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1 Contents Prologue............................................................. 5 Hyrule Castle Town..................................................7 Chapter 1............................................................ 7 Deku Forest.........................................................7 Deku Enclave........................................................7 Dungeon 1: Lost Woods...............................................8 Chapter 2........................................................... 11 Hyrule Castle......................................................11 Windfall Village...................................................12 Tantari Village....................................................12 Parapa Village.....................................................13 Dungeon 2: Zuna Resort – Sand Wand.................................13 Chapter 3........................................................... 19 Lake Hylia.........................................................19 Snowpeak...........................................................20 Dungeon 3: Palace of Ice...........................................21 Chapter 4........................................................... 24 Kakariko City......................................................24 Zora’s Domain......................................................25 Mercay Island......................................................26 Dungeon 4: Thunderstruck Tower.....................................26 Chapter 5........................................................... 29 Death Mountain.....................................................29 Mogma Caverns......................................................29 Lynna Village......................................................29 ...................................................................30 Subrosia City......................................................30

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ContentsPrologue......................................................................................................................................................5

Hyrule Castle Town..................................................................................................................................7

Chapter 1.....................................................................................................................................................7

Deku Forest.............................................................................................................................................7

Deku Enclave...........................................................................................................................................7

Dungeon 1: Lost Woods...........................................................................................................................8

Chapter 2...................................................................................................................................................11

Hyrule Castle.........................................................................................................................................11

Windfall Village......................................................................................................................................12

Tantari Village........................................................................................................................................12

Parapa Village........................................................................................................................................13

Dungeon 2: Zuna Resort – Sand Wand..................................................................................................13

Chapter 3...................................................................................................................................................19

Lake Hylia..............................................................................................................................................19

Snowpeak..............................................................................................................................................20

Dungeon 3: Palace of Ice.......................................................................................................................21

Chapter 4...................................................................................................................................................24

Kakariko City..........................................................................................................................................24

Zora’s Domain........................................................................................................................................25

Mercay Island........................................................................................................................................26

Dungeon 4: Thunderstruck Tower.........................................................................................................26

Chapter 5...................................................................................................................................................29

Death Mountain....................................................................................................................................29

Mogma Caverns.....................................................................................................................................29

Lynna Village..........................................................................................................................................29

...............................................................................................................................................................30

Subrosia City..........................................................................................................................................30

Lake of Fire............................................................................................................................................31

Magmoor...............................................................................................................................................31

Dungeon 5: Temple of Time..................................................................................................................31

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Chapter 6...................................................................................................................................................35

Subterranean Escape/ Rabbit Hole........................................................................................................35

Acidic Lake – Magic Mirror....................................................................................................................35

Isle of Frost............................................................................................................................................35

Dungeon 6: Misery Mire – Ice Rod........................................................................................................35

Chapter 7...................................................................................................................................................35

Thieves’ Town-Heart Piece, Bottle.........................................................................................................35

Chapter 8...................................................................................................................................................35

Savage Jungle – Fire Rod........................................................................................................................35

Chapter 9...................................................................................................................................................35

Hailfire Wastes......................................................................................................................................35

Dungeon 7: Onyx Volcano –...................................................................................................................35

Chapter 10.................................................................................................................................................36

Leyline Mountains.................................................................................................................................36

Fairy Queen’s Domain- Heart Piece, Great Fairy Sword........................................................................36

Skybridge...............................................................................................................................................36

Dungeon 8: Sky Sanctuary – Clawshot (x2)............................................................................................36

Chapter 11.................................................................................................................................................36

Abyssal Ocean........................................................................................................................................36

Dungeon 9: The Shadowdome – Lens of Truth......................................................................................36

Chapter 12.................................................................................................................................................36

Savage Jungle........................................................................................................................................36

Dungeon 10: The Four Sword – Cane of Pacci.......................................................................................36

Chapter 13.................................................................................................................................................36

Pyramid of Power- Heart Piece, Cane of Byrna......................................................................................36

Twilight Realm.......................................................................................................................................36

Ganon’s Castle- Silver Arrows................................................................................................................36

Faron Side Areas........................................................................................................................................36

Bygone Village- Heart Piece...................................................................................................................36

Whittleton Village..................................................................................................................................37

Faros Village..........................................................................................................................................37

Talus Village-Flame Lantern...................................................................................................................37

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Oblin Plains- Pegasus Boots...................................................................................................................38

Ordona Side Areas.....................................................................................................................................39

Kasuto Village........................................................................................................................................39

Horon Village.........................................................................................................................................39

Lon Lon Ranch- Heart Piece, Bunny Hood.............................................................................................39

Village of Outcasts- Heart Piece.............................................................................................................39

Shrine of the Winds- Tornado Rod........................................................................................................40

Ordon Village.........................................................................................................................................40

Forest of Fairies.....................................................................................................................................40

Minish Woods........................................................................................................................................40

Picori Village- Heart Piece......................................................................................................................41

Eldin Side Areas.........................................................................................................................................41

Aboda City.............................................................................................................................................41

Skyloft- Heart Piece...............................................................................................................................41

Eldi Village-Rings....................................................................................................................................42

Lanayru Side Areas....................................................................................................................................42

Ayuum Village........................................................................................................................................42

Mido Village...........................................................................................................................................43

Lanar Village..........................................................................................................................................43

Haunted Wasteland Side Areas.................................................................................................................43

Timeshifted Oasis..................................................................................................................................43

Desert Colossus-Silver Gauntlets, Golden Gauntlets.............................................................................44

Samasa Village-Power Bracelet.............................................................................................................44

Crenel Village- Heart Piece....................................................................................................................44

North Valun Side Areas..............................................................................................................................45

Lizalfos Village- Fireshield Earrings........................................................................................................45

South Valun Side Areas..............................................................................................................................45

Goron Village.........................................................................................................................................45

Dragonroost - Heart Piece.....................................................................................................................46

Lokomo Mines- Heart Piece...................................................................................................................47

Great Ocean Side Areas.............................................................................................................................47

Yamatami Island- Heart Piece................................................................................................................47

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Tingle Island...........................................................................................................................................47

Tokay Island...........................................................................................................................................48

Molida Island.........................................................................................................................................48

Salona Island..........................................................................................................................................48

Papuchia Island-Gale Boomerang..........................................................................................................48

Bannan Island........................................................................................................................................49

Dark World Locations................................................................................................................................49

Dark Plains.............................................................................................................................................49

Gorge of Masks (Desert)- Heart Piece...................................................................................................49

Random Encounter Tables.........................................................................................................................49

Faron Plains...........................................................................................................................................49

Deku Forest...........................................................................................................................................50

Minish Woods........................................................................................................................................50

Eldin Plains.............................................................................................................................................51

Lanayru Plains - Near Haunted Wasteland............................................................................................51

Lanayru Plains – Shoreline.....................................................................................................................52

Haunted Wasteland...............................................................................................................................53

South Valun Ridge.................................................................................................................................53

North Valun Ridge – Near Snowpeak.....................................................................................................54

North Valun Ridge – Near Lizalfos Village..............................................................................................54

Great Ocean...........................................................................................................................................55

Ordona Plains – Shoreline.....................................................................................................................56

Ordona Plains – Inland...........................................................................................................................56

PrologueThe quest begins outside Hyrule Castle.

If characters are not Hylian/Human/Skyloftian/Sheikah:

(Each of the qualifying characters) are holding a letter, signed by the princess of Hyrule, asking for help from your people. Your people tend to be friendly towards the Hyruleans and your people see this as an important diplomatic quest to improve relations between Hyrule and them. You have been given the

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honor of being the ambassador(s) of your race(s), meeting the princess and hearing what is troubling her.

If characters are Sheikah or have ties to the Hylian Knights, nobility, or royalty:

(Each of the qualifying characters) are (also) holding a letter from the princess, calling for you specifically.

If characters have no ties to the Hylian upper class then they need a reason to be there, could be there asking for an audience with the royal family for something, seeking knighthood, using the royal library, or anything really, they just need to be present at the castle.

As you walk towards the large castle, a piercing scream is heard from inside. You see knights rushing by, ready for battle. Rushing into the castle you can barely make out a bloodied body through the ranks of knights. The captain of the guard glances at the letters in your hands and asks you to come with him.

“That was one of Zelda’s handmaidens back there. We need to get you to Zelda, and quickly. These are troubling times in the city of Hyrule.”

He leads you through the winding palace corridors, all the way to the throne room, and lifts up a large tapestry behind the throne.

“You will find her in there. Quickly!”

A large and ornate tunnel lies ahead, eventually leading to a small pair of gilded doors lined by two soldiers. One opens the door and a page announces “Her royal highness, Princess Zelda.”

This large room contains the Princess and her entourage of guards and attendants. She steps down from where she is sitting and beckons to you.

“Welcome to Hyrule Castle. I wish we could have met with more formality; however this secret room will have to do.”

As she steps forward, one of the guards draws their sword. She turns towards the soldier in shock as two other knights pin the first to the floor. Soon four more guards draw their swords, causing the princess’ attendants to run for safety. They stab the two soldiers that are pinning the first guard down and a cry of “protect the princess!” is uttered and the remaining three guards surround Zelda, trying their best to protect her from the five assailants.

4 soldiers and 1 knight attack as the enemy force while the remaining 3 soldiers protect Zelda, Zelda has 50 HP and casts both cure wounds and sacred flame.

As you know, a lot of strange occurrences are happening in the world today. Sandstorms are plaguing the desert, the high seas have gotten higher, the mountains in the north have completely frozen over, the Gorons are restless, skull kids have been destroying the lost woods, and the Minish have all but disappeared. I believe that these events must all be connected since they all started up

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around the same time when the land has been in peace for so long. If my fears are correct I believe that the seal that was placed on the Sacred Realm is weakening, which means Ganon is close to being released. In the past, 6 ancient sages along with the hero of courage, Link, and my ancestor, Zelda, sealed away Ganon by use of the Master Sword, imprisoning him in the sacred realm counterpart of Hyrule Castle so that he could do very little to influence outside events, even if the sacred realm was forced to be twisted in his image. These sages were Leros, the Kokiri sage of the forest, Dirzara, the Goron sage of fire, Jaberto, the Zora sage of water, Harmay, the Rito sage of light, Dayzee, the Subrosian sage of shadow, and Wezzi, the Minish sage of spirit. Just like the past, we must now join together in fear of the worst. I would like you all to first investigate the Lost Woods and check on the Master Sword to make sure the seal on the Sacred Realm still holds. I’ll help you all however I can. The armory should have items you may find useful. Also before you stray too far from the castle you should learn the song etched on the side of the Royal Tomb to prove your connection to the royal family.

Gain Zelda’s Lullaby, 50 rupees each, and 1 bottle! Horses and wagons may be provided for the group as well for their travel.

Hyrule Castle Town

Chapter 1Deku ForestThe travel through the forest takes a few days but they are not very eventful provided players follow the main forest path. The only real issue that comes up is the main Forest Bridge is out and the river requires fording (DC 12 Athletics check to keep from being swept away).

Deku EnclaveAs the players approach, there is the smell of smoke is in the air and a red glow coming from the tops of the trees. Moving into the clearing itself there are many houses on fire and the Great Deku Tree is nowhere to be found. Many young children are being led away from the enclave while a large army of the forest races is being amassed at the edge of the clearing, ready to go into the lost woods. Looking a bit further around there is a huge stump where the Great Deku Tree stood. It looks like it was a clean cut, burnt directly through the tree. The Tree itself has fallen, crashing into the forest behind.

When the army spots the party a few soldiers along with Remi (The leader of the army) walk over and ask what the characters are doing here. If players act friendly (and don’t set off Remi), Remi allows them to join him in raiding the Lost Woods after telling them that they are going to fight against the skull kids and get vengeance for them chopping down the Great Deku Tree. Remi also warns them that the Lost Woods are filled with dangerous creatures and the skull kids were usually the ones to keep them in check, but they’re probably all running wild now that the skull kids are attacking the forest instead of protecting it and just pulling mischievous but not cruel pranks on people who venture into the woods. If hostile, Remi and the army attempt to knock them out then the guards lock them in one of the houses (with 2 guards guarding the outside, they’re not that smart though and will quickly abandon their post given the choice). Remi treats people w/ a skull kid in the party as automatically hostile unless people

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vouch for him w/ a good enough persuasion check (DC 20). If Remi allows them to join the raid on the lost woods and they refuse he tells them to make themselves comfortable and they should be back soon (Treat this option as having the same effect in the Lost Woods as the party being captured for purposes of whether the monsters + army are in certain rooms). The army then marches into the forest after dealing with the players as either hostile people to be dealt with later or willing helpers of the army (they will wait for the characters to rest first if asked to wait for them though; which allows the players to take a look around before marching into battle).

Other Notable Locations:

-There is an owl statue by the woodcutter’s house here.

-A hole in the ground leads to the Deku King’s palace.

Dungeon 1: Lost WoodsRemind players of the following:

-Initiative will be the same through the dungeon

-Only short rests are allowed in the dungeon since it is a very dangerous location to take a long rest in.

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1. Forest Entrance/Battle Site-Arcana-The entrance to the Lost Woods is at the end of the clearing to the Great Deku Enclave. When the army moves forward many Skull Kids come forth to attack. This site is the location of a huge battle with a small opening through the thick trees and underbrush. If players go in with the army then they can participate in the battle, while if they do not then the area is littered with bodies throughout. After the battle the army makes camp here to rest a bit, not wanting to transform into Skull Kids and turn on their allies.

2. Wooden Pathway- This narrow pathway is the true beginning of the Lost Woods. A DC15 Arcana check reveals that the entire place is formed with Chaotic magic, however it seems like there is also a touch of the Divine keeping it together. Something seems off about the ambient magical energy however. Light slowly dims until it’s completely black within this pathway, with light coming out from sections 3, 4, and 5.

3. Lost Pond- There is a pond here with a small entrance located deep within. Going into this cave leads to a hidden cavern with 8 normal keese. Defeating all of them reveals a chest containing the Map. The area around the pond has a few Dragonfly that attack if players begin cutting down the grass near the pond.

4. Spider’s Nest- This thin narrow opening has 2 skulltulla and 4 skullwalltula. The end of the pathway has a climbable cliff face down into a hole, within the hole is a chest containing the Compass.

5. Maple’s House- 2 Buzzblob hang out in this clearing that is open to the sky. This clearing is also the home to a small hut with a kettle outside. Inside is the witch named Maple, who is willing to sell potions to the players. She also claims it’s been too dangerous recently to collect mushrooms in the forest’s maze, asking the players to get her a mushroom for something nice. If they return with an odd mushroom, she will make some Magic Powder.

6. Lost Wood Maze- These rooms all look the same, with 4 entrances and exits while a large fog layer floats above and between each room. There are subtle differences in each room and players must navigate through it without getting lost. Each time a player gets lost (goes through a red door or through the fog above the rooms) there is a chance that they may die permanently and become either a Skull Kid or Stalfos (DC 5 Presence check). Regardless they return to the start of the maze after being lost. The unique parts of each room are as follows:

1a. In this room are trees, grass, and a single floating magic bean plant. Standing on it takes players through the fog and drops them off at the Shrine Entrance.1b. A ring of trees is here with a child playing a flute on a stump in the center. He does not answer any questions and completely ignores the players. If touched he writhes in pain, turning to wood and pointing towards the East. If the room is entered again he is gone.1c. A Gekko is seen on north side of the room. Once all party members show up, the door behind them becomes barred. The Gekko then jumps onto the ceiling, then comes crashing back down riding a snapper and attacks, while vines cover the exits. Beating them removes the vines.1d. The grass gets taller the further towards the north the characters get. Not cutting the grass before going into it makes the target lost; they keep going until they see fog. This grass is magical (DC 15 to reveal it as magic and DC 20 to learn its nature).

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1e. This room has a chest in it and a pond towards the Eastern entrance. Approaching the chest wreaths it in flames and makes a Stalfos appear (who can only use its triple attack if an enemy is within 5 feet of it before moving). Killing it removes the flame and has the boss key.2a. There is a door on the West side covered with vines with a blue flower on it and a large nut surrounded by a wall of thorns that pops out of the ground when stepped onto as a reaction, dealing 1d6 points of piercing damage and pushing the player back 5 feet. To open this door the players need to push the nut out of the thorn trap with wind then throw it at the small blue flower.2b. The room has one of each type of seed tree in this room (in the North, South, and Center). When a player gets stuck in one of the traps, 3 skull kids come out from hiding and attack the players.2c. There are 2 skull kids in this room (on the East and South wall) along with 2 poisoned dart traps. The terrain in the forest here also is fairly covered with growth and vines, along with trees, making it difficult terrain.2d. This room has 3 crystal switches in it (all side by side) and 4 Mad Scrubs. There is no floor to this room, just 2 plants that require wind to move a platform from the East side to the West Side and two circular cliff faces from which the mad scrubs attack. The switches must be hit in a certain order by wind to open the door located here.2e. Pit traps riddle the floor of this room, with spikes below. They are almost everywhere but never touch the North or South wall.3a. This room is filled with spider webs and trees. Skulltula attack any who venture in here. The web works just like a web spell and are thickest on the Western wall, only being removed from strong winds or fire damage.3b. Trees and fire babas are here, shooting at players that don’t take cover behind trees. The trees are more condensed towards the Northwestern part of the room. In the center of this room is a strange looking mushroom.3c. This room is completely dark, with 4 torches lining the walls. Lighting the torches causes 4 Deeler to fall from the ceiling, 2 on the east side and 2 on the west side.3d. Grass is found near the southern part of this room and all the way to the center. There is a hole in the center of the area with a cow in it. The cow will provide 1 character milk provided they treat it nicely.3e. There is a wooden sign here that says the rules of the Lost Woods “There are many paths forward. Look to the ground, then the grass, then the creatures, then the trees, then the wind.” The floor of this room are 4 patches of cobblestone shaped into question marks, one in front of each room entrance.4a. A chest is in the center of this room (facing Southeast), but it has a poisoned dart trap inside of it that sprays multiple darts at the southeast corner of the room.4b. This room has a small hole in it, a few bushes, a tree on the north and south side, and a treasure chest with 20 rupees inside. If the hole is looked at closely, 3 rats jump out and attempt to steal some rupees, then run away.

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4c. A strange circular plant is here that needs to be fanned consistently to remove large vines covering the western door. There is also a Withered Deku Baba on the northern and southern wall. The eastern and southern walls have grass near them.4d. There is grass here that spells out the numbers 2-3-1. This grass is on the north side and it takes a DC15 perception check to notice the shapes they are making.4e. Two patches of dirt are found in this area, one in front of the East entrance and one in front of the West entrance. In the center is an old saw cut into a tree, halfway through cutting through the tree.5a. There are 4 crows on top of trees here (2 West and 2 South), along with a chest. When the chest is opened they try to steal items from the player, seeing the 20 rupees within.5b. A magical tree with 1d4 glowing fruits on it. Ingesting one makes a creature become invisible for 1 hour or until it attacks or casts a spell. The fruit stops glowing after 12 hours of being picked and the tree grows new ones at midnight. If all the fruits are picked the plant loses its magic.5c. The room is difficult terrain and filled with 4 tangleroot traps. When a player gets stuck in one of the traps, 3 skull kids come out from hiding and attack the players. In the center of the room is a chest containing the Whirlwind item. 5d. Hidden in the grass on the West side of the room are 2 deku baba.5e. A business scrub is found within this area on the north side. He will sell a slingshot and slingshot ammo to the players. In the center of this room is a small tree with a switch on it. Hitting the switch makes the tree fall down towards the player that hit it, then resets.

7. Shrine Entrance- This pathway has a large gate made out of warped wood, with a keyhole found in the center of it. Approaching the pathway makes 2 Wolfos come out of hiding and attack. There are also 6 pots found near the entrance, 4 containing hearts, 1 containing 20 rupees, and 1 containing a fairy.

8. Odolwa- Entering this area makes the gate close behind the players. Odolwa jumps from the ceiling and begins attacking. When defeated he drops a Heart Container and the entrance to where the Temple of Time was located opens up.

9. Shrine of the Master Sword- This shrine originally housed the Master Sword and Temple of Time, however all that can be found here is upturned rubble where the temple used to be. Nothing of the structure can be found here, only a large seed. Touching the seed creates a glowing pillar of light that leads back to the great deku tree and planting this tree makes a new Great Deku Sprout.

The Great Deku Sprout thanks the players and tells them the sad tale of what happened to the Skull Kids. Their bodies are filled with the flowing arcane energy found within the lost woods and the vanishing of the Temple of Time threw them into a state of extreme hostility, going so far as to attack their neighbors as though it were there fault. With the Temple missing there may be evil flowing back into this world. There are 3 pendants tied to the Master Sword; with them all it will point the way to the Master Sword no matter where it is. He then tells locations of the pendants – One is in ancient ruins, covered by the sands of time. One is at the highest peak, encased in a palace of ice. One is in a tower

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long forgotten, wracked with storms as far as the eye can see. He also gives players a Deku Leaf, saying it may come in handy.

Chapter 2Hyrule CastleGoing back to see Zelda has her talking to the party, telling them of the 3 locations the pendants may be in. One being Thunderstruck Tower, one being somewhere in the desert, and one being at the top of Snowpeak. One of Zelda’s guards turns out to be Vire, who quickly dispatches the other guards in the room and kidnaps Zelda during this time (Grabs her, DDs out with her unconscious, states that she’s the final piece in bringing his master back to this world). Players left to escape the castle! Depending on how they escape, they may be tried, executed, wanted, or nothing may happen. Regardless, the knights keep this loss of Zelda quiet to the populace to not place them on greater concern, but if things went wrong knights may attack the party on site from now on.

Windfall VillageWindfall Village has strong winds passing through it almost constantly with many farms nearby growing crops of all shapes and colors. Inside the town is part of the Lokomo Railway, a part that leads to the Valun ridge to the south. This town has many vendors offering supplies and safe passage through the desert with one of the curiosity shops selling a strange looking jar for 200 rupees which is actually the Gust Jar. There are many advertisements for the Zuna Resort, a place where those with wealth can go to relax and live the good life and those without can try to earn or luck their way into fortune. The village has a wall to the south and many temples for Clerics near the wasteland itself, making sure spirits do not venture from the wasteland into Hyrule proper. There is also an owl statue in this village.

Tantari VillageNot remaining on the desert road to Tantari is nearly a death sentence without a guide as there are many creatures in the sand that attack those foolhardy enough to not listen. If players purchased a guide for the desert this village is where they will meet them. Zunan Templars make sure the area is safe for all within it and the Zunan Queen keeps an ever-watchful eye on them to enforce the peace found in this arid village. Feshan keeps his quarters here in the barracks and there is a lot of Zunan shadow magic enhancing the city’s walls, making them glow a faint purple but keeping out the hostile spirits of the wastes. The stalls here have many exotic silks, pottery, and more, however food here is high-priced and highly sought after with caravans having to ship it in from Windfall and beyond.

Travel in the desert from this point really depends on how much the players are willing to spend on a knowledgeable guide, as outlined below:

500 rupees: Guides for this price are the wealthiest and let people move around in style. They rent out a caravan, travel with plenty of food, water, and shade, and even have bodyguards to prevent any issues that may come up during the trek. Caravans are pulled by sand seals.

100 rupees: The normal guide price. The group goes with a single guide and pack animal loaded with food and water to make it through the harsh environment quickly.

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20 rupees: The cost to travel with a caravan. It is expected that you pack your own stuff and help defend the caravan but will avoid getting lost. Traveling this way takes longer than a single, efficient guide and causes 1 level of exhaustion upon arrival.

No rupees: Good luck! Players need to make DC18 Survival checks to avoid getting lost, suffer the effects of exhaustion each day they cannot escape the heat, and can get attacked by all manner of creatures during their travels.

Parapa VillageMost caravans traveling to Zuna resort will make a rest stop in Parapa Village to resupply. There is a huge Palace here that is ruled over by the Zunan Queen Vegaim. The palace itself is wealthy however the surrounding land is full of makeshift shops, tents, and inns, mostly looking for a quick buck. The price of everything is marked up for people out of town since they can get away with it; there are always plenty of tourists that forgot to pack enough for their trip into the desert.

The town itself is small, with few permanent structures not devoted to tourists or the families that run the shops. The Queen usually cannot be seen unless special access is granted; Zelda’s Lullaby is enough to at least get an audience with the Queen. Queen Vegaim is a proud and strong Zunan sorceress that comes from a long line of rulers over the desert. She makes sure all feel safe in her kingdom and hires Gerudo, Zuna, and Humans primarily to work in the resort she reigns over. She herself is proud and likes games of sport; willing to help those who need assistance but never for free. Those that ask for her aid usually find themselves face to face with labor in the Resort, having to earn her favor the hard way before their wish is granted.

Dungeon 2: Zuna Resort – Sand WandThe Zuna Resort is a paradise of sin, full of theatrics, sword fighting, and pleasure, surrounded by 4 pyramids built into a large wall made of sandstone. To enter the resort there is a fee of 10 rupees plus an amount of rupees per day based on where the player wants to stay. The price is collected up front by the guards; there is a magic mark placed on those that enter with the amount of time and amount they paid; once the time is up the guards find them and ask for more or escort them out of the resort. The prices are as follows:

1 rupee/day) A common room to sleep in.

5 rupees/day) A room to yourself that is sparsely furnished.

10 rupees/day) A well-furnished room.

20 rupees/day) A lavish room.

Inspecting the four pyramids shows that there are entrances to all four of them completely blocked by large stone statues. The players need a Dominion Rod from Queen Vegaim to get in (The Queen has

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multiples of this heirloom, created by past sorcerers and used as symbol of Zunan royalty’s favor). She will only assist them with it if they earn enough favor with her through one of many methods, having to compete in many games of skill, strength, and intellect to earn the right to use it. She does not care about the plight of the outside world, only for herself, her reputation, and her kingdom; all of which have been spared the hardships of Hyrule in the past. A select few in the city also have their own Dominion Rods but due to the status it shows within the resort they are often closely guarded by powerful and creative individuals who will not give them up without a lot of persuasion.

Zuna Resort Locations

The Golden Grain Gambling Hall

The Golden Grain Gambling Hall is made for people to go to and spend their rupees with the hopes of gaining huge sums of rupees. There are tables, slots, and much more, ranging from 1 rupee to 100-rupee buy ins. For the table games, it’s all about using deception and insight to win.

The Slotso 1, 5, 10, 20, 50, or 100 rupees at a time

Roll 3 dice, pays out if you get 3 of a kind Each 6 gives you ½ of your rupees back 3 1s gives equal payout 3 2s gives 2x payout 3 3s gives 3x payout 3 4s gives 4x payout 3 5s gives 5x payout 3 6s gives 50x payout

The tableso Dealt 5 cards with numbers of 1-6 (roll 5 dice)

Can’t see opponent’s card scores Insight vs. Deception to figure out good hands vs. bad hands Can double, fold, stay, etc. Best “hand (most of a kind, highest numbers)” wins.

Earning more than 1,000 rupees in profit throughout the gambling hall in a visit has the Queen personally come congratulate you and gives you a Dominion Rod for your impressive luck.

Sorcerer’s Tent

There is a large tent on the north side of the Resort where the Sorcerer guards relax and cool off. Inside the tent there are maps and posters that show a route to dunes deep within the desert where riches may be found. If asked about it, they say that a deadly sand worm lives there and that any who were to slay it would certainly get into the queen’s good graces. If players follow the lead they will eventually

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run into a Molgera. Inside the Molgera are 1d6 treasure chests with rupees and magic items inside of it and showing a piece of the Molgera to the Queen can earn players a dominion rod.

There is also corruption in the ranks of the sorcerers that may be discovered. Certain sorcerers that guard the front gate have been letting people enter the resort without a mark for huge sums of money and keeping it a secret from everyone else. Bringing this to light and making sure these sorcerers see justice can earn players a dominion rod.

Colosseum of Sands

The colosseum of sands is a huge arena that has multiple sports events as well as gladiatorial battles every day. People come from all over the world to try and earn the fame and fortune the colosseum brings. The events are as follows:

Single Combat: One on one combat Multiple Combat: Group vs Group combat Taming: Animal-Handling based Archery: Ranged attack roll skill checks Track: Movement-speed based Vaulting: Athletics-based Chariot: Land Mount-based

Players can earn a dominion rod by doing exceptionally well and becoming a star athlete in one of the above events.

Designer’s Square

At the designer’s square people can rent a stall for 5 rupees a day, along with supplies to do their crafting and individual rooms so others cannot steal their ideas until they are showcased. Players can craft and sell different inventions or artwork here, hoping to draw large amounts of profit or renown for what they make. If the object is hard to replicate, useful, and desirable enough the Queen will trade a dominion rod for the rights and way to craft the invention or the art collection.

The Grand Cactus

The Grand Cactus is a huge open dining area with multiple performance stages. Most of the upper class and well to do eat here nightly, watching the shows and talking to one another. There is comedy, acrobatics, singing, dancing, poetry, and much more (if it’s a performance, there’s probably a stage for it). Becoming popular enough can cause the queen to watch the performance and if she likes it enough she will give away a dominion rod. Players also have the chance to get invited into the queen’s inner circles politically by some of those that eat there regularly, which can also earn them a rod.

The Inverted Pyramid

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There are 4 different entrances into the inverted pyramid, each blocked by large stone statues. This dungeon has players deciding different scenarios and jumping into quicksand to go lower and lower until they reach the end. There are 10 floors in total, with options to choose from:

Floor 1 (Paying the Toll)

1. To 5 & 6) Pay in Blood: There is a picture of blood on the wall. Touching it causes a reddish-portal to appear to both rooms. When a player goes through it their Max HP is Reduced by 10.

2. To 7 & 8) Pay in Magic: There are 10 pedestals in this room, which glow when a magic user stands on it. Trying to cast a spell on it removes that spell slot and keeps it glowing (it ignores cantrips). When all 10 glow the portals open. These pedestals reset at dawn each day.

3. To 9 & 10) Pay in Skill: Markings line the walls of this room with 2 portals that glow green and lead to both rooms. Moving into them removes players’ proficiency bonus until they leave the inverted pyramid.

4. To 11 & 12) Pay in Gold: There is a scale with a heavy weight on it, with the other side having an insignia depicting a lot of rupees (300 rupees total). When 300+ rupees are placed onto the scale with the rupees they slide into a hole below the scale that opens up and the paths downward open up.

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Floor 2 (Battle 1, Prize: Dungeon Map)

5. To 13 & 14) 12 Aracha6. To 13 & 15) 2 Electro Spume7. To 16 & 17) 6 Molgera Spawn8. To 17 & 18) 2 Poison Mite Swarms9. To 19 & 20) 6 Stalchild10. To 20 & 21) 10 Sandfish11. To 22 & 24) 4 Gerune12. To 23 & 24) 10 Leever

Floor 3 (Battle 2)

13. To 25 & 28) 4 Devalant14. To 25 & 26) 10 Stalchild15. To 28 & 29) 4 Vultures16. To 26 & 27) 6 Gerune17. To 27 & 31) 4 Anubis18. To 31 & 32) 15 Sandfish19. To 29 & 30) 4 Geldman20. To 30 & 34) 15 Leever21. To 34 & 35) 4 Poison Mite Swarms22. To 32 & 33) 10 Molgera Spawn23. To 35 & 36) 4 Electro Spume24. To 33 & 36) 20 Aracha

Floor 4 (Battle 3)

25. To 37) Vulture Vizier and 4 Vultures26. To 37 & 38) 3 Gibdos27. To 38) 3 Rupee Like28. To 41) 2 Rupee Like and 1 Like Like29. To 41 & 42) 2 Stalfos30. To 42) 3 Like Like31. To 39) 3 Ampilus32. To 39 & 40) 1 Moldarach and 10 Aracha33. To 40) 2 Like Like and 1 Rupee Like34. To 43) 2 Ampilus and 2 Spume35. To 43 & 44) 2 Sandworm36. To 44) 1 Stalfos and 2 Gibdos

Floor 5 (Puzzle Room, Prize: Magic Item Chest)

37. To 46) Have to climb a waterfall made of sand

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38. To 46) Thrown ampilus (throw ampilus eggs to make new platforms that require power show up)

39. To 47) Quicksand everywhere with pegs (need to rope from 1 to another to get to the end)40. To 47) Sand slide (fast moving sand, have to get into it and use bombs to blow up the path,

needs correct timing and gauging the speed of the sandstream)41. To 45) Hourglass puzzle (3 hourglasses, 3 oz, 5 oz, 8 oz, 8 oz is filled; hourglass will fill another

one as much as possible (bucket challenge with a puzzle reset: http://learningandtheadolescentmind.org/resources_02_bucket.html, once two is four the way will open up)

42. To 45) Room fills quickly with sand, need to pull correct levers to make it stop43. To 48) Quicksand everywhere with moving platforms (need to jump from 1 to another to get

the end)44. To 48) Ampilus challenge (use ampilus eggs to power a large fan on the floor that can lead to a

tunnel down)

Floor 6 (Miniboss Fight)

45. To 49) LD-002 Scervo46. To 49) Lanmola47. To 49) Death Sword48. To 49) Manhandla

Floor 7 (Prize: Sand Rod, Sand Puzzle)

49. This room has a single chest inside of it with the sand rod.

Floor 8 (Prize: Compass)

50. Use sand rod to cross a huge pit.

Floor 9 (Prize: Boss Key)

Boss Key in the middle, symbol of din. The boss key is the same shape, a pearl of din. There are 3 options, a portal with a mage’s cap, a sword, and a crown. The one they put the pearl in is the one they fight. Stallord, Skeldritch, or Stallmaster is the boss. Defeating the boss makes the final portal. They also summon 10 stalchildren upon spawn, each with 13 HP. Sand rod can help mitigate the amount of stalchildren to fight at once!

Floor 10 (Prize: Power Medallion, Heart Container)

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Chapter 3Lake Hylia1 You immediately die.2 Roll a d8. One stat decreases by 1 based on the number rolled (numbers go in order). If an 8 is rolled then all stats decrease by 1.3 Suffer 4d6 acid damage.4 Suffer 4d6 poison damage.5 Suffer 4d6 fire damage and catch fire.6 You shrink to the next smallest size category.7 You turn immediately to stone8 You split into 2 identical copies of yourself, however one of these copies has the opposite alignment of yourself.9 Your movement speed is reduced by 5 feet10 Your maximum HP is reduced by 511 You become vulnerable to a specific element12 You are transformed into a new race and your stats and abilities change to match this new form13 You gain a phobia of a specific type of creature14 Suffer 4d6 cold damage and you become encased in ice15 Suffer from nightmares whenever you fall asleep16 Your face becomes horribly disfigured17 You lose the ability to say your own name18 You fall asleep whenever you hear your own name19 You are inflicted by Fear whenever you hear your own name20 You fly into a berserk rage whenever you hear your own name21 2 of your attributes randomly swap, chosen at random22 Fall in love with the next creature you see23 Immediately teleport to the Dark World24 Immediately teleport 10 miles away25 You cannot knowingly harm a creature that has not harmed you first26 You cannot bring your hands within 2d4 inches of eachother27 You are always surprised the first round of combat28 You have disadvantage to attack rolls and skill checks while in direct sunlight29 If you are a spellcaster you immediately retrain all your spells (including cantrips). The spells you learn are randomly decided and of the same level as each of the spells you currently know. Reroll if you do not cast spells.30 You may no longer critically hit.31 Lose 1d20 teeth32 Your voice becomes high-pitched33 Your voice becomes very deep34 Your blood glows in the dark35 Your normal body temperature decreases by 5d6 degrees36 Your normal body temperature increases by 5d6 degrees37 Your ears shrink to half their size38 Your ears double in size39 Your nose triples in size40 Your tongue becomes that of a frog's41 Your feet turn to hooves42 Everyone you meet looks vaguely familiar43 You gain a third eye in the middle of your forehead44 You deal and take double damage from attacks45 You turn albino46 You appear the same race as any who view you47 You no longer have a reflection48 You become translucent49 1d100 small, harmless holes appear in your body.50 A flower grows from your head. This flower can be pruned without issue.51 Your skin tone immediately changes52 Your eye color immediately changes53 Your hair color immediately changes54 Your gender immediately changes55 Your height increases by 2d6 inches56 Your height decreases by 2d6 inches57 Your hair length increases by 1d4 feet58 Your weight increases by 1d10059 Your weight decreases by 1d10060 Every hour a small wooden bird appears from your mouth with a noise, denoting the time61 Your head glows a random color62 One of your hands permanently glows as bright as a torch63 You age 1d20 years64 Your age lessens by 1d20 years65 You grow horns66 You grow antlers67 You grow a tail68 You sprout feathers69 You sprout rabbit ears70 You always smell of perfume71 You may score critical hits on rolls of 19-2072 Gain the ability to reroll 1 d20 roll once per day.73 Gain the ability to detect magic as a cantrip74 Gain proficiency in the next highest armor type. Reroll if you are already proficient in all armors.75 Gain training in 1 weapon of your choice. Reroll if you are already proficient in all weapons.76 You become ambidexterous77 You can undo normal knots just by touching them.78 You gain a climb speed equal to your land speed.79 You grow wings and can fly at a speed of 50 feet80 You can breathe underwater as well as air and gain a swim speed of 30 feet81 You can turn invisible for as long as you hold your breath.82 Immediately learn a new language83 Fully restore your HP and Healing Surges84 Gain Darkvision out to 60 feet85 Your lifting capacity doubles.86 Immediately gain a random offensive cantrip. Charisma is your spellcasting ability for it.87 Gain immunity to charm effects88 Gain immunity to fear effects89 Your face becomes absolutely perfect for your chosen race90 When you die you transform into a Stalfos or Skull Kid91 Permanently gain an extra Hit Die of one of your current classes.92 You gain resistance to a specific element93 You no longer need to eat94 You no longer need to sleep95 You no longer need to breathe96 Your movement speed is increased by 5 feet97 Your maximum HP is increased by 598 You grow to the next largest size category.99 Your fingers transform into claws, giving you a weapon in which you are proficient. This weapon deals 1d4 slashing damage.100 Roll a d8. One stat increases by 1 based on the number rolled (numbers go in order). If an 8 is rolled then all stats increase by 1.

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Lake Hylia has a large hole in the center of it that leads to the underwater city of the Parella, a freshwater paradise with the Water Dragon Faron found within it. They are welcoming to outsiders and enjoy playing games in the lake, generally ignoring the world at large. If players go to investigate their underwater city and a Parella notices their struggle, they help them above water and give the player a Silver Scale to more easily come back and visit their home.

Dr. Mizumi’s Laboratory is a large building on the northern side that gets little traffic. He’s an eccentric and will gladly have the players’ help testing new concoctions that he has made while studying marine life, offering a piece of heart if a player tries one. If they choose to try a potion, roll 1d100 and consult the chart above for the effect.

There is also a monthly fishing tournament held here that the players can compete in. Since the water is so clear it’s easy to see where the good fish are and is a challenge to spot the best fish (Perception), make the right cast (Dexterity Check), then reel the fish in (Athletics). The total score to beat is 60 when all 3 checks are combined and if a check is 10 or below they immediately fail to catch the fish/spot a good fish. Winning the tournament results in the players having the honor of feeding the Roc at nearby Horon village.

SnowpeakThe base of Snowpeak has a civil war going on between the Anouki and Yook. There have been constant blizzards around the mountain that have been disrupting their livelihoods and both blame the other village. There seems to be no easy way into the mountain at all and the 2 clashing armies see the players, who need to make a quick decision to join either the Anouki or Yook. While this current bout of fighting is due to the blizzard, there is a deep hatred and rivalry between the Anouki and Yook that spans generations, making them incredibly difficult to reason with when it comes to dealing with the other side and any “peace” is rocky at best.

The Anouki are lead by Honcho Poobaw, a power sorcerer of frost. Their village is filled with large huts and the snow within the village itself is peaceful thanks to many sorcerers calming the storms around the village. The constant snowstorms have ruined the Anouki’s way of life by cutting off their access to their main place of worship near the top of the mountain. They have plenty of food stored up and plan on outlasting the Yook tribe via attrition. They are using their spellcasters to power their barrier against the blizzards and blockade themselves against Yook raiding tribes, though they can carve a patch up to Snowpeak’s clif face with their spellcasters for the players if properly convinced.

The Yook’s village is a small cavern system within the mountains at the base of snowpeak. Warchief Rukno hates the Anouki and blame them for ruining the hunting grounds of their ancestry by messing with powerful snow magic, upsetting the goddesses that watch over the land. The tunnels here go very deep into the mountain and tie both into the Mogma caverns and Snowpeak itself. Food is very scarce and the blizzard has everyone short of temper and ready for war. Exploring is the way to get into Snowpeak proper if the players sided with the Yook.

Either through magic or through tunnels the players can arrive at the base of Snowpeak’s cliff face. It’s eerily calm here amidst the large snowstorms surrounding the base of the mountain, with no sound to

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speak of except the howling tempest that bellows on all sides. This cliff face is made of very smooth, hard ice and stone that goes up 100 feet total. At the top of this location sits the Palace of Ice built by Yetis from long ago. The Yetis themselves are hard to find, hidden in a secret cavern that is buried by snow (DC 20 Investigation to find). Their cavern is similar to the palace in design, with elaborate ice buildings lining the interior of Snowpeak’s cliff face. King Yuta holds the key to the Palace of Ice and will gladly have someone else try and take care of the beast that lives there, afraid of the Yeti-eating monster that resides within nowadays. The Yeti city also has an owl statue found within it.

Dungeon 3: Palace of IceThe Palace of Ice is a huge frozen structure with a giant locked door at the entrance. This door is magically sealed with an Arcane Lock as well as a normal lock; both of which unlock with the Yeti’s Palace Key to open (or Dispel Magic/Knock + Lock-picking).

Once inside there is a large snow-filled courtyard. Hidden in many locations throughout there are a total of 20 hidden White Boe scattered throughout it. Snow-covered bushes and ice in the shape of flowers line the courtyard as well and there are stairs at the very back of the courtyard that lead onto the wall itself. On the wall there is a chest containing a Small key.

1. This room has a large blue bonfire held in a container with ornate runes upon it within its center and devilish-looking statues lining the walls. 2 of these statues are Freezors that jump out and attack players that walk next to them.

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2. This room has a large container with ornate runes upon it within its center that is covered in red ice and devilish-looking statues lining the walls. The ice only melts to blue fire; which can be found in room #1. When melted the ornate container lights with blue fire as well and showers the parts with a red rupee for each of them.

3. This room has cracks on the back wall and has a blanket of snow all over the floor. There are 2 Eeno within the area that attack the players while they are within it. Defeating the Eeno reveals a chest with 100 rupees in it.

4. This room is completely square and has very fragile ice within it that cracks when stepped on once, and completely breaks when stepped on twice. There is a location with a diamond on the floor that can be seen nearby. If players step on all spaces once and end right before the diamond space, a chest appears with a key inside of it. The ceiling in this room is also incredibly low (as there is a large ice sheet covering the top of the room), forcing characters to crawl while doing this. Failing the puzzle causes a character to fall, dealing 1d6 damage and placing them at the start of the room.

5. This room has a blanket of snow all over the floor. There are 4 Ice Keese within this room that attack the players while they are within it. Defeating the Keese reveals a chest with 5 Bombs within it. When the wall in room 3 with cracks in it is bombed the wall in the back of this room opens up.

6. There is a multipath ice slide here with no floor at the bottom of most areas. The slides lead to 3 different areas, one with a chest that has the dungeon map in it and 2 that drop players into the pit below (dealing 1d6 damage from the fall).

7. This room is locked until room #14 is opened. When players enter the floor tiles begin to hover 1 by 1 and attack the players (1 HP, AC 10 +3 to hit; 1d4 bludgeoning damage if hit, 25 tiles in total, breaks after their attack). When they are all defeated the door to rooms 8 and 15 become unbarred.

8. This room has many holes in the floor that are covered with a fine layer of snow (DC 15 Investigation to discover them) and a chest with a small key in the middle of it. Falling into a hole deals 1d6 damage and places the character that did so into the start of the room. The door to room 9 is encased in normal ice that melts when the red ice covering the door to room 16 is melted.

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9. There are rocks and many holes in this room, with ice that is oddly glowing a bright blue. Walking onto this ice makes you move in the direction you are currently going until you hit a wall or a rock.

10. The door to rooms 11 and 12 are covered in a thick sheet of ice that can be destroyed by the Megaton hammer. This room is incredibly cold and has large pillars of ice everywhere that block movement in the room and slowly reduces the speed of players within this room (-5 ft. each round they remain within it). Leaving the room restores movement speed at a rate of 5 ft. per round. 2 Babusu have holes here that they pop in and out of, attacking victims that are found within the room slowly freezing. If the players end their turn with no movement speed they freeze, becoming unable to move and taking 1d6 cold damage until they exit this area.

11. This room is similar to room 10, with the same slowing effect that ends when players leave the room. The door to room 13 is barred and this room has mirrors on all of its walls. There are 4 crystal switches in this room, each one of them in a different corner of it. Looking in the southern mirror players can spot the letter N if they look at the door through it. Hitting the switches in an N pattern opens up the door to room 13.

12. This room has 2 Freezards that blow freezing wind at creatures that draw too close. The chest in this room is near the wall with the freezards and contains a small key.

13. A lone chilfos guards the chest within this room. Inside the chest are 10 bombs.

14. This room has a lot of slick ice within it on its floor and has a barred door on the back wall. 3 large blade traps move across the room here, damaging those that are in their way (+5 to hit, 2d6 piercing). Moving more than 2 squares in the room requires a DC 15 Acrobatics check; failing makes the target drop prone within the path of one of the blade traps.

15. This room has a small amount of snow covering the floor within it and 4 Sir Frosty. When they are defeated the chest with the compass appears. The entrance to room 16 is covered with red ice.

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16. There are large gaps in the floor here, requiring long jumps over a total of 3 10 foot gaps. The rest of the room is covered in slick ice, requiring a DC13 balance check when landing from a jump or the player slips and falls off the ledge (dealing 1d6 damage and putting the player back to where they fell from).

17. The door to room 18 is covered in a thick sheet of ice that can be destroyed by the Megaton hammer. This room is incredibly cold and has large pillars of ice everywhere that blocks movement in the room and slowly reduces the speed of players within this room (-5 ft. each round they remain within it). Leaving the room restores movement speed at a rate of 5 ft. per round (unless moving to room 18). If the players end their turn with no movement speed they freeze, becoming unable to move and taking 1d6 cold damage until they exit this area.

18. This room is similar to room 17, with the same slowing effect that ends when players leave the room. There are also 2 Babusu in this room.

19. This room locks as soon as players enter it and 2 White Wolfos attack. The floor here is slick ice (similar to room 14). When defeated the door out opens and the chest with the Megaton Hammer is revealed.

20. This room has a chest that contains the boss key within it, however it is encased in red ice.

21. This frozen hallway has a large, mirror-like boss door opposite its entrance with 4 jars. Within these jars are 1 fairy in a jar here and 3 recovery hearts. The door to room 7 is barred by heavy iron bars and opens as soon as the door to room 14 is unlocked. Above the hallway are large icicles that can fall upon players that walk underneath them unless they shatter them beforehand (DC 13 Perception to notice them, +5 to hit, 1d6 piercing damage).

22. This room has a large cloud-like monster within it encased in eye with a single large eye. As the players walk in the door shuts behind them and the eye becomes a large set of jaws, then back to an eye. From there the battle against Kholdstare begins. Defeating this boss ends the blizzard surrounding the mountain, gives the players a full heart container, and the pendant of Wisdom.

Chapter 4Kakariko CityKakariko City has a few interesting quirks – nearly every building looks relatively new (built in the last 10 years) and clean, with the city itself being huge! The only real old-looking buildings are a small section near the coastline, dubbed “old Kakariko.” The city itself is full of hustle and bustle, with shops that will sell nearly anything the players could ask for. Near the docks there is an owl statue. The hard part is getting a ship that will give the players’ passage whenever they want and wherever they want, but there are a few ways they can go about getting one:

1. The retiree- An old man “Captain Blueskin” that looks very worse for wear and that has skin that almost takes on a blueish hue lives within a small building in old Kakariko. He frequents the pubs Oceanside where he can be heard telling people he’s ready to give up his days of fishing. Players can purchase his fishing boat (Impulse) for fairly cheap (200 rupees, it’s considered a

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keelboat) which looks old but is sea-worthy. He isn’t very healthy and complains a lot about the “one that got away” if asked about his days fishing.

2. The pirates- A ship without a sail (The Grey Battlewagon) can be found in the harbor. This ship is run by people that are secretly pirates, home after plundering another ship and ready to spend wealth while in port. Players can find the captain on the ship directly while most of the crew is out and about. He will offer them passage at sea in exchange for 99% of the treasure they find at the tower.

3. The crazy- There’s a female Keaton (disguised as a human) named Coilithe that the locals will not talk to at all. She will very readily offer to take them to sea on her boat. The boat is large and fairly nice looking with other people helping out on it. None of the people on the boat will talk (and their tongues will strangle them if they do ever talk or disobey Coilithe). Coilithe is a powerful Warlock that made a pact with an Ancient One and offers to trade the secrets of men to him for more power. Those on her ship are taken far out to sea where they are bound, gagged, then have a ritual performed on them to make them never able to speak again without killing themselves (and some remain in her crew and follow with blinding fervor in hopes that they can earn favor to get their voices back). She will take them to the tower though just as she said. Her boat’s name and her appearance is constantly changing when in port.

No matter which boat is chosen there will be the issue of the constant storms when they get close to it and the players can choose to be left at either Zora’s Domain or Mercay Island. The pirates will give them a small ship to go in alone if they players really want to press onwards and share info about the hidden ship on Mercay. Even if dropped off though the pirates will come to collect their money if they hear about the players spending a bunch of it in the portside towns.

Zora’s DomainZora’s Domain is a huge formation found within the Great Ocean that has its top rise out of the sea, made of 6 large deposits of coral combined with some sort of water-resistant resin that keeps them all together. The top floor has guest rooms for those staying with the Zora and is a nice tourist spot, complete with shops (Zora Tunic: 200 rupees), restaurants, and more. The top of Zora’s domain also has an Owl Statue located within this city. The real entrance to Zora’s Domain can be found in the middle of these deposits, revealing an underground cavern system with many twists and turns where all types of Zoras can be found. If a player has a Silver Scale, a Zora merchant will upgrade it to a golden scale for 100 rupees.

The Queen of the Zoras (Queen Rutilo) make sure to have constant music and entertainment for those that stop there and will ask players if they were the ones sent by Zelda as help to rid the jellyfish problem (those actually sent never came, they were trapped by Coilithe’s magic) before she went missing. The jellyfish have taking over the Zora hatchery in the deepest parts of Zora’s Domain and will not let any get close enough to complete the hatching ceremony. The soldiers don’t want to destroy the eggs in the process by having a lot of people in there to take them out at once, but a strong enough small group may be able to salvage the eggs and wipe the jellyfish out. Rutilo offers to ask the Eel Zora in the domain to get the players to the Tower in return for getting rid of the problem without breaking eggs.

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The Zora Hatchery itself is large and dark, with egg deposits found all over it. Inside there are a total of 20 Bari, 6 Biri, and 1 Plasmarine. Defeating them all while breaking 5 of less eggs will make the Queen so grateful that she’ll award players with a Heart Piece before giving them a small boat of Zoran design that looks like a cross between a submarine and a racing boat. This boat will redirect electricity around it and propels itself through the water similarly to the Zora themselves. This boat is an engineering marvel designed by Zora Eel Engineers, the first of its kind and known as an Eelship. Queen Rutilo will thank the players, host a banquet for the hatching ceremony, and reward the players with this invention all after the eggs are saved.

Mercay IslandMercay Island has two active volcanos on it and is a dangerous place that was inhabited long ago. There are still remnants of the ancient Hylians on the slopes of mountainsides, however there is a lot of ashfall around everything, making it hard to uncover. There is a troupe of archaeologists around one of the old villages that are searing for untold artifacts of the past, unfortunately it’s tough going as there are still constant volcanoes and earthquakes.

One of the volcanoes has a long path inside of it that leads to the Stormship, though it’s incredibly hot and has a Flare Dancer guarding it. Once defeated the Stormship is a huge ship that can create and channel electricity. Its charges can be used to break out of this Oceanside volcano and its same technology was used by Ancient Hylians to create Thunderstruck Tower as well as escape from it in the first place. Showing the Stormship to the archaeologists and allowing them to study it grants the players a Heart Piece as thanks.

The volcano not by the ocean is the more active volcano – complete with magma spumes shooting fire at players if they get too close. There is a room here with magma everywhere and 5 Pyrups. Defeating them reveals a chest with the Iron Boots inside of it.

Dungeon 4: Thunderstruck TowerThunderstruck Tower is found on a small Island far out at sea. The area around it in a 5 mile radius has constant lightning storms, making it all-but impossible for boats to get there (or get there and come back). No lightning seems to strike the island itself (except for the top of the tower), making the island portion a safe resting place.

The entrance to the tower is a small pool of water that curves downward, then upwards into the tower proper. There is a stone slab outside of this tower in Ancient Hylian that warns that if the tower is entered forwards is the only way, courage has to be shown to succeed.

The lightning that strikes the tower seems to be consistent, striking the tower every minute (dealing 2 lightning damage each 2 real world minutes within it, pause the timer when setting up a room or explaining what’s going on in the room).

The dungeon is comprised of 12 floors and the top of the Tower. The floors are as follows:

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1. The tower proper has 2 drains on each side with a switch in the true center. The exit out of the tower is on the south side, with a spiral staircase on the north side, locked with an iron grate on the top of them. This grate slides away when the switch is pressed and the room quickly fills with water that electrocutes those that stand in it (5 lightning damage/round). Each time the grate opens to a new floor, the old one fills up with this water.

2. Six switches are found here and must be flipped in the correct order to progress. They are red, orange, yellow, green, blue, and purple. There is a sign with the following story (clue):6 switches in a row, never to be close to their neighbors. Each does its business, unyielding, day after day, guarding the treasures of the past with water that is swiftly electrocuted. Blood before water, light before darkness, land before sky. The ends neither begin nor end in this cycle, instead the setting sun marks the end.The correct order is green, red, blue, yellow, purple, orange. If a switch is flipped out of order the puzzle resets and the one who flipped it takes 5 lightning damage.

3. A ring of Armos statues can be found here (8 in total). 2 of them when touched attack and are Armos. Defeating them makes a chest appear with the map inside of it. Once the map chest is opened the grate to floor 4 opens.

4. This room has a narrow bridge from one side of the room to the other. It takes 3 DC 12 Balance checks to cross, otherwise a player falls into the water below and has to swim back to the beginning. The bridge is narrow and slippery; grabbing the ledge requires a DC 20 Athletics check to remain holding each turn to avoid falling off. At the end of the bridge there is a switch that opens the grate to room 5.

5. This room seems empty except for a bomb flower in both the east and west side of the room. When the players arrive within it the ground begins to shake and tiles fall from the wall. A DC 15 Investigation check reveals a faint face on the floor here. Once Façade is identified players can attack it! Defeating it reveals a chest with the magnetic gloves. The chest insulates the room, making it okay to short rest here.

6. 2 Sentrobes are found here. Defeating them opens the grate to floor 7.7. Floor 7 is filled with walls and is a small maze. There is a switch in the maze that will open the

grate to floor 8. Water only rises here after the party moves on to floor 8.

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8. This room has multiple illusory walls and a Spark that travels all of the (real) walls. The lever here is right by the grate to room 9.

9. One beamos is here, with the walls having mirrors on them (that can be moved with the magnetic gloves). Defeating the beamos reveals a chest with the Compass. Opening the chest makes the grate to floor 10 open up.

10. 10 and 11 are a combined puzzle to get the boss key. The grate to floor 12 is locked and requires the boss key. Next to that grate are 4 pots, 1 with a fairy in it and 3 with hearts.

11. See floor #1012. This floor has a strange triangular-shaped object with three lights on it. When all are in the

room Prismantus attacks! The magnetic gloves can be used to change the color of Prismantus’ lights. Defeating it opens a grate to the top of the tower and leaves behind a Heart Container.

13. The top of the Tower has a large lightning rod coming out of a strange machine in the center of it. The rod seems to be generating the storm instead of drawing it to it and messing with the controls can turn it off (DC15 Engineering). There are 2 chests at the top of this tower as well: 1 with 1000 rupees and 1 with the Pendant of Courage.

Chapter 5Once all 3 pendants are collected a beacon of light comes from all of them, pointing directly where the master sword used to be inside the lost woods. Investigating more shows that the light points straight down, deep underground to Subrosia. There are a few ways to get into Subrosia:

Death MountainDeath Mountain is closed off by the Gorons due to the dangers that are present in the volcano. Befriending them in their village allows players to enter the area. There is a cavern that connects to Subrosia here (into Magmoor). Going deep enough in can awaken the dragon Vovalgia, who holds the moon pearl. Fighting Vovalgia is dangerous though! It’s best to sneak by.

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Mogma CavernsThe Mogma Caverns can be accessed through the Yook caverns near Snowpeak. These long, twisting tunnels are hard to maneuver through, however the Mogma are friendly and will help people through to Subrosia City – for a price. Becoming friends with the Mogma (which usually includes spending lots of money with them at general stores, weapon shops, etc.) can earn players the Mole Mitts as well.

Lynna VillageLynna Village has a secret portal in one of the farms that leads to Subrosia City. There are a few Subrosian traders here that can lead back to the portal. There aren’t many Subrosian traders in other parts of the world, but going through Lynna reveals their existence. Other than that, it is a reasonably sized village whose main exports are food, with the Spirit Tracks running close enough to it that they usually sell their goods to Aboda city who transmits everything around.

Subrosia has a constant red glow to it, with ash clouds and lots of steam rising up to the ceiling of the land. Rough, leathery trees seem to dot the entire region; good for construction of tents but not much else. Subrosia has harsh and extreme weather with volcanic skies, ash everywhere, and extreme heat, making those who stay suffer from exhaustion (DC 10 + Days Spent Con Save) if not acclimated to the environment.

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Subrosia CitySubrosia City was built into the northern mountains of Subrosia and is made mostly of earth instead of the tents of Magmoor. The city has its own set of magma hot springs with many special treatments, such as the Deluxe Magma Fall Package or the special Obsidian Treatment. They are run by the popular star Rosa, who most other Subrosians dote on. They have a strange type of glass that can record and project images across short (10 mile) distances to other pieces of the glass, with the Subrosian Studio showing off Rosa’s dances and spectacular outfits and ribbons and a broadcast tower near the top of the city. The town itself has a bustling marketplace, blacksmiths, dye shops, dance halls, ore mines, a glassblower museum, scryglass shop, and gardens as well. Rosa finds non-Subrosians exotic and will flirt with them, showing off the city she runs and all its fineries (even though most things they find valuable are commonplace above the surface or are being used in the wrong way). If they give her a ribbon she likes, she may wear it and go on a date to either the gardens, the glass museum, the hot springs, or somewhere else per the suggestion of the one she is dating. She also wields the Titan’s Mitt and may give them to someone she is especially interested in.

Lake of FireThe entire lake of fire has a single stone boat floating on it at the Fire Docks. A subrosian there warns that the lake is incredibly perilous, with Magma Spumes and Magmanos lurking within it. He has a special fishing pole that has a pail made for grabbing ore from the bottom of the lake, but he only goes out rarely because of the danger and doesn’t want his boat wrecked. He will trade use of his boat for anything that seems like a fair trade (or a direct order from the Subrosian Sage) and is very gullible as to what something is. If pressed further he will also mention a huge dragon that lives in a cavern on the lake, constantly roaming around looking for food.

On the north island is the lair of Aquamentus, a single cave where the dragon resides. Defeating this dragon earns a Heart Piece.

MagmoorMagmoor is a small village outside of the base of Death Mountain with a few primary attractions: The Dance Hall, their Hot Springs, the Ribbon Shop, and the marketplace. Beside Magmoor is the Temple of Seasons, built to house the Rod of Seasons and open to the public. If entered, the Rod of Seasons is still there! The Dance Hall is similar to the Goron Dance hall traditionally and a Piece of Heart (glass peach) can be earned if done correctly. The ribbon shop is purely cosmetic, selling ribbons of many styles for ore!

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Dungeon 5: Temple of Time

The Temple of Time is a large and ornate marble building that has been partially ruptured by being sent deep underground. There is ore from Timeshift Stones built into the structure itself, making outlines and veins throughout the craftsmanship of the forgotten sculptors long ago. The entrance itself is wide open when the group gets there. Within the dungeon past, present, and future seem to converge.

Room Past Present Future

1 The exit out of the dungeon is sealed with magic that prevents people from leaving through it. There is a chest in the top-right corner of the room that has the map inside of it.

As soon as the temple of time is entered, things get incredibly quiet, cool down, and the doors close. The entry room has an already opened treasure chest in the top-right corner of the room.

The exit out of the dungeon is sealed with magic that prevents people from leaving through it, though it seems to have weakened by this point. Some of the heat of Subrosia can be felt through cracks in the door now, but that’s all that seems different other than stone falling off the walls.

2 This narrow hallway has is fairly plain, lacking much other than decoration. This narrow hallway is now slightly worn but seems to still be completely stable.

3 This room has a single large timeshift stone in the center of it and twelve doorways. The color changes from a faded golden color (for past), to a vibrant blue-violet (for present), to a swirling mix of colors (for future) when touched. Other than the color of the crystal there is nothing to denote the change in time throughout the room. The only doorway that stands out is the one that is directly twelve o’ clock, with a timeshift stone-infused doorway with a lock and golden gilding around it. Looking closely at the timeshift stone (DC 22 Perception, DC 5 Investigation) reveals it to have a chunk the size of a man’s head missing from it.

4 The Boss Key is needed to enter the room north of here. There are 8 Empowered Keese hiding in the confines of this room as well, guarding it for Vire.

The Boss Key is needed to enter the room north of here.

5 There are three pedestals here but they The door here is locked with three The door here has crumbled away and

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do not seem to have anything on them. The door behind this room is completely unlocked and Vire can be seen in the room beyond.

pedestals for the pendants of courage, power, and wisdom. Once they are placed, the Song of Time must be played at the altar by the door for it to open. Negative Energy can be felt flowing through the door.

there seems to be three shattered pendants on the ground here. There is a small opening in the crumbled door that creatures may crawl through to get to room 6.

6 Vire can be found here along with the notes to the Song of Time etched into the back of an empty pedestal. Vire attacks as soon as the players enter, taunting them and saying they are too late and that the day is won. Defeating and searching Vire earns a heart container and nets a large timeshift stone on his person that seems to be resonating with the temple itself. If the stone is taken out of the temple it turns to dust.

The entire room has become the ritual for Vire’s mechanisms, ready to activate when the sword is touched. There is blood everywhere with runes that are unknown to the world (coming from the Demon Realm itself) but the sword itself is pristine. When the sword is touched the energy from the sword enters the three pendants, overloading and breaking them, then shattering the sword completely, releasing a black smoke that consumes the party and transferring them to the Subterranean Escape in the Dark World.

There is a lot of dried blood on the walls here and it seems like this room hasn’t been touched for a long time.

7 This narrow hallway has is fairly plain, lacking much other than decoration. The hallway has caved in almost completely, becoming unavailable.

8 Two Guardians roam the area here, fully active. There is a treasure chest visible in room 9 that can be seen through a slit in the inner wall, but no apparent way to get to it.

This room is almost impossible to get to unless the timeshift stone from Vire is used within it. The Grounds have 2 inactive, ruined guardians, and a chest in room 9 that has an item from Item Table D.

9

10 Blade Traps line the floor of this room with sawblades and axes swinging above them, all timed to not hit one another but to decimate any that try to get by.

All the traps are run down at this point, allowing people to pass through.

11 A chest with the compass can be found in this room.

12 A large button resides here that needs the weight of a block made by the Cane of Somaria to open the door to room 13.

13 This room is lined with 12 statues, 2 of which are Armos. Defeating them all makes a chest with a small key appear. There is also a mural on the wall here, outlining the Items of the Goddess (The Rod of Seasons, Harp of Ages, and Book of Secrets) and their scattering through the world (Seasons to Subrosia, Ages to Labrynna, and Secrets to Holodrum)

The Armos and room itself did not take the fall well, with both Armos active but down 20 hit points and constant heat from the outside pouring into this room due to a large hole in the ceiling that created rubble below it. Defeating the Armos makes a chest with a small key appear. There is also a mural on the wall.

When the door to this room unlocks, magma begins slowly pouring out of it into room 12, as the Temple of Time is being consumed by the volcanic eruptions that constantly happen throughout Subrosia.

14 This narrow hallway has is fairly plain, lacking much other than decoration.

15 This room has an altar inside of it, though it seems empty.

A young Sheikah woman can be found meditating here, struggling. If questioned she reveals herself to be

This room has an altar inside of it, though it seems empty.

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Impa, the royal caretaker of Zelda. She was asked to check on the Master Sword before anyone else and had to quickly run into the temple months ago, unable to escape due to the extreme heat outside and the lake of lava with no easy way to cross. She took the Ocarina of Time to transport herself her per Zelda’s request and still holds onto it. The Ocarina has many mysterious powers she is not aware of, only knowing the Prelude of Light to transport people to this Temple and Song of Healing to sustain her body. She will assist the players if asked, though she refuses to part with the Ocarina and is too weak to fight, having sustained herself on the Ocarina’s magic for so long.

16 The miniboss Smog resides here in all 3 timelines. Defeating Smog reveals a chest with the Cane of Somaria.

17 This narrow hallway has is fairly plain, lacking much other than decoration.

18 This small triangular-shaped room seems fairly empty, containing some pottery and an ornate mural on the east wall depicting the tale of the Light Arrows – The legendary arrows that can only be creating by the one who is the blessing of Hylia incarnate.

This small triangular shaped room has a bombable wall to the south. The mural is cracked slightly, but still readable.

There is a lot of rubble to the south of this room, making it difficult to enter the room to the south. The mural is all but unreadable at this point.

19 The wall in this room has the Hero’s Charm hanging on it. The rest of the room is filled with some pottery that contains arrows, hearts, and/or rupees.

20 This narrow hallway has is fairly plain, lacking much other than decoration.

21 This small triangular-shaped room seems fairly empty, containing some pottery and an ornate mural on the east wall depicting the tale of the Master Sword – The legendary blade that was used to seal away a great evil long ago.

This small triangular shaped room has a bombable wall to the south. The mural is cracked slightly, but still readable.

There is a lot of rubble to the south of this room, making it difficult to enter the room to the south. The mural is all but unreadable at this point.

22 3 White Bubbles are found here amongst other skulls. The skulls contain some rupees and a single fairy.

23 This narrow hallway has is fairly plain, lacking much other than decoration.

24 There are four no-armament guardian scouts here. Defeating them all opens the door to 25.

This side room has four broken-down guardian scouts. The door south is sealed shut and will only open if the scouts are defeated in the past.

25 Two Beamos are within this room with a chest in the middle. The chest is a trap, containing a single rupee.

26 A large button resides here that needs the weight of a block made by the Cane of Somaria to open the door to room 27. There

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are also 2 Guardian Scouts in this room, both of which wield a single weapon.

27 A three-weaponed Guardian Scout can be found here in the center of the room. A voice within the room says this is a challenge for one and the reward is great. If a single person defeats the Guardian they earn a Sheikah Slate. If they fail the room revives them, restores the Guardian, and can be challenged again after 24 hours have passed. The slate contains 1 random cantrip from the Druid, Sorcerer, and Wizard spell list as well as 1 random first-level spell from the Cleric’s spell list, however one of these can be a spell that deals damage. There is also a mural on the wall here, outlining the Sheikah Slate’s significance.

The room seems completely empty.

28 A single Beamos guards this hallway, which is otherwise a typical ornately carved hall.

29 1d4 Sentrobes float around here, attacking any who trespass. Defeating them earns a chest with 5 bombchu.

1d4 deactivated Sentrobes and an empty chest can be found here.

30 This narrow hallway has is fairly plain, lacking much other than decoration.

31 2 Guardians roam around here, guarding room 32. There is a small lever that unlocks this door behind the oval-shaped room at the back.

The Guardians have worn down, losing their legs entirely and becoming unable to move (with one having eyesight on the entrance and one with eyesight on the lever), though still active. The lever has rusted by this point, needing a DC19 Strength check to move.

32 A chest containing the boss key can be found in this room.

Chapter 6Subterranean Escape/ Rabbit HoleWhen transported through the portal they find themselves in an underground, lantern-lit campsite full of a single tent, many pouches with different adventuring gear and weapons, and bottles lining most of the cave. A single, bandaged rabbit-man is sleeping within the tent (Link is hiding from Ganon here). On the lone table of the cavern lies a Map of Dark World. Waking Link up makes him suspicious of those who enter but he will relinquish info on the magic mirror found within the Last Bastion if questioned about it as well as many other things (including items from his supply), just to get the group to go away.

Acidic Lake – Magic MirrorIsle of FrostLocations of the Master Sword from the fairy queen

Dungeon 6: Misery Mire – Ice RodGohma unkillable and chases people until made vulnerable and destroyed.

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Chapter 7Thieves’ Town-Heart Piece, BottlePolitical Intrigue – oust Blind the bandit if you can find him.

Chapter 8Savage Jungle – Fire RodMany mini-dungeons throughout the jungle itself that need to be defeated. Lynels live here. Boss is from one of the newer DS games? Maybe? – Things try to drag people down and convert them – spies and doppelgangers, mind altering

Chapter 9Hailfire WastesDungeon 7: Onyx Volcano – Changing lava levels. Onyx boss.

Chapter 10Leyline MountainsFairy Queen’s Domain- Heart Piece, Great Fairy SwordSkybridgeDungeon 8: Sky Sanctuary – Clawshot (x2)Veran boss, lots of 3-D puzzles.

Chapter 11Abyssal OceanDungeon 9: The Shadowdome – Lens of Truth*Giriham & The Dark Master Sword or Rebonack

Chapter 12Savage JungleDungeon 10: The Four Sword – Cane of PacciVaati

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Chapter 13Pyramid of Power- Heart Piece, Cane of ByrnaTwilight RealmGanon’s Castle- Silver Arrows

Faron Side AreasBygone Village- Heart PieceBygone Village is the location of Old Kakariko. When a large fire consumed most of the village many of those who once lived in the village relocated to the shore. The remaining villagers decided to rebuild their village and their families still live there to this day. Bygone village was the original location the Sheikah people settled down in to hide from Demise and as such most of the Sheikah not currently protecting the Hylian Royal Family still live there.

• Citizens: Humans and Sheikah

• Ruler: Mayor Impaz

• Kingdom: Hyrule

• Population: 1,200

• Main Deities: Hylia, Din, Nayru, Farore

Whittleton VillageWhittleton Village is a rural village that is often traveled through to reach many different locations in Hyrule. Thanks to this unique location it’s known as the crossroad village, a place where travelers can rest and be treated hospitably no matter their destination.

• Citizens: Human

• Ruler: Mayor Pyucha

• Kingdom: Hyrule

• Population: 700

• Main Deities: Light Spirit Faron

Faros VillageFaros Village is a human settlement located in the Faron province. The village tends to be a dangerous location due to its proximity to the Oblin Alliance’s main territory. Despite this danger it is the location for one of the largest rupee mines, making it constantly filled with armed forces and one of the most heavily guarded locations in Hyrule. The Hyrule national bank’s headquarters is located here, making

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sure the bulk of the rupees go to the Hyrulean government and using the mine’s monetary power to trade with the other races.

• Citizens: Human, Hylian

• Ruler: Bank Owner Ris

• Kingdom: Hyrule

• Population: 1,000

Talus Village-Flame LanternTalus Village is a human village that was originally built as a trading post between humans and the races of the forest; however it has grown since then. Talus is filled with tall trees and not much in the way of farmland; most people get fruits, nuts, and vegetables from the tribes of the forest instead of growing their own produce. The houses in Talus are unique, built on stilts and every one containing at least one boat since the village gets flooded frequently. This flooding makes Talus an ideal fishing location for catching large numbers of freshwater fish. In addition to fishing many in Talus are lumberjacks, cutting trees down at the rim of the deku forest. For every tree the cut down they make sure to plant a new one so they don’t incur the wrath of the people that live there.

• Citizens: Human, Deku

• Ruler: Mayor Tokkey

• Kingdom: Hyrule

• Population: 4,000

• Main Deities: Great Deku Tree

Oblin Plains- Pegasus BootsA large village in the Faron Province is the home of the Bulblins, fierce warriors that follow the mighty. They are incredibly hostile to humans and those that ally themselves with humans, having been forced out of much of what was once their homeland by human expansion. They breed Bullbo for mounted combat and are the main calvary forces of the Oblin Alliance, an alliance that opposes the Humans every chance they get hoping to reclaim their land. They are frequently found hunting all throughout the Faron Province and led by their King, the strongest Bulblin in the village and the leader of the Oblin Alliance.

• Citizens: Bulblin

• Ruler: King Balov

• Kingdom: Oblin

• Population: 5,000

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A mighty fortress is found near the center of the Faron Province and is home of the Bokoblins, the most numerous of all races in the Oblin Alliance. The bokoblins have very close ties with their families and frequently travel together all around the world, spreading chaos to any that side with the humans. They come in many different colors and the majority of them can be found within their fortress, led by the Technoblin genius Aearn.

• Citizens: Bokoblin

• Ruler: Genius Aearn

• Kingdom: Oblin

• Population: 17,000

Miniblins have encampments all throughout the Faron province. While small they are incredibly nimble and resourceful, adapting to life wherever they scurry to. Miniblins live in large bands as nomads that travel from place to place and have no official leader since each band is led by its own individual. These bands frequently fight with each other and anyone they come upon in their travels, hoping to overwhelm their enemies with sheer numbers. The largest band of Miniblin is led by the powerful sorcerer Fraaz, one of the strongest supporters of the Oblin alliance.

• Citizens: Miniblin

• Kingdom: Oblin

• Population: 2,500

Ordona Side AreasKasuto VillageKasuto is a small rural town who has a mayor that will teach the players the Song of Soaring. There are owl statues everywhere in this town.

Horon VillageHoron village itself is overshadowed by the large sanctuary of birds found within it, with seed and plants seen for miles around it due to the vast clean waterways coming from Lake Hylia. Inside the sanctuary are all kinds of birds that live in relative peace with the sky, including Loftwings and a Gargantuan bird known as a Roc. The citizens of the town are almost all devoted to keeping this land peaceful and preach that we share this world with many creatures, large and small, all of which are important. Talking to the townsfolk there is excitement in the air to see who will win the fishing tournament this year and get the honor of feeding the legendary Roc this month. The Roc may give players one of its feathers if they are kind to it and feed it a large fish (which can easily be caught from the fishing

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tournament at Lake Hylia). Once the fishing tournament is over the Roc flies away, not to be seen again for a month.

Lon Lon Ranch- Heart Piece, Bunny HoodLon Lon Ranch is the largest ranch in Hyrule. It produces most of the meat, fruit, and vegetables for Hyrule castle town and the neighboring villages. Many different human families live on the ranch and all help out to make operations on the ranch run as smooth as possible.• Citizens: Humans• Owner: Talon Barten • Kingdom: Hyrule• Population: 150• Main Deities: Light Spirit Ordona

Village of Outcasts- Heart PieceThe Twili Village of Outcasts is the location where the portal in the Twilight Realm releases the Twili who choose to go to Hyrule. This village is built within the shade of tall mountains and far away from most Human settlements, allowing the Twili to live in relative peace and without fear of the sun. They welcome any and all to their hometown, giving it the nickname the Village of Outcasts due to the dramatic blend of people who live there. This refuge is commonly seen by the outside world as a safe haven for criminals and thieves seeking redemption; while they will take in any outcasts fighting is strictly forbidden in the village and will quickly get those who do so stuck inside the Jail of Twilight with no way to escape.• Citizens: Twili, outcasts of Hylian society• Ruler: Eclo, Prince of Twilight • Kingdom: Twilight• Population: 3,000• Main Deities: None

Shrine of the Winds- Tornado RodThe Shrine of the Winds has been created to honor Cyclos and Zephos. A few handpicked individuals are asked to become servants of the gods and attend to this location. Cyclos and Zephos frequently visit this place to bask in the adoration of their followers. Many of those who wish for safe passage at sea go out of their way to visit this location before their voyage, hoping to find safety at the hands of the Wind Frogs.• Citizens: Any• Rulers: Cyclos and Zephos • Kingdom: None• Population: 30• Main Deities: Cyclos and Zephos

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Ordon VillageOrdon village is incredibly small and consists of mostly farmers and ranchers, free from the struggles of the rest of the world and never venturing further than Lon Lon Ranch. They only have small fishing boats here and are very superstitious, making sure to follow a daily routine from sunup to sundown as much as possible to not make trouble for the Spirits.

Forest of FairiesThese woods are fairly sparse with a small crystal-clear lake in the center of it. Many fairies can be seen flitting about throughout the woods with all animals here being vegetarian (or omnivorous). There are rumors of these woods that state to never eat meat in front of a fairy or you will gain her wrath. The Great Fairy of Civilization can be summoned via Zelda’s Lullaby and will heal wounds of the players and offer them to take as many fairy companions as they need to assist them in their travels. If players ask for one she will provide them with the Gnat hat; a way to shrink to the size of a Minish. If they offend the fairies in any way they will forcibly shrink them to this size and a remove curse is necessary to turn them back to normal (which will create a Gnat hat in the process).

Minish WoodsThe Minish Woods is a large forest located at the very north part of the Ordona province. These woods are known for the mushrooms that grow there that are used all over the world for creating special and unusual potions, powders, and medicines. While peaceful the woods are riddled with illusions and wards created by the Picori that tend to disorient those who wander into them, enchantments designed specifically to protect their forest home.

Picori Village- Heart PieceThe Picori Village contains the largest amount of Minish in all of Hyrule. This village can be reached either by braving the dangers of the Minish Woods or following an old road through the Valun Ridge. The village is tiny yet huge, with all objects there fit for the Minish people. To get into the town itself a person must shrink down to their size, otherwise a protective bubble around the village prevents those over one inch in height from entering. The Minish who live here use magic in all that they do and are known for the incredible enchantments that they place on items that they hide throughout the world. While the village is large many Minish prefer to live in Hyrule Castle Town and be Town Minish or live in the Lokomo Mines as Mountain Minish. • Citizens: Minish• Ruler: Minish Elder Servari• Kingdom: Independent• Population: 46,000

Eldin Side AreasAboda CityAboda city lies on Lake Floria and is usually considered part of Skyloft. The railway system connects goods from all across Eldin, with Aboda usually keeping track of what is being shipped where.

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Aboda City is a large city found on the banks of Lake Floria. Aboda city was originally Skyloft’s settlement on the surface world, however it has grown dramatically since then thanks to the advanced technologically found throughout it as well as its ideal location and railway system, making it the central location stop between Hyrule Castle Town, Windfall Village, and the Lokomo Mines. The City also has a large port in Lake Floria and uses the rivers and waterways to travel through human lands with ease. Similarly to Hyrule Castle Town all manner of sentient race lives in Aboda City, calling it the second capital of Hyrule and hoping to make their living in the city’s large trade district. While large, the city itself has much less law enforcement compared to Hyrule Castle Town, causing the city to have a large Black Market and underground.

• Citizens: Humans, Skyloftians, Hylians, Lokomo, and a small amount of most of the other sentient races of Hyrule.

• Ruler: Mayor Niko

• Kingdom: Hyrule

• Population: 22,000

• Main Deities: Levias

Skyloft- Heart PieceEarn a heart piece by competing (and winning) in the flying triathlon – racing, stunts, and archery (all on a Loftwing). There is an owl statue in Skyloft!

Skyloft is a large flying island that is kept aloft by the powers of Levias. This location is considered a great place to escape the world below and live amongst the clouds. To get to Skyloft some Skyloftians have set up a service that uses their Loftwings to transfer people from Aboda city below straight up to Skyloft for a small fee. Skyloft itself is a large city that contains many grand places for tourists, such as the largest statue of Hylia in the world, the Sky Knight Academy, Sky Keep, the Light Tower, and the Sky Bazaar. Despite being in the air, Skyloft is considered a part of the kingdom of Hyrule and is subject to the laws of the Hylian Royal Family, mainly due to their ancestral ties with the Hylians. Any human that is born in Skyloft automatically becomes a Skyloftian, getting instantly blessed by Levias and gaining their very own Loftwing.

• Citizens: Skyloftians, Oocca

• Ruler: Mayor Gaepora

• Kingdom: Hyrule

• Population: 19,000

• Main Deities: Levias

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Eldi Village-RingsEldi village has many bounties and quests that can be done to earn rings!

Eldi Village is a small village in the Eldin province. The village is small and rural, a dramatic change from the other large cities in the Eldin province. Most people who travel to this small town are just passing through to get to the neighboring country of Labrynna. The people of Eldi prefer to live in peace in their village without all the craziness of city life and the trouble that comes from a densely packed, technologically advanced society.

• Citizens: Humans

• Ruler: Mayor Ashei

• Kingdom: Hyrule

• Population: 200

• Main Deities: Season Spirits

Lanayru Side AreasAyuum VillageAyuum Village is a small farming village on the southern Valun Ridge. Most people tend to avoid Ayuum Village due to its out of the way location. Thanks to the small size of Ayuum the individuals there tend to live in relative peace from the rest of Hyrule; preferring to work, hunt, and enjoy life in leisure. While considered part of the Empire of Hyrule they tend to only get involved with foreign affairs if war or something that directly affects their village is happening.

• Citizens: Humans

• Ruler: Mayor Hagen

• Kingdom: Hyrule

• Population: 300

• Main Deities: Light Spirit Lanayru

Mido VillageMido Village has an old feel to it, with very worn roads and most everything falling apart. The town is a fragment of its glory days with many abandoned buildings all throughout the village since Kakariko took off. There is a possibility to haggle for a ship here but most people use these boats for their livelihood, so the discounts are few and far between.

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Lanar VillageLanar village has an interesting dynamic where it’s kind of 2 villages in one. The manta ray zora are easygoing and are constantly trading fish and oceanic supplies to the humans nearby for vegetables and land-based supplies, making a constant cycle of commerce that lets them all live in comfort. Foot traffic does not show up very often so the locals, while nice, are hesitant to let outsiders disrupt the ebb and flow that has been going on for generations here.

Haunted Wasteland Side AreasTimeshifted OasisThis small Timeshifted Oasis is the home of the LD-301 series of robots. The oasis contains a huge timeshift stone in the center of it that is guarded at all times and allows the robots to build their city and improve their lives using resources and technology from the past and the present. At the back of this oasis is a huge palace that houses the Thunder Dragon Lanayru, the overseer of the LD-301 Robots that makes sure they continue being functional. The oasis itself is full of life that stays green year-round and is immune to the constant sandstorms and spirits that live in the desert thanks to the Timeshift Stones scattered throughout it.

• Citizens: LD-301

• Ruler: Thunder Dragon Lanayru

• Kingdom: Independent

• Population: 11,000

• Main Deities: Dragon Spirit Lanayru

Desert Colossus-Silver Gauntlets, Golden GauntletsThe Desert Colossus is a large stone temple shaped to look like the Goddess of Sand. The Gerudo live here in a large complex built underneath this large temple. This complex is filled with many open chambers, twists, and turns to disorient those who would try to steal from the Gerudo and protect their secrets. While the Gerudo live in the desert they do not consider themselves part of the Kingdom of the Wastes, preferring to live and hunt with their sisters instead of other races. The Gerudo all worship the Goddess of the Sand together in a large chamber found within the temple of sand. The most devout woman becomes the leader of their people in the absence of a king, donning the Silver Gauntlets gifted by their Goddess and protecting those that follow her.

• Citizens: Gerudo

• Ruler: Auruu, the Silver Gerudo

• Kingdom: Independent

• Population: 7,000

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• Main Deities: Goddess of Sand

Samasa Village-Power BraceletSamasa Village is the site of an ancient village that people no longer travel to. A long time ago a large ship burst forth from the sand, carrying a band of Stalfos pirates with it. The Stalfos frightened all the villagers away and quickly took over the town. From then on Samasa Village has been left alone by humans, thinking it more trouble than it’s worth.

• Citizens: Stalfos

• Ruler: Cap’n

• Kingdom: None

• Population: 1,200

Crenel Village- Heart PieceCrenel Village is an out of the way village directly to the south of Hyrule Castle Town. This town is known for the large Hot Springs that is located on the mountain across the river from it as well as the rich amount of minerals found within the mines on the mountains nearby. While the mountains are very profitable, they are also filled with violent indigenous life, frequent landslides, and unpredictable weather. The villagers of Crenel work together to brave this harsh environment to make a living.

• Citizens: Humans

• Ruler: Mayor Grayblade

• Kingdom: Hyrule

• Population: 400

• Main Deities: Light Spirit Eldin

North Valun Side AreasLizalfos Village- Fireshield EarringsThe Lizalfos Village in the mountains is the home to the Lizalfos, Dinalfos, and Aerialfos, lizardlike creatures that prey on those weaker than them. The lizalfos are known for frequently coming down from their mountain home and attacking the Lon Lon Ranch or the Village of Outcasts. They refuse to deal with the Hylian government and are incredibly resilient, having survived full blown war against the kingdom of Hyrule. Those who wish to enter their village must prove themselves in battle.• Citizens: Kokiri, Korok• Ruler: Aerialfos Master Sellssn • Kingdom: Independent• Population: 4,000• Main Deities: Sun Fish

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South Valun Side AreasGoron Village

The rightfully named Death Mountain is the largest volcano in all of Hyrule. While active it has not truly erupted for hundreds of years, allowing the Gorons to develop an entire village in its shadow. Death Mountain has frequent rockslides, pockets of lava rising to the surface, jets of powerful steam, and many more hazards for those who try to brave its slope. The ore found within Death Mountain Crater is considered a rare delicacy to the Gorons and is known as the hottest naturally occurring ore found in the world, able to evaporate even the most solid ice within seconds.

The Goron Village is found at the base of Death Mountain. This village is large with numerous caverns and mines leading into the surrounding mountains and even into the volcano itself. The fire dragon Eldin lives within the volcanic tunnels in Goron Village, watching over them and the special rocks that transform into Goron children. Their shops and important buildings are located within most of these caverns, however the Gorons live within rock huts they built in their valley. The village contains many locations for the Gorons to relax and enjoy sport and feats of strength inside of these caverns. The areas of the Goron Village include:

Wrestler’s Lodge: Any in the group that wishes to wrestle can get a Goron Bracelet for free to participate. The wrestling is a three-tiered competition and winning it earns the Fire Gloves.

Goron Shrine: This Shrine is made to favor the Dragon Spirit Eldin, who watches over the Gorons. Behind the shrine is a vein into Death Mountain, leading to a circular cavern where Eldin can be summoned.

The Market is found within its own area in the center of Goron Village. Inside of it there is a Goron Tunic Seller (sells Goron Tunics for 2,000 rupees each), a Bomb Shop (sells all bombs), numerous ore salesmen, owl statue, various weapon and armorsmiths, and many craftsmen that work with stone, gems, or metal.

Goron Dance Hall: Gorons partake in traditional dances all the time and this hall is made to teach everyone their dances. If a character gets through a traditional Goron Dance (Study the moves and attempt to recollect them with Int checks (or History if they are trained in the Goron language), then attempt the dance with performance! If they show off traditional dance enough to get praise from the instructor, he will give them a pair of Fireshield Earrings.

Hot Springs: Beyond the rock farms of Death Mountain lie the Goron Hot Springs, filled with potent mineral water that soothes the skin and relaxes the body.

Drummer’s Hall: Drumming is the traditional music for Gorons. Goron’s Lullaby can be learned here, which can be used as a Sleep spell once per day from a magic instrument.

Great Forge: The great forge goes deep into death mountain and is right next to the lowest entrance to the mines. Many craftsmen come here and it is run by Biggoron, whose finest work is his sword. He can make a Giant’s Knife for a price, but the true sword vanished long ago, taken by a thief who vanished from the world.

Entrance to Death Mountain Mines: The lower, middle, and upper entrance are all magically sealed off due to Volvagia being active inside the mountain. His lust for consuming Gorons

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knows no bounds and he is often a scourge on the village if let out or if he realizes there are exits available.

Racetrack: Goron racing is a fast and dangerous sport with twists, turns, ramps, and holes into lava that costs 50 rupees to enter. Gold Dust can be won by those who are victorious in the race.

Rock Farms: Goron’s main source of food are various rocks. While the tastiest tend to come from Death Mountain’s mines, they also create their own rocks through different processes of refining stones with different minerals, drips of water through erosion, blending them together, and the like. These rock farms are huge for the population to survive and location all along the exterior for Death Mountain.

Chief Durgo’s Hut: Chief Durgo has the Goron’s Ruby, which can break the seal into death mountain. He does not like outsiders much and wants to keep the volcano sealed unless convinced otherwise.

Dragonroost - Heart PieceHigh atop Dragonroost Volcano the Rito Village lurks, built by the Rito into a cliff face out of wood from the trees scattered across the mountains. Most that travel to this village get there by way of train instead of braving the incredibly steep cliff face leading up to the village. The village itself is fairly small with most Rito not having a house to call their own since they commonly spend most of their time traveling from village to village all throughout Hyrule. The village contains the Postman Corporation, a large building that all mail throughout Hyrule goes to, is sorted at, and then reaches its intended destination. The higher parts of the village contain a sort of playing ground for fledglings thanks to a large obstacle course built into the cliff that lets them practice their skills with a grappling hook. Outside of the village is a pathway that leads to the home of Valoo’s attendant and the great dragon himself that resides at the top of Dragonroost.

• Citizens: Rito

• Rulers: Valoo and his attendant Chori, Rito Chief Katwee

• Kingdom: Independent

• Population: 4,400

• Main Deities: Valoo

Lokomo Mines- Heart PieceThe Lokomo Mines are a huge underground complex found within the southwestern Valun Ridge. These mines are the home of the Lokomo as well as the origin of the Spirit Tracks, a railway system created by the Lokomo that links all of the Eldin province and southern Valun Ridge. This center point of the Spirit Tracks is a giant underground tunnel called the Tower of Spirits whose higher floors are used to house all the Lokomo in the world. Each Lokomo Spirit has its own room within these floors that remains theirs through their numerous reincarnations and houses their spirits when dead.

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The top of the Tower of Spirits has a chest with a Heart Piece for those willing to walk through the tower, looking at the reincarnations.

Great Ocean Side AreasYamatami Island- Heart PieceYamatami Island is a large volcanic island where the Yamatami Tribe resides. There they brave the harsh jungle of the island to provide food and shelter for those who live there. The Island has a number of unique fruits and wildlife, making it an important stop for Hylian trade vessels looking to profit.

• Citizens: Yamatami

• Ruler: Chieftain Nidoria

• Kingdom: Independent

• Population: 2,600

• Main Deities: Wind Fish, Ocean King

Yamatami have a village on the side of the island that is filled with many native Yamatami,

Tingle IslandTingle Island has a pattern of sand and grass on it so that it looks like Tingle from space. There is faint music on the wind here that seems to come from directly underneath the island. Playing the Song of Storms makes Tingle Tower rise out of the dirt, where the mysterious Tingle will sell players three objects. The tingle tuner (512 rupees) that emits a pulse that shows what treasure is inside of chests nearby, a bottle (1024 rupees), and a heart piece (2048 rupees).

Tokay IslandThe Tokay are barterers through and through with not much to assist the players with. One of them has a tourist shop with the Switch Hook in it and will trade it to players for any magical item they come across in their journey. This new item can likewise be traded for (but the same item cannot ever be in the shop more than once).

Molida IslandDeep under the island is an underwater tunnel that seems to go on forever. If the players have a golden scale or a class that can breathe underwater they can reach the end of this tunnel and find a hidden cave with the Mermaid Suit within it. The top of Molida has a small fishing market where people sell fish of all varieties that they’ve caught (or supplies for a journey further out to sea), comparing stories and talking about the best locations for each type of fish.

Salona IslandThere is a mercenary Salon here on Salona mountain where players can hire a Salona bodyguard of any class and alignment, provided they have the rupees to do so (costs 100 * level2 rupees). The

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bodyguard’s level has to be equal to their level or below. The village on the mountain itself is composed of many different caverns where they live without luxuries (if training) or in extravagance (if they were hired and came back to tell the tale). The jungle below is incredibly dangerous with all manner of wild beast, poisonous plants, and deadly environments.

There is a bottle on this island in Leader Ycann’s cave; the most extravagant place on the island. He’ll give it to the players if they listen to his fight as a bodyguard to the Goron King against the legendary Fire Dragon Vovalgia.

Papuchia Island-Gale Boomerang

Papuchia Island is an island that has been recently tamed by humans and transformed into an exotic ocean resort. There are a number of tropical luxuries here as well as low flying and friendly birds that allow the guests to sail the skies with them. A common theme at this resort is to give thanks to the Ocean King and glorify the ocean for all that it gives.

• Citizens: Human

• Ruler: Resort Owner Gruy

• Kingdom: Hyrule

• Population: 50

• Main Deities: Ocean King

Bannan IslandThe old wayfarer has a chest inside his house with a Heart Piece inside of it. He preaches isolation and peace, saying that these end of the world scenarios always have a way of working out in the end. Other than that there’s not really much to do on the island.

Dark World LocationsIt is hard to maintain a true form in the dark world as it warps people both emotionally and physically. When a creature enters the Dark World or something emotionally traumatic happens in front of them they need to make a DC 18 Presence saving throw. On a failed save they transform into a creature based on their alignment and highest statistic (if multiple are the highest pick one of them, or choose the multiple column as appropriate).

-Red Ring, Blue Ring, Ether, Quake, Bombos, Skull Hammer, Mirror Shield, Magic Cape, White Sword, (Ring Shop)

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Dark PlainsGorge of Masks (Desert)- Heart Piece*Vire has taken the Master Sword to Subrosia, deep underground. Nobody saw it go up, instead it was buried!

Random Encounter TablesFaron Plains

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Deku ForestRoll

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Minish WoodsRoll

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Eldin PlainsRoll

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Lanayru Plains - Near Haunted WastelandRoll

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Lanayru Plains – ShorelineRoll

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Haunted WastelandRoll

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South Valun RidgeRoll

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North Valun Ridge – Near SnowpeakRoll

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North Valun Ridge – Near Lizalfos VillageRoll

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Great OceanRoll

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Ordona Plains – ShorelineRoll

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Ordona Plains – InlandRoll

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