (+23 Grapple); CMD 31 (+35 vs Trip) 2 Claws +18/+18 (2d4+8 plus grab) Bite +18 (2d6+8, plus grab) Feats: Improved Init, Iron Will, Run, Skill Focus (Perception), SkilL Focus (Stealth), Weapon Focus (bite, claw) Skills: Acrobatics +3, Stealth +2, Swim +8 Immune to Cold; Fast Healing 7; Channel Resistance +4 Deathless: Destroyed at 0 hit points but after one hour get 1 hit point, and fast heal back up. Permanently killed when destroyed by positive energy, reduced to 0 hit points in a bless or hallow, or if the remains are sprinkled with a vial of holy water. LEVEL 2 Vitreous N Huge Aberration CR 8 Speed: 20ft, Space 10ft, Darkvision 60ft, Perception +20 HP 120; Init: +0; DR 8/- Defense: 10 (-2 size, +2 Natural) Base Attack/Grapple: +6/+13 Slam +13 melee (2d4+7) Special Attacks: Lightning blast Fort +7, Ref +3, Will +6 Str 25, Dex 11, Con 18, Int 3, Wis 10, Cha 3 Skills: Perception +20 Feats: Alertness Lightning Blast (Su): Every 4 rounds, Vitreous can constrict its pupil and release a 30 foot cone of lightning 8d6. Reflex DC 26 Vitreous is a gigantic, all-seeing eye, sitting in a puddle of slime with a myriad of smaller eyes sitting in front of it. It guards a hoard of treasures. Starts combat by sitting in slime, sending smaller eyes to attack (twenty) (Small aberrations, 1d8 hp, slam +0 melee, 1 hp damage), and emitting lightning blasts from its pupil. When it loses all of its smaller eyes, Vitreous jumps out of the slime puddle and starts charging. LEVEL 3 Arrghus NE Huge Aberration CR 9 Spd: fly 20 ft. (clumsy), Swim 30 ft; Space 10ft Darkvision 60ft, Perception +20 HP: 58; Init: +1; DR 10/Cold Iron AC: 11 (-2 size, +1 Dex, +2 racial) Fort +2, Ref +3, Will +6 Slam +8 melee (1d6+8) Str 26, Dex 12, Con 10, Int 3, Wis 10, Cha 3 Skills: Perception +20 Feats: Power Attack Satellites (Ex): Arrghus has 20 Tiny crustaceans floating around him. They have an AC 15 and 5 HP, and have to be removed from his body before they can be attacked. Every attack that hits him has a 50% chance of hitting a tiny crustacean until he is down to 10, when Concealment becomes 20%. Arrghus is a giant sea jelly-like monster with a single gigantic eyeball and a number of small creatures attached to its skin. Ganon created this hideous monstrosity to guard the treasures of the Watergate Dungeon by conducting magical experiments on biris and baris, the sea jellies of Hyrule. Bebelith CE Huge outsider (chaotic, evil, extraplanar) CR 10 Spd 40ft, Climb 20ft; Space 15ft; Reach 15ft Init +5; Darkvision 50ft, scent; Perception +16 AC 22 (10+1 Dex, +13 Natural, -2 Size) BAB +12; CMB +23; CMD 34 (46 vs Trip) HP 150; DR 10/Good; Telepathy 100ft Fort +15, Ref +11, Will +7 Bite +19 (2d6+9 plus Rot) 2 Claws +19 (2d4+9, 19-20/x2 Crit) Special Attacks: Dismantle Armor (On successful claw attacks, peel away armor and shield as a free action with a CMB. DC 25 Reflex save or the armor is broken and loses 1/2 it's HP), Penetrating Strike (Natural weapons are chaotic and magical to beat DR), Rot (Fort DC 23 or 2 points of Con, cured with two consecutive saves or a Heal, 5 round duration), Web +11 Ranged, DC 23, 12 HP Planeshift (Bebelith only) - At Will Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13 Feats: Cleave, Improved Crit (claws), Improved Init, Iron Will, Lightning Reflexes, Power Attack Skills: Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16 LEVEL 4 Twinmold NE Gargantuan Magical Insect CR 13 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. 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. [/QUOTE]
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