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Published by uygufguuydadsdas, 2022-10-06 07:49:13

Heroes of Time 1.2

Heroes of Time 1.2

HEROES OF TIME

HEROES OF TIME
THE LEGEND OF ZELDA

Credits                           Foreword

Designer: Pankratos
I was a ten-year old boy when the Legend of Zelda, Ocarina  
Editor: Pankratos
of Time was released on the Nintendo 64, all the way back in
Format: The Homebrewery December 1998. Never before had I experienced such a
Game Mechanics: DUNGEONS & DRAGONS 5th edition, wonderfully immersive fantasy game, in which I became the
heroic protagonist of a magical land named Hyrule. Ocarina
property of Wizards of the Coast
of Time received widespread acclaim and won several
Story Creators: The Legend of Zelda video game franchise awards and accolades. It has been widely cited as one of the
greatest video games of all time, with good reason. As fantasy
has been created by Shigeru Miyamoto and Takashi gaming continued to develop, no other video game spurred
Tezuka, and published by Nintendo Co., Ltd. Some story my imagination like Ocarina of Time did.
content in this adventure may have been altered or
elaborated upon by Pankratos Ever since I started playing DUNGEONS & DRAGONS,
Illustrators: Various artists. If your artwork is in this the idea of a Hyrulean setting within the D&D tabletop
module and you wish to be credited or have its contents gaming system has appealed to me. Now, more than twenty
removed, please contact Pankratos years after first setting foot in Hyrule, the early developments
Playtesters: of my vision in this ambitious crossover are laid out for
everyone to see.
    ON THE COVER
The tough choices when merging two separate systems are
which elements to leave in and which to add or adjust. A
direct conversion would have been the simplest approach.
I've seen this done with other video games many times
before, with a resulting experience that feels mechanical---the
limitations of the game being too noticable. This is one of the
reasons why so many movie adaptations of popular video
games fail to enthrall their audience. Despite how detailed
Ocarina of Time was in 1998, converting that version of
Hyrule into its own D&D setting quickly revealed limitations.
Therefore, to breathe proper life into Hyrule as a D&D
setting with sufficient detail and activity---to make the land
feel as organic as possible---I decided to use the more
comprehensive Hyrule overworld as presented in 2017's
Legend of Zelda: Breath of the Wild. Though the main
storyline, items, locations, and characters will be based on
Ocarina of Time, you will find herein a Hyrule that functions
as a composite of different Zelda titles, combining the best of
each one to give your gaming group a lively and satisfying
experience.

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

                                                                                      July 2021

      Locked in an eternal conflict that echoes through
This is Beta Version 1.2
       the ages, the wielders of the Triforce are pitted

     against each other to determine the fate of Hyrule. The material in this adventure module, currently in Beta
Version 1.2, is presented for playtesting and to spark your
imagination for running a campaign set in the Hyrule of the
Legend of Zelda: Ocarina of Time. The game mechanics are
usable in your campaign but not refined by final game design
and editing.

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

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

Contents

Introduction......................................................................................4 Ch. 7: The Dark World................................................................15
Story Overview..................................................................................4 Sheik.................................................................................................15
Running the Adventure....................................................................4 Dark Despair....................................................................................15
Welcome to Hyrule...........................................................................7 Dread Locations.............................................................................15
Character Creation........................................................................ 12 Ch. 8: Forest Temple....................................................................15
Ch. 1: Lost Woods........................................................................15 Minuet of Forest..............................................................................15
Staring the Adventure...................................................................15 Saria's Wind.....................................................................................15
Kokiri Village...................................................................................15 Locations in the Temple................................................................15
Sacred Forest Meadow..................................................................15 Ch. 9: Fire Temple........................................................................15
Great Deku Tree's Grove...............................................................15 Bolero of Fire..................................................................................15
Ch. 2: Central Hyrule..................................................................15 Darunia's Fire..................................................................................15
Exploration...................................................................................... 15 Locations in the Temple................................................................15
Lon Lon Ranch...............................................................................15 Ch. 10: Water Temple..................................................................15
Other Provinces..............................................................................15 Serenade of Water..........................................................................15
Ch. 3: Hyrule Castle.....................................................................15 Ruto's Love.......................................................................................15
Hyrule Castle Town........................................................................15 Locations in the Temple................................................................15
Castle Grounds...............................................................................15 Ch. 11: Shadow Temple..............................................................15
Princess Zelda.................................................................................15 Nocturne of Shadow.......................................................................15
Ch. 4: Eldin Province..................................................................15 Impa's Stride................................................................................... 15
Death Mountain Trail.....................................................................15 Locations in the Temple................................................................15
Goron City........................................................................................15 Ch. 12: Spirit Temple..................................................................15
Dodongo's Cavern...........................................................................15 Requiem of Spirit............................................................................15
Ch. 5: Lanayru Province.............................................................15 Nabooru's Fury................................................................................15
Zora's River......................................................................................15 Locations in the Temple................................................................15
Zora's Domain.................................................................................15 Ch. 13: Ganon's Castle................................................................15
Zora's Fountain...............................................................................15 Sage Sanctums...............................................................................15
Ch. 6: Great Plateau....................................................................15 Ascending Doom.............................................................................15
Zelda's Flight...................................................................................15 The Great Cataclysm.....................................................................15
Temple of Time...............................................................................15 App. A: Character Options.........................................................16
Sacred Realm..................................................................................15 App. B: Special Items..................................................................32
App. C: Monsters and NPCs.....................................................40
Afterword and Changelog..........................................................52

Introductionbitter war has raged across Hyrule for gene- If Ganondorf becomes successful in obtaining the Triforce,
rations. Finally, that war is close to an end. his powers become godlike, and the entire realm will merge
Ganondorf, a gerudo warlord, is the last of the with the Dark World, succumbing to lifeless dread. In such a
rebel chiefs to pledge his allegiance to the king time, the only forces capable of stopping him lie dormant in
the prophecized Heroes of Time, Princess of Destiny, and Six
Aof Hyrule. This auspicious event would mark Sages---legendary figures who must each awaken to their
the official end of the war, in which Hyrule divine powers and join together to oppose Ganondorf in an
expands its territory yet again to include the epic confrontation to save Hyrule.
gerudo lands. From all outward appearance, Ganondorf
seems compliant, yet in secret he is planting his seeds of Running the Adventure
disruption within tactical places, ready to initiate Hyrule's
ruin. If Ganondorf isn’t stopped, the kingdom will fall, and an To run this adventure, you need the D&D fifth edition core
era of darkness and despair shall take its place. rulebooks (Player’s Handbook, Dungeon Master’s Guide, and
Monster Manual). This adventure can also be paired with the
Heroes of Time is a DUNGEONS & DRAGONS adventure options in Xanathar's Guide to Everything, Tasha's Cauldron
within the Legend of Zelda series, detailing the events from of Everything, and other D&D books.
Ocarina of Time. It takes place in the kingdom of Hyrule---a
large vale consisting of several settlements scattered between Text that appears in a box like this is meant to be read aloud or
stretches of grassland and ringed by mountains, canyons, a paraphrased for the players when their characters first arrive at
desert, and the sea. Hidden among all this are remnants of a a location or under a specific circumstance, as described in
much older civilization---ancient ruins, forgotten temples, and the text.
lost artifacts. Hyrule is a land that encourages marvelous
exploration, as only few know all of its secrets. When a creature’s name appears in bold type, that’s a visual
cue pointing you to its stat block in the Monster Manual. If a
This adventure is designed to begin with a party of three to stat block appears in appendix C, the adventure’s text tells
six 3rd-level characters, who should advance to 13th level by you so. Spells and equipment mentioned in the adventure are
the adventure’s conclusion. described in the Player’s Handbook. The Dungeon Master's
Guide describes magic items, unless the adventure’s text
Story Overview directs you to an item’s description in appendix B.

The sorrows of history, the destiny of unlikely heroes. Great Abbreviations
journeys into monster-infested wilds, and a mythic voyage The following abbreviations are used throughout this
through the fabrics of time. These elements of adventure adventure:
await the characters as they are drawn into the story by the
Great Deku Tree, guardian of the Lost Woods. The Great hp = hit points CG = Chaotic good
Deku Tree has sensed a disturbance in the balance of the AC = Armor Class NG = Neutral good
natural world, foreboding a great cataclysm. DC = Difficulty Class LN = Lawful neutral
XP = experience points N = Neutral
The source of this disturbance is revealed to be Ganondorf, rp = rupee(s) CN = Chaotic neutral
whose ascendancy as the prophesized King of Evil has been PC = player character LE = Lawful evil
plotted since his birth. A dark messiah foretold to merge the NPC = nonplayer character CE = Chaotic evil
Dark World with Hyrule, Ganondorf plans to use his fiendish LG = Lawful good NE = Neutral evil
magic to subjugate the land to his will. Acting beneath a guise
of humility and goodwill, Ganondorf convinced the king of Adventure Summary
Hyrule that his gerudo tribes will submit to Hyrule. Though The adventure is likely to play out as follows.
the king is wary, he holds on to the promise of peace, and is
thusfar deceived. The king's daughter, princess Zelda, is not The characters find their way to the Great Deku Tree, who
as easily fooled, though her warnings fall on deaf ears as her tells them about Ganondorf and his unholy quest. They enter
youth and inexperience disallow her voice to be heard. a temple beneath the Tree and break its curse by defeating
the armored arachnid queen dwelling within. The Great
Ganondorf has sent his captains out as false emissaries, Deku Tree rewards them with the spiritual stone of forest,
reaching out to Goron City, Zora's Domain, and the Great one of the three jewels required to enter the Sacred Realm,
Deku Tree's Grove. These locations are where the spiritual where the Triforce is kept. With his dying breath, the Great
stones are kept, three magic jewels with which one can Deku Tree urges them to see princess Zelda in Hyrule Castle,
access the all-powerful Triforce, a divine artifact that will who gives them instructions to retrieve the other stones and
grant its wielder the power to fulfill any wish. So far, meet back with her.
Ganondorf's minions have failed to retrieve the stones. He
has therefore laid a curse on their guardians, pressurizing
them in giving up their treasures. The Great Deku Tree has
become aware of Ganondorf's motives and reveals the gerudo
thief's true nature to the player characters. The Great Deku
Tree pleads the characters to break his curse and embark
upon a grand quest to prevent the stones from falling in
Ganondorf's hands.

4 INTRODUCTION

    The second and third stones will be given as rewards from Who is Ganondorf?
king Darunia and princess Ruto, in Goron City and Zora's
Domain respectively, after the adventurers prove their Following a dark prophecy, two scheming gerudo
trustworthiness by breaking the curses placed there. witches snatched Ganondorf at the moment of his
birth and raised him in the remoteness of their
Back at Hyrule Castle, the characters make it in time to see temple in the Desert Colossus. Under their
princess Zelda flee. Ganondorf has murdered the king and demanding tutelage, Ganondorf grew into a fierce
taken command of the castle. The characters run into him warrior and dangerous warlock.
and are questioned about Zelda's location. Ganondorf
secretly follows the characters to the Temple of Time, where The source of Ganondorf's power comes from
he will attempt to intercept the spiritual stones, kill the an ancient demon lord known as Demise, whose
characters, and enter the Sacred Realm. essence reached him through the Book of Mudora.
This book imbued Ganondorf with esoteric know-
Whether or not the characters die, Ganondorf claims the ledge, compelling him to hunt for the Triforce.
Triforce, which splits into three aspects. The characters
awaken in the Sacred Realm and seven years have passed. Ganondorf was raised his entire life believing he
Rauru, the ancient sage of light, found their spirits and was destined to become the king of Hyrule. He was
brought them forth. The characters must awaken the other told the hylians ruthlessly expelled native gerudo
five sages in order to gain the divine powers required to tribes from the lands, exiling them into the harsh
defeat Ganondorf. They will also stay on the lookout for wastelands of the west. Ganondorf is intent to
princess Zelda, who has gone into hiding. exact revenge upon Hyrule and liberate his kin
from their exile, sparing no cost to achieve this.
Traversing the Dark World, the adventurers explore the five
temples where the other sages reside. Once those sages have For more information on Ganondorf, including
been awoken, the characters enter Ganon’s Tower and face his statistics, see appendix C.
the great King of Evil. An epic battle ensues in which the
aspects of the Triforce are pitted against each other. Upon Time Schisms
Ganondorf's defeat, the land can slowly recover. If Ganondorf
proves the victor, Hyrule remains lost in darkness forever. Another effective way to prevent players from abusing time
travel is to introduce Time Schisms. Whenever the charac-
A Tale of Two Timelines ters travels back to the Child Timeline to deliberately (or
Heroes of Time takes place across two timelines, referred to accidentally) cause an event that would alter the state of the
throughout the adventure as the Child Timeline and the Adult Adult Timeline, a Time Schism occurs. Select an outcome on
Timeline. The Child Timeline allows the player characters to the Time Schisms table or roll to determine a random effect.
begin play as children, taking them from level 3 to 7. This This table appears on the following page.
timeline appropriately deals with themes of adventure and
coming of age. When a Time Schism occurs, the characters are immedi-
ately transported to Rauru in the Sacred Realm (see chapter
The Adult Timeline takes place 7 years after the Child 6). Each of them must succeed on a DC 15 Charisma saving
Timeline, taking the characters from level 7 to 13. This throw or go mad (see Madness in chapter 8 of the Dungeon
timeline is darker, dealing with themes of sorrow, despair, Master's Guide). A character is affected by short-term
and the triumph of good over evil. Once the characters enter madness when they fail this saving throw for the first time,
the Adult Timeline, they will be able to magically travel back long-term madness the second time, and cumulative
and forth between the two timelines. This will inevitably indefinite madness for every failed saving throw after that.
cause time-travel theories to be voiced among your gaming
group. To avoid lengthy debates on how time travel affects the Multiverse
characters and the world they inhabit, consider applying one
or several of the following possibilities: Each time the characters change the timeline, an alternate
universe of Hyrule springs into existence. The characters
Grandfather Paradox always enter the universe that aligns with the changes they
made, though continued time travel may cause them to
This default assumption will be the most difficult to monitor. switch between universes, depending on their actions.
In essence, everything the characters attempt to change in
the Child Timeline will already play out in exactly the For every alternate universe the characters create, there is
intended way in the Adult Timeline. This means that they a 50% chance that the Ganondorf from the previous universe
cannot really change anything, as the outcome of their succeeds in obtaining the full Triforce, as the characters will
actions has already been determined in the Adult Timeline. not be present to stop him. That Ganondorf will use the
Triforce's powers to erase all other alternate universes. If that
For example, in chapter 11, the characters meet a miller in happens, the characters are instantly transported to the
the Adult Timeline who teaches them the song of storms. He Ganon's Castle of that Ganondorf's universe (see chapter 13).
insists that it was the characters themselves who taught him They will not be in possession of the Triforce of Courage, and
the song during the Child Timeline! When the characters go must face Ganondorf, who is in possession of the full
back to the Child Timeline to meet with the miller, he will not Triforce. If the characters are defeated by this Ganondorf, you
know the song yet, as they still have to teach it to him. If the could have them awaken in the Sacred Realm by Rauru. It is
characters would deliberately refrain from adhering to this up to you how to proceed from there.
paradox by not teaching the miller the song, a Time Schism
may be applied at your discretion (see Time Schisms, below).

INTRODUCTION 5

Time Schisms

d6 Effect
1 Instead of the Sacred Realm, the characters appear in the Happy Mask Shop in Hyrule Castle Town during the Child

Timeline. The Happy Mask Salesman looks up and asks with a wry smile: "You've met with a terrible fate, haven't you?"
He then proceeds to act as if nothing out of the ordinary happened, ignoring any prompts to explain himself.

2 The characters who triggered the event die and are immediately restored to life through the raise dead spell.

3 The Master Sword becomes nonmagical for 7 days. During this time, it cannot be used to travel between timelines.

4 The location in which the schism occurred merges with the Dark World in the Child Timeline (see Dark Despair and
Dread Locations in chapter 7). This merge can only be perceived by the player characters. To everyone else, there is no
noticable change.

5 Each character who triggered the event is cloned. Clones appear within the space of their original characters. There is a
50% chance that a clone has all the original character's equipment, instead of the original character. A clone believes to
be the original character and immediately becomes hostile, attacking their original character with lethal intent.

6 The desired change to the timeline takes effect, but there's a catch. For example, if the characters change the timeline
in order to obtain a magic item, they obtain the item but it's cursed. Or if they change the timeline to prevent an NPC's
death, the NPC is still around, but is affected by indefinite madness, becomes an undead, or becomes hostile to the
characters, accusing the characters of attempting to kill them. The exact nature of the catch is up to you as DM.

No Going Back If you prefer that the characters advance by gaining XP,
rather than using Heart Containers you can add up all the XP
The easiest solution is to prevent the characters from earned for defeating monsters after each game session and
traveling back in time once they reach the Adult Timeline. distribute it evenly among the party members. With the
This means they effectively had a 7-year timeskip and are still monsters presented per chapter, characters level progression
experiencing time in a linear fashion. The downside to this should roughly align with the level progression of the Heart
method will be that once the player characters leave the Container table. Adjust encounters if necessary.
Child Timeline, they will no longer have the possibility to go
back and explore more of that timeline. Heart Pieces

Character Advancement Hyrule is filled with fun distractions and alluring locations for
Heroes of Time is designed around a variant of the milestone characters to explore. Such exploration is rewarded with
system, known as the Heart Container system. Rather than Heart Pieces hidden throughout the land. Like Heart
tracking specific experience awards, characters gain a Heart Containers, Heart Pieces are abstract. While a single Heart
Container---they level up---after completing significant chap- Piece has no effect, four Heart Pieces become a Heart
ters in the adventure, as shown on the Heart Containers table Container, increasing the character's level by one. Heart
below. Heart Containers aren't physical objects, but rather an Pieces may also be given from one character to another.
abstract expression of the character's accomplishments. At
the start of the adventure, the characters are 3rd level. A total of 36 Heart Pieces can be found in this adventure. If
you prefer to limit the number of Heart Pieces, multiply the
Heart Containers Level number of player characters times four to determine how
3 many can be found.
    Chapter (Child Timeline) 4
1. Lost Woods 4 If using the XP system, grant a player 1/4th of the total XP
2. Central Hyrule 5 needed for next level whenever they claim a Heart Piece.
3. Hyrule Castle 6
4. Eldin Province 7 Starting at 7th Level
5. Lanayru Province For players who are looking for a shorter adventure filled
6. Great Plateau 7 with dungeon crawls and a more gloomy atmosphere, you
    Chapter (Adult Timeline) 8 may allow the entire party to begin play at 7th level, with
7. The Dark World 9 Ganondorf already having conquered Hyrule. The characters
8. Forest Temple 10 could be Hyruleans who have witnessed the rapid decline of
9. Fire Temple 11 Hyrule, beckoned by Rauru toward the Temple of Time, or
10. Water Temple 12 sought out by Sheik (see chapter 7) to embark upon a quest
11. Shadow Temple 13 for the redemption of Hyrule. Or they could be outsiders
12. Spirit Temple stumbling upon the Dark World, motivated by whatever
13. Ganon's Castle reasons to purge it from its evil. Begin play in chapter 7, and
ensure the party is in possession of the Master Sword and
Ocarina of Time (see appendix B), presented to them by
either Rauru or Sheik. The characters should not be able to
use the Master Sword to travel back to the Child Timeline.

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

6 INTRODUCTION

Welcome to Hyrule Hyrulean Civil War

The Kingdom of Hyrule, also simply known as Hyrule, is a Ocarina of Time does not provide much detail on
beautiful and prosperous land ruled by a long line of the events of the Hyrulean Civil War. As such, there
monarchs known as the Royal Family of Hyrule. may be no need for this adventure to go into speci-
fics. If your players are eager to investigate details
Hyrule Historia of the war, you can come up with your own version
Hyrule's glorious past lies in half-forgotten ruin. Most of events, or use the (unofficial) example below:
scholars agree on the following events.
Details of the War. According to hylian chronic-
Creation of the World lers, three centuries ago several sheikah clans
defected from their oaths and sought to obtain the
Before time began, three Golden Goddesses descended upon Triforce for themselves. A fierce battle broke out in
the chaos that was Hyrule. Din, the goddess of power, created Hyrule Castle, in which sheikah fought sheikah. The
the red earth. Nayru, the goddess of wisdom, bestowed order Knights of Hyrule could no longer tell the sheikah
upon the world. Farore, the goddess of courage, created all loyalists apart from the defectors, capturing or
life. Their labor complete, the goddesses departed for the killing any they could get their hands on. The
heavens. They left behind the Triforce, to test their mortal gerudos caught wind of this turmoil. As Hyrule
creations on their ability to govern their own fate. Castle was distracted by its incursion, Mandragon,
king of the gerudos, attacked Hyrule with all his
Era of Chaos forces. It is rumored that considerable numbers of
sheikahs and Zonai warriors were among Mandra-
A mythical era of untold millenia ago, during the Era of gon's army.
Chaos it is said many demons arose from the Dark World in
pursuit of the Triforce. Their leader, Demise, tried to take When the Royal Family called out for aid, the
over the world with his evil powers. Queen Hylia and her goron and zora monarchs remained silent. Hyrule
fledgling tribes battled for their lives against this demon king. Castle was besieged. Only when the gerudo forces
Hylia emerged victorious, sealing Demise away for all eter- advanced to Death Mountain did the gorons march
nity. She ascended into divinity, ending the Era of Chaos. to war. The zoras, seeing the devastation caused as
the rivers ran red with blood, threatened to cut off
Era of Prosperity the water supply if the other factions didn't stop
their foolishness. Drought ensued, causing more
The descendants of Hylia established the kingdom of Hyrule desperation among the armies for a swift victory.
and became Hyrule's first line of monarchs. In order to Zora's Domain was under attack for their water,
protect the Triforce, Hyrule Castle was built in the center of Goron City for its wealth. The factions continued
Hyrule, guarding the vault in which the Triforce was kept. invading and repelling each other as the conflict
Under the Royal Family of Hyrule's benign leadership, Hyrule raged on. The only race to avoid bloodshed were
flourished, and a long Era of Prosperity followed. the kokiris, whose sheltered lives kept them igno-
rant of the war raging outside their forests.
Hyrulean Civil War
After three hundred years, the great gerudo army
Toward the end of the Era of Prosperity, distrust between the was crushed when hylians, gorons, and zoras
Hyrulean races grew. Some resented the Royal Family, fought side by side in a new alliance. The surviving
envying them for their supposed divine right to rule and gerudos fled back to their desert. The goron and
chafing under the restrictions imposed by hylian imperialism. zora monarchs renewed their oaths to the Royal
A fierce war broke out that lasted for countless generations. Family, and the few surviving sheikahs went into
hiding or faced execution for their alleged crimes.
Hyrule Today
    In the aftermath of the war, much of Hyrule lies in ruins.
It is year 1 of the Harkinian II Dynasty. The Hyrulean Civil Abandoned farmsteads, ruined manors, and broken keeps
War is informally over, with most chiefs and vassal kings of litter the countryside. Bandits, wild animals, and monsters
each region having renewed their oaths of allegiance to are known to roam the lands, threatening anyone who fares
Harkinian II, the new king of Hyrule. The final chief to do so, more than a few miles away from one of the surviving settle-
Ganondorf, has been summoned to Hyrule Castle to kneel ments. The Royal Family keeps most of them in check, but
before the king and submit to his rule. their resources are spreading thin. While only a handful of
settlements remain occupied, peace and relative stability will
At war's end, each of the Hyrulean races withdrew to their allow for the rebuilding and reclamation of land to begin.
own regions. Contact is generally limited to matters of diplo-
macy between the various peoples and the Royal Family, and In general, the lives of the people in this dynasty are
cultural exchange is essentially nonexistent. Those who nothing extravagant, leaning more toward a kind of pastoral
venture out are mainly traveling merchants, patrols of simplicity. Most keep meager possessions made from the
knights, and adventurers. natural materials they can source from the surrounding lands
close to their homes. Despite such modest lifestyles, the
Most people are ignorant about the world outside their Hyrulean people tend to be cheerful and optimistic, seeing
homes, aside from rumor. They no longer believe in goddes- the opportunities peace has to offer will only grow through
ses, demons, the Triforce, and the Dark World, viewing them collective kindness, cooperation, and diligence.
as a mythology with no credible historical evidence.
INTRODUCTION
7

Hyrulean Deities Alignment Suggested Domains Symbol
     CN Forge(+), Tempest, War Three opposing red flames
Greater Deities Arcana(+), Knowledge, Peace(+) Three blue stars within waves
Din, goddess of power      LN Life, Nature, Twilight(+) Three green concentric rings

Nayru, goddess of wisdom    N Suggested Domains Symbol
Grave(+), Light, Order(+) Golden lyre
Farore, goddess of courage Death, Trickery, War Red-glowing greatsword

Lesser Deities Alignment
Hylia, goddess of time      LG

Demise, god of demons      CE

Divine Beings Planes of Existence
Few mortals remember the creation myths of Hyrule and The various planes of existence in the Legend of Zelda
Hylia's sacrifice from the long-forgotten Era of Chaos. Indivi- universe are realms of myth and mystery. They're not simply
dual names of deities are rarely on the lips of Hyruleans, other worlds, but dimensions formed and governed by
though the collective term 'Great Goddesses' or 'By the God- spiritual and elemental principles. Knowledge on the planes
desses' is sometimes used as an expression or exclamation. and their denizens goes beyond the comprehension of most
Hyruleans. Spells and other effects regarding planes of
Goddesses existence are bound by the following realms:

Worship of the goddesses is usually maintained by select The Material Plane. Referred to simply as the world, this
groups of people. The Royal Family are known as devout plane serves as the main setting for this adventure. It
worshipers, yet they don't force their beliefs on the general includes Hyrule and all surrounding lands.

populace in fear of another insurrection. Other worshipers
may be found among hermits, sages, and oracles, yet none of The Ethereal Plane. The Ethereal Plane is mostly feature-
them maintain a large following of fellow believers. less, serving primarily as a pathway to travel from one
plane to another.

Player characters, especially clerics or those with the
Acolyte background, can select a deity from the Hyrulean The Lost Woods. Existing in Hyrule but not entirely part of
Deities table to serve. Clerics select one of the deity's sugges- it, these woods replace the Feywild as a sanctuary for syl-
ted domains for their class features. Domains marked with a van creatures, sheltering them from the dangers of Hyrule.

(+) come from official sourcebooks other than the Player's
Handbook and may be allowed with your permission. The Elemental Chaos. Surrounding the Material Plane on
all sides is the Elemental Chaos, an amalgamation of raw,
Gerudos worship the nameless Goddess of the Sand, who untamed elemental substance from which the Material
shares Din's alignment and suggested domains. Her symbol Plane was made---comprised of Air, Earth, Fire, and Water.

is a king cobra's hood. Hylian scholars believe the Goddess of
the Sand to be the gerudo counterpart or representation of The Sacred Realm. Representing both the Astral Plane and
Din, though this of course is vehemently refuted by gerudos. the Positive Planes, the Sacred Realm is a starry void of
infinite space, said to be the home of the goddesses.

Nature Spirits
The Dark World. A dark, twisted reflection of the Material
With the disappearance of worship, people have turned to the Plane. This dreadful realm replaces the Shadowfell and
veneration of nature spirits. Most Hyruleans believe that such Negative Planes as the dark residue of the goddesses'
spirits occupy trees, rocks, and rivers, and it is common for creation, and the abode of countless vile monsters.
small shrines to be erected as a means to pay tribute to these
spirits. It is believed such spirits help to maintain a healthy Weather
balance between nature and civilization. They can nurture Hyrule's seasons are not dependent on the time of the year, as
the soul when respected or bring destruction and disharmony there are no summers or winters in the typical sense. Rather,
when disregarded. Greed and hatred are seen as pollution to each region has its own climate, terrains, and weather
this natural balance, resulting in many of the Hyrulean races patterns that stay fairly consistent throughout the year.
professing good alignments. Another belief Hyruleans have is
that upon death, souls with unsettled disputes in life become Currency
ghosts---spirits of concentrated hatred. Precious metals such as gold and silver exist within Hyrule,
though the minting of coins has never been invented. Such
The collective spirits of a forest, lake, or even an entire metals are instead smelted into bars for storage or transport
mountain may take the form of an intelligent animal, fey and worked into jewelry and ornaments, retaining their
creature, or dragon. Though such beings have a divine origin, normal value.
they can't grant spells to clerics or control aspects of mortal
life. They are still immensely powerful beings, and may For the everyday exchange of currency, rupees (rp) are
bestow a charm or blessing upon those they deem worthy. used, which are tiny oblong hexagonal crystals that weigh
twenty to a pound. Their value is determined by their color, as
listed on the Currency table on the following page. This table
also shows their equivalent in coinage from the Player’s
Handbook, for ease of reference.

8 INTRODUCTION

Currency Value Equivalent Exotic Languages of Hyrule Script
1 rupee 1 silver piece Celestial
Rupee (rp) 5 rupees 5 silver pieces Language       Typical Speakers Infernal
Green 20 rupees 2 gold pieces Draconic
Blue 50 rupees 5 gold pieces Celestial Goddesses
Red 200 rupees 20 gold pieces
Purple Infernal Demons
Gold
Draconic Dragons

The value of an item is always indicated by its total value in The Magic of Music
rupees, and the color of rupees are rarely mentioned in any Any character that has the Spellcasting or Pact Magic class
exchange. A shortsword, for instance, is stated in the Player’s feature and is proficient in a musical instrument may use that
Handbook as costing 10 gold pieces. A weaponsmith selling instrument as a spellcasting focus, instead of the spellcasting
such an item would not ask for 2 purple rupees or 100 green focus they normally use.
rupees. Rather, he or she would just state it costs 100 rupees.
Music is pervasive in Hyrule, and there are songs that carry
To calculate prices from gold pieces to rupees, simply echoes of primordial magic, mimicking certain spell effects.
multiply the number of gold pieces x10 to get its value in Such songs are called spell songs (see appendix B). When a
rupees, as 1 gold piece equals 10 rupees. character with a musical instrument as a spellcasting focus
hears or reads a complete spell song, they can spend 1
Any prices listed in silver pieces retain the same value in minute to attempt to learn that song. On a successful DC 10
rupees, as 1 silver piece equals 1 rupee. Intelligence (Musical Instrument) check, the song is learned,
and the character can cast it as a ritual with a casting time of
Since there is no equivalent to copper pieces, any prices 1 minute, without expending any spell slots or spell compo-
that fall between rupees are rounded up to the next rupee. nents. On a failed check, the character must hear or read the
For instance, a mug of ale in the Player's Handbook is listed complete song again before attempting another check.
as costing 4 copper pieces. This means that 1 rupee could get
you two mugs of ale, or 2 rupees could get you five mugs. Lands Beyond Hyrule
Though Hyrule takes central stage in this adventure, it is far
Languages from the only kingdom in the world. The lands beyond Hyrule
Hyrule is not the most cosmopolitan of kingdoms, and a can be divided into nearby regions and distant lands. None of
relatively small number of languages are used in its lands. the main storylines and side quests of this adventure take
Common is the dominant trade language and the native place there (except for the Gerudo Wasteland), though if you
tongue of hylians. Gorons speak the Terran dialect of and your players wish to explore these locales, a brief
Primordial, and zoras speak its Aquan dialect. Gerudos and description of each is provided below.
sheikahs have their own languages, and kokiris speak a
distinct dialect of Sylvan. Infernal is spoken by demons and Nearby Regions
other fell creatures. Hyrule's few remaining dragons have
their own language, which is also spoken by those who pay Nearby regions are territories that have either remained
them tribute. Celestial is a unique language spoken by the independent from Hyrule or were once annexed and have
Goddesses. It has left very little writing in Hyrule save for since been neglected or reclaimed. Most lie within a few days
some symbols and ancient glyphs, and is a language that only travel from Hyrule and are usually too small or insignificant
a handful of mortal sages and oracles can comprehend. to form a kingdom of their own.

Exotic languages are rarely spoken among mortals of Akkala. Wild and rugged highlands, Akkala lies north-east
Hyrule, requiring two language proficiency slots to learn. of Hyrule, beyond the Eldin region of the gorons. Long
ignored due to the numerous moblin and bokoblin tribes that
Standard Languages of Hyrule Script scour its inner reaches, Akkala is also prone to strong ocean
Common winds and flash floods. Despite these hardships, a few groups
Language       Typical Speakers Draconic of daring goron and hylian settlers are trying to make it their
Common home.
Common Hylians Sheikah
Elvish Faron. Faron lies south of Hyrule, beyond Lake Hylia. It is
Gerudo Gerudos comprised of dense woodlands, jungles, and high cliffs and
peaks---and full of dangerous monsters. Though much
Primordial Gorons, zoras coveted by hylians for its abundance in natural resources, it is
a dangerous territory. Besides its plethora of monsters, it is
Sheikah Sheikahs inhabited by the fierce Zonai Tribe---savage hylians who
distanced themselves from the clutches of civilization during
Sylvan Kokiris the dawn of the Era of Prosperity.

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

INTRODUCTION 9

    Gerudo Highlands. Slightly north of the Gerudo MANADPNEOAFRBHY RYERGUIOLNES
Wasteland is a wide range of tall snowy mountains. A

single gerudo tribe guards the foothills to these treach-

erous slopes, and gerudos exiled from their homeland

are often sentenced here to die. There are no perma-

nent settlements in these highlands.

Hebra. North-west of Hyrule lies the sprawling Hebra
region, a barren and isolated mountain range even

colder than the Gerudo Highlands. Permanently frozen

tundras interspersed by sheer cliffs and staggering

peaks, some animals and monsters make it their home,

but the Hyrulean races have little interest in this

frigid territory.

Tabantha. West of Hyrule and wedged between the
Gerudo Highlands and Hebra lies a geographically iso-

lated region cut off from Hyrule by canyons and deep

rifts. A few hylian settlers call it home, connecting the

lands with rope bridges. Though the region offers

berries and wild game, the cold and steep grounds

make it ill-suited for agriculture. Rumors persist of

avian humanoids dwelling beyond the great chasm

west of Tabantha, but contact has yet to be make.

Distant Lands

Though certain realms exist in other planes of exist-

ence, such as Termina, Lorule, the Twilight Realm, the
Minish Realm, Koholint Island, and the World of the

Ocean King, this section describes the known lands of

the Material Plane that can be reached by physically

traveling there from Hyrule. Some of these lands are
inhabited by humans rather than hylians, taking weeks

or even months of travel to get there. Other lands can

be added at your discretion.

Hytopia. Hytopia is a human kingdom far to the north

of Hyrule. Due to the distance, Hytopia and Hyrule rare-

ly interact except for occasional trade. Hytopia is a

stable and colorful kingdom with a strong sense of
(constantly changing) fashion.

Holodrum. A vibrant landscape sparsely inhabited by
humans, gorons, and moblins, Holodrum has no central

form of governance. It is the only known land with four
seasons throughout the year, having an active effect on

the environment and its people.

Labrynna. Zoras speak of a land across the sea from

Hyrule abundant in beauty and resources. It is home to

humans, gorons, zoras, and other races, and is said to

have a long history. Little is known about this fabled

country other than the name of its capital: Lynna City.

Map of Hyrule

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

10 INTRODUCTION



Character Creation 2. Class
The twelve classes presented in the Player's Handbook are
The adventure’s starting location is the Kokiri Forest, in the all found in Hyrule. In the Kokiri Forest, some are more
center of the Lost Woods (see chapter 1). For as long as the common than others. It is important to note that the Deku
player characters can remember, they have lived among a Tribe is a peaceful tribe---combat is anathema to them.
community of several dozen kokiris known as the Deku Tribe.
This tribe's sheltered existence means the characters will be Barbarian
largely ignorant of the world outside their forested home.
There are no barbarians in the Deku Tribe. PC barbarians
The default assumption is that the characters begin the may be known for their short tempers and aggression and
adventure as children, making use of the Child Template (see will most likely be shunned by the majority of kokiris.
sidebar) for character creation. You can explain to the players
that their characters should reach adulthood at the start of Bard
level 7, roughly halfway through the adventure. If a player
prefers to begin play as an adult character, discuss this with The Deku Tribe loves music and song, with many kokiris
the group, as it would deviate from the adventure's core proficient in flutes, panflutes, and viols. PC bards will be
storyline and character development possibilities. It will also widely popular and are most likely asked to play music and
inevitably cause you to make modifications to the first half of perform as their main contribution to the community.
the adventure to accomodate adult player characters.
Cleric
The following sections provide you with step-by-step
suggestions on how the character creation process can be The most likely deity for PC clerics will be Farore, who repre-
tailored for child PCs living in the Kokiri Forest. You can use sents the Life, Nature, and Twilight domains. The Deku Tribe
some, all, of none of these suggestions, depending on what is unaware of the Hyrulean Pantheon though, believing their
fits best with your group's style of play. magic to originate from the Great Deku Tree.
1. Race
The players can choose any of the six races described in the Druid
Races section of appendix A. Remind the players that their
characters will be largely ignorant of the descriptive texts of Druids are more common than clerics, and some of the more
these races. If a player finds it difficult to separate player respected kokiris in the Deku Tribe belong to this class.
knowledge from character knowledge (known as metagame
thinking), advise them to select a race by only inspecting each Fighter
race's image and traits.
A handful of fighters belong to the Deku Tribe, charged with
Child Template protecting the Kokiri Forest from threats. This task is mostly
ceremonial, as the tribe has never faced any real danger.
Using this template, you retain all your statistics
except as noted below: Monk
    Ability Score Modifier. Your ability scores are each
reduced by 2. There are no monks in the Deku Tribe. PC monks may be
self-taught, or receive vague visions or memories that allow
Age. Unless you are a kokiri, your minimum them to practice their martial arts.
starting age is 10 and your maximum starting age
is 13. Paladin

Size. Unless you are a kokiri, your height There are no paladins in the Deku Tribe. PC paladins will be
decreases by 1d6 + 10 inches, to a minimum of 2 treated with awe and admiration.
feet. If this reduces your height below 4 feet, your
size becomes Small. Ranger

Proficiencies. If your race or class grants you Rangers within the Deku Tribe are daring sorts that venture
proficiency with martial weapons or heavy armor, into the Lost Woods on occasion, though even they can
those proficiencies are instead substituted by 1 become lost by magical means in those enchanted woods.
additional luck point each (see Beginner's Luck).
Rogue
Beginner's Luck. You have the Lucky feat,
described in chapter 6 of the Player's Handbook. Rogues are most likely mischievous tricksters and harmless
Once your child character reaches the age of physi- jokers, often blamed when anything goes missing.
cal maturity, determined by race, you automatically
abandon this template. Kokiri characters may also Sorcerer
abandon this template once their companions have
reached adulthood, to reflect the personal growth There are no sorcerers in the Deku Tribe. PC sorcerers will
the kokiri has attained during their adventures. most likely have inherited their powers from an ancestor and
will be treated with caution and superstition by the kokiris.
12 INTRODUCTION
Warlock

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

Wizard

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

3. Determining Ability Scores Background
The recommended method for determining ability scores is
the Variant: Customizing Ability Scores from the Player's From the Player's Handbook, the most suitable backgrounds
Handbook. Alternatively, players can use the standard array for child PCs being raised in the Deku Tribe are: Acolyte,
of 15, 14, 13, 12, 10, 8. Charlatan, Entertainer, Folk Hero, Guild Artisan, Hermit,
Outlander, Sage, and Soldier. If a player can provide a good
If you and your players prefer ability scores to be deter- reason why they could belong to a different background, that
mined randomly, an alternative method is suggested that is background may be allowed at your discretion. Given the
more suitable for child characters, as it ensures a more limitations of the characters' upbringing, customizing
balanced range of 6 to 15, rather than the normal range of 3 backgrounds should be allowed to ensure players have the
to 18 when determining ability scores. This method goes as most freedom in creating the characters they want.
follows:
If your players are having trouble fleshing out their
Roll four 6-sided dice, rerolling all 1s and 6s (multiple characters' backgrounds, share the ideas from the Character
times, if needed). Record the total of the highest three dice on Hooks for Select Backgrounds table with them. This table
a piece of scratch paper. Do this five more times, so that you appears on the following page.
have six numbers ranging from 6 to 15. Now take these six
numbers and assign each of them to one of the character’s six 5. Equipment
abilities. Afterward, make any changes to the ability scores as The Deku Tribe is self-sufficient, with all members living a
a result of racial modifiers and the Child Template. comfortable lifestyle. The center of the village has a shop that
accepts rupees, though most exchange is done through trade
4. Character Description goods. It is unlikely the characters begin play with armor,
Given the seclusion of their upbringing, non-kokiri player shields, or weapons, as there is no need for them within the
characters will not have met any other characters belonging safety of the Kokiri Forest. You can explain to your players
to their race. It is therefore likely such PCs identify as being that they can keep some of their starting rupees to the side
kokiris, despite realizing their appearance is much different. and will have the opportunity to purchase such items before
Unless a character behaves in ways that oppose the kokiris' embarking on their first adventure.
views of kindness, cheerfulness, and harmony with nature,
only the most prejudiced kokiris would treat the player Rather than using the starting equipment from class and
characters differently than they would other kokiris. background, each player character begins with 2d4 x 100 rp,
or 500 rp if they don't want to roll randomly. Some or all of
Alignment these rupees can be spent in the following categories, as
listed in the Player's Handbook or appendix B:
All kokiris of the Deku Tribe are good-aligned, with the
majority being Neutral Good. Though you could allow PCs of Armor and Shields
non-good alignment, it is strongly advised not to allow evil
child PCs. However, children are still developing their moral The only armor and shields available in the Kokiri Forest are
and personal attitudes, and it is perfectly fine for child PCs to leather armor and wooden shields.
begin with a neutral alignment and change it (once) to a
neighboring alignment as the adventure progresses. For Weapons
example, from Neutral Good to Lawful Good.
The only weapons available in the Kokiri Forest are those
Languages used for agriculture, woodworking, and other crafts. These
are: club, dagger, dart, handaxe, light hammer, quarterstaff,
Since the characters have been raised in the Kokiri Forest, sickle, sling, and spear.
you may allow their starting languages to be Common and
Sylvan, instead of any languages provided by their racial Adventuring Gear
traits. Additional languages a character may know could have
been taught by the Know-it-all Brothers (see chapter 1). The following items from the Adventuring Gear table are not
available in the Kokiri Forest: ammunition (except sling
Personal Characteristics bullets), hunting trap, manacles, poison, and quiver. All other
items are nonmetal and nonglass, made instead from
Child characters don't interact with the world the same way materials such as bone, stone, rope, and wood.
adults do, and a child PC's description should reflect that.
Generally speaking, children show more bewilderment, Tools
impulsiveness, and emotion than adults. The personal
characteristics listed in each background may therefore be Any nonmetal tools are available in the Kokiri Forest.
adjusted to better reflect the attitudes of child characters.
The Kokiri Quirks table in the Kokiri entry of appendix A Mounts and Vehicles
offers some examples of character traits a child PC raised in
the Kokiri Forest may have. The Lost Woods Bonds table, No mounts or vehicles are available in the Kokiri Forest.
appearing on the following page, provides you with bonds
tailored to this adventure. Use them in place of or in addition 6. The Legend Begins!
to the ones described in the Player's Handbook. The characters live together in a treehouse near the center of
the Kokiri Forest (see chapter 1). Let the players describe
their characters, what their day-to-day activities are, and how
well they get along with each other and their community.

INTRODUCTION 13

Character Hooks for Select Backgrounds

Background Character Hook

Acolyte You're a servant of the Great Deku Tree, and you're being preparing to become his personal attendant!
You've never met the Guardian Spirit, of course, but one day soon you will be ready and may go and live
with him in the Great Deku Tree's Grove. What a magnificent honor!

Charlatan You love to dress up as a skull kid, to frighten the other children. In secret, it helps you to feel brave, as
real skull kids terrify you. You hope to never run into a real one yourself!

Entertainer As the most popular musician in the Deku Tribe, your songs bring great joy to the other children.
However, you can't shake the feeling that there is a deeper meaning behind some of your melodies.
There's this faint echo in some of your tunes, a primordial magic that is felt with every fiber in your body.
If only you can find the correct order to play these tunes in!

Folk Hero The other children have always teased you for not having a fairy, and you've struggled to fit in. It is your
life-long dream to one day have a fairy companion of your own, to prove to the other children that you are
one of them.

Guild Artisan You're the best crafter in the village, but you've grown bored working with wood and bone. You would love
to get your hands on some unusual materials, to practice new crafts. How to get them though?

Hermit You live alone in the Lost Woods, somehow having avoided turning into a skull kid. The forest has
whispered to you of a great evil entering this sacred domain, and a heavy burden falling on the Great Deku
Tree. The time has come for you to leave your seclusion to properly investigate what is amiss, and your
search begins in the Kokiri Forest.

Outlander You live on the edge of the Kokiri Forest, away from the other children. Though you've carefully explored
parts of the Lost Woods, you still get lost from time to time, and narrowly escaped turning into a skull kid.
It is your dream to properly map out the woods one day, though it seems the very trees are constantly
moving about, making it impossible for you to safely navigate its treacherous paths.

Sage You're one of the few children among the Deku Tribe who knows even a hint on what life is like outside
the forest, and some of the other children come to you to hear of these tales. You've never been able to
confirm these stories, of course, and your curiosity is reaching a tipping point.

Soldier You're a member of the Deku Brigade, a serious group dedicated to protecting the Kokiri Forest, led by the
sherrif, Mido. There have never been any real threats, of course, but your job is still very serious. You even
have a wooden sword to prove it! You've heard stories of real soldiers, living in great big stone houses.
You would love to meet a real soldier some day, to ask them a million questions.

Lost Woods Bonds

d10 Bond
1 My friends are the most important people in my life.

Where they go, I go.
2 I dream of a life outside the Lost Woods.
3 The Great Deku Tree is the spirit of the forest. He is

to be respected above all others.
4 My fairy companion keeps pestering me. Why won't

she ever just stay quiet?
5 I suffer awful dreams of a dark horseman pursuing a

princess, and will do anything to prevent it.
6 I sometimes hear someone singing to me, even

when there's nobody around. Whoever it is, I feel
reassured by her soothing voice.
7 Magic fascinates me! I want to learn about all the
magic in the world; spells, magic items, everything!
8 I once saw a green-and-yellow dragon flying over the
forest. Really! I'm always keeping my eyes to the sky,
hoping to see it again some day.
9 I know I'm not a kokiri, and wish to one day find out
who I truly am. Do I have a family somewhere? Are
they waiting for me?
10 The forest has become ill. Nobody believes me, but I
can feel it in every plant and tree. What could be
causing this horrible blight?

14 INTRODUCTION

Chapters 1-13: Under Construction
Coming Soon!

CHAPTERS 1-13: UNDER CONSTRUCTION 15

Appendix A: Character Options

During character creation, one player may opt to play Link,     Link's Parents. Few details are given in regards to the
the classic protagonist of the Legend of Zelda series, as he is identity of Link's parents, which gives you a lot of flexibility
depicted in Ocarina of Time. Alternatively, the characters on the matter. It is hinted at that Link's father was a knight.
could play versions of Link as identical siblings, each with a Perhaps you want Link to know who his parents are, or
different colored tunic. This appendix also explores the idea prefer to keep it a mystery and leave it up to the DM. Give
of Zelda as a player character. thought to why Link was spirited away from Hyrule Castle,
and why him or his mother was important enough to be
Creating Link pursued in the midst of a large battle.
Traditionally, Link is a solo adventurer, necessitating a wide
range of skills and capabilities. In an adventuring party how- Alternatively, come up with your own origin story.
ever, some of those feats may be covered by his companions,
allowing Link to focus on a narrower set of abilities. Your Link's Capabilities
goal in this appendix is to offer the player suggestions on how
Link can be created to function within an adventuring group Though at 3rd level Link would only begin to understand his
without losing Link's classic characteristics. If the player capabilities, he has an inherent set of skills and proficiencies
decides on other creative choices, that's fine, as long as they that required little to no training. These will largely be
fall within your approval for character creation. As long as determined by his character class.
the player embodies Link as a brave and heroic character,
Link should be the prime candidate for wielding the Triforce Link is first and foremost a lightly-armored warrior,
of Courage, as detailed in chapter 6. handling a wide range of fighting styles---most famously
sword and shield, followed by archery. He is adept at wild-
The information below can be used as a guideline for the erness exploration and uses minor magic, though the latter
player in creating Link as a player character. usually comes in the form of magic items and supernatural
gifts. Finally, Link is known for his unwavering courage.
Link's Origin
Quick Build
Link's mother fled Hyrule Castle at the height of the Hyrulean
Civil War, almost ten years ago. Pursued by unknown You can make Link quickly by following these suggestions.
horsemen, she found her way into the Lost Woods, where she First, choose hylian as your race. If your DM allows the
collapsed from her injuries. With her dying breath, she Variant Hylian, select Magic Initiate and take the blade ward
pleaded the spirits of the forest to protect her infant. and true strike cantrips plus find familiar spell from the
wizard spell list. Choose the blue fairy from the Fairy stat
Her voice was heard by the Great Deku Tree, who foresaw block in the Kokiri section of the Player's Companion as your
the child's destiny as a savior of Hy-
familiar and call her Navi. Apply the Child Template from the
rule. Taken in, Link was raised
Starting the Adventure section in chapter 1 of this adventure
away from civilization, to live an
and make your starting age 10.
uncorrupted life close to nature,

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

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

    1. Race

      Originally, Link is hylian. The Variant Hylian option would

      allow the most flexibility in representing his racial traits,

            and the Child Template helps with the timeline of his  
                  background. To maintain Link's physical appear-

                        ance, the only other viable race would be

                              kokiri, though he would remain childlike
                                    throughout the adventure and would

                                        require a modified origin story.

16 APPENDIX A | CHARACTER OPTIONS

2. Class 5. Equipment

Many class options are viable when creating Link, though Being invested primarily in your Dexterity score, studded
some are closer to his classic depiction than others. leather is the best armor for you, though chain shirt may be
more accurate once Link becomes an adult.
Ranger (Hunter). This Link would be a classic approach to
the character. Link's main fighting style depends on his age. As a child,
Link favors shortsword and wooden shield, using a slingshot
Ranger (Beastmaster). This Link would be a classic (sling) for ranged attacks. As an adult, Link is proficient in all
approach to the character. Ask your DM if you may have a weapons, though favors longsword and shield, or shortbow.
riding horse as your Ranger's Companion. Call her Epona. Don't worry about requiring a high Strength score if you wish
Select a wolf or owl otherwise. to wield a longsword. You can begin play with a shortsword
instead, while destiny may provide further opportunities
Bard (Valor). This Link would favor magic and musical during the course of this adventure.
instruments over exploration and martial combat.
6. Feats and Multiclassing
Fighter (Any). This Link would favor martial combat over
exploration. If these optional rules are allowed, any multiclass combi-
nation of Link's recommended classes could be viable.
Paladin (Any). This Link would favor (melee) combat over
exploration and possibly archery. With the find steed spell, For optional feats, suitable choices would be Dungeon
summon a riding horse and call her Epona. Delver, Magic Initiate (for find familiar), Mounted Combatant,
Resilient (Constitution or Wisdom), Shield Master, Skulker,
Rogue (Thief). This Link would favor stealth and skills Tough, and War Caster---though raising your Dexterity and
over martial combat. Constitution scores may be the preferred option instead.

Warlock (Archfey). This Link would favor magic over 7. Spells
exploration and martial combat. Your patron would be the
Great Deku Tree. Take the Pact of the Chain feature at 3rd Traditionally, Link does not cast his own spells. If your class
level and ask your DM for a blue fairy as your familiar. grants you the Spellcasting or Pact Magic feature, try to
select spells that enhance his already existing capabilities,
Other Class Options. With your DM's permission, rather than having Link's spellcasting overshadow his skills
Xanathar's Guide to Everything and Tasha's Cauldron of as a warrior.
Everything may provide further class options.

3. Ability Scores

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

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

4. Personality and Background

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

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

Less viable backgrounds would be Hermit or Outlander.
Some suitable personal characteristics are:
Trait. If someone's in trouble, I'm always ready to lend help.

Trait. Though soft-spoken, I listen attentively to others.

Ideal. Tyrants must not be allowed to oppress the people.

Bond. I suffer awful dreams of a dark horseman pursuing a

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

APPENDIX A | CHARACTER OPTIONS

17

Creating Zelda     Her voice was heard by the Great Deku Tree, who foresaw
Rather than Link being the protagonist and Zelda the damsel the child's destiny as a savior of Hyrule. Taken in, Zelda was
in distress, you could allow Zelda to be a player character raised away from civilization, to live an uncorrupted life close
instead. Because the chapters in this adventure aren't to nature, unaware of the destiny that laid before her.
designed for such an option, it will inevitably cause you to
make modifications to most chapters, so think carefully Zelda's Parents. Unaware of her lineage, Zelda has no
before presenting this option to your players. idea who her parents are.

To facilitate Zelda as a player character, consider her being Zelda's Capabilities
raised in the Kokiri Forest instead of Link. She will initially
be unaware of her royal blood and might even go by a Though at 3rd level Zelda would only begin to understand
different name. In turn, Link will be the promising son of the her capabilities, she has an inherent set of skills and
Lord Commander of the Knights of Hyrule, privy to all the proficiencies that required little to no training. These will
steps required for obtaining the Triforce, since it is Link's largely be determined by her character class.
father's sacred duty to protect it. Link, as a youth, will live in
Hyrule Castle and have Impa as his personal bodyguard. He Zelda is first and foremost an unarmored spellcaster,
will be the secret bearer of the Ocarina of Time---essentially handling a wide range of magical powers---most famously her
replacing Zelda's role as NPC. When the player characters prescience, followed by spells related to light. She is adept at
make it to the Adult Timeline, Link will be in hiding as Sheik, social interactions and may learn some fighting techniques,
secret wielder of the Triforce of Courage. Zelda, in turn, will though the latter usually doesn't develop until she becomes
slowly awaken to her destiny as wielder of the Triforce of an adult. Finally, Zelda is known for her refined intuition.
Wisdom as she discovers her heritage as princess and future
queen of Hyrule. Quick Build

The information below can be used as a guideline for the You can make Zelda quickly by following these suggestions.
player in creating Zelda as a player character. If the player First, choose (standard) hylian as your race. Apply the Child
decides on other creative choices, that's fine, as long as they Template from the Starting the Adventure section in chapter
fall within your approval for character creation. 1 of this adventure and make your starting age 10.

Zelda's Origin Next, take the cleric class. Pick Nayru as your deity and
select Knowledge as your divine domain. Make Wisdom your
Zelda's mother fled Hyrule Castle at the height of the highest ability score. Decide between Dexterity, Constitution,
Hyrulean Civil War, almost ten years ago. Pursued by Intelligence, and Charisma next, and leave Strength for last.
unknown horsemen, she found
Take the lawful good alignment and follow with the Acolyte
her way into the Lost Woods,
background. You were raised as an orphan among the kokiris
where she collapsed from
of Kokiri Village, under supervision of the Great Deku Tree.
her injuries. With her dying
Select personal characteristics that exemplify wisdom and
breath, she pleaded the spirits
standing up against injustice, and take a bond related to
of the forest to protect
destiny. Use your starting rupees to purchase whatever
her infant. equipment you deem appropriate.
Customizing Zelda
Here is a more in-depth look at ways to create Zelda as a PC.

1. Race

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

2. Class

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

3. Ability Scores

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

18 APPENDIX A | CHARACTER OPTIONS

4. Personality and Background 7. Spells

Zelda has a strong inclination to lawful good, though other All of Zelda's recommended classes have the Spellcasting
good alignments could be considered as well. feature, except for monk. Zelda as a player character should
be capable of a wide range of spells, predominantly
Acolyte would be most suitable background, as Zelda has a abjuration, divination, and healing spells. Offensive spells
divine connection to the goddesses. Other viable back- should be centered on inflicting radiant damage.
If you wish
grounds would be Folk Hero, Hermit, Noble, or Sage. Some to play Zelda as a monk character, try to take the Magic
suitable personal characteristics are: Initiate feat for at least some spellcasting.
Trait. I feel tremendous empathy for all who suffer.

Trait. There's nothing I like more than a good mystery.
Creating Both Link and Zelda
Ideal. If we listen carefully, we can hear the goddesses An interesting option to consider is to have both Link and
Zelda be player characters. This option will also cause more
whisper to us. It is imperative we heed their words.
preparation on your part, but could result in an enjoyable
Bond. I have recurring dreams of a boy in a castle, holding a experience to your players.

glowing ocarina. He is my destiny, though I don't know why.
To facilitate both Link and Zelda as a player characters,
Flaw. I underestimate my own resolve to take action in any you can use the recommendations for both. Impa will be
secret custodian of the Ocarina of Time, with whom the
given situation. characters will meet up in Hyrule Castle. She will also
replace any encounter with Sheik during the Adult Timeline
5. Equipment before awakening as the Sage of Shadow. Once Impa
awakens as a sage, she will no longer be encountered outside
As a cleric, it wouldn't be inappropriate for Zelda to wear the Sacred Realm. You could introduce Sheik at this point as
light or even medium armor. Even though she is rarely her successor, or have messages containing the appropriate
depicted wearing armor, it would complement her survivabi- spell songs left by Impa at each remaining temple.
lity as an adventurer. With classes such as monk or wizard
she would remain unarmored. When the player characters make it to the Adult Timeline,
Link and Zelda will be the prime candidates for wielding the
Appropriate weapons would be those with the finesse or Triforce of Courage and Triforce of Wisdom respectively. As
ranged properties, such as a rapier and shortbow---both this will result in not one but two artifacts in possession of
weapons she has been shown to have familiarity with. Other the party, consider slightly increasing the difficulty of certain
items that would suit her character would be those of healing, encounters---especially those in chapter 13.
such as healing potions and a healer's kit.
To prevent Link and Zelda overshadowing other player
6. Feats and Multiclassing characters, a balance of powers can be made. Though Link
might wield the Triforce of Courage for example, another
If these optional rules are allowed, any multiclass combi- character might wield the Master Sword or Ocarina of Time.
nation of Zelda's recommended classes could be viable.
Sages as Player Characters
For optional feats, suitable choices would be Alert, Another way to promote significance among player
Defensive Duelist, Healer, Inspiring Leader, Keen Mind, characters is to have them become sages. While Rauru,
Linguist, Magic Initiate, Observant, Resilient (Constitution or Saria, Darunia, Ruto, Impa, and Nabooru remain present
Wisdom), Ritual Caster, and Spell Sniper---though raising within the adventure, it could serve as a defining plot twist for
your Wisdom score or other spellcasting ability may be the the characters to complete a temple in the Adult Timeline to
preferred option instead. discover one of them has become a sage! A sage PC will
remain with the party throughout the adventure while NPC
sages stay in the Sacred Realm. The awakened PC sage will
be in possession of their corresponding sage medallion (see
appendix B) and may receive further boons at your discretion.
One type of boon could be that when the sage is attuned to
the corresponding sage medallion, that medallion confers the
following properties to that character:

The medallion's ability score increase becomes +4, instead
of +2.
The medallion's damage resistance becomes damage
immunity.
You can cast the medallion's spell twice without expending
a spell slot, instead of once.
Though each sage element has an associated race, any
character of any race can become a sage. Which sage they
become can be based on their affinities and proclivities.

APPENDIX A | CHARACTER OPTIONS 19

Races Hyrule Castle

A diverse assortment of peoples dwell in Hyrule and beyond. The crown jewel of its kingdom, Hyrule Castle is
Aside from humans, the races in the Player's Handbook are the seat of Hyrule's monarchical government and
unknown in Hyrule, unless they're visiting from other worlds. the home of its royal family. Near the castle is
Hyrule Castle Town, which serves as the city's
This section provides information about the following marketplace where Hyruleans come to engage in
common playable races in Hyrule, as well as racial traits for business, gossip, and trade.
all of them. Your players choose one of these races for their
character when they begin play: Lasting Institutions
Hylians are said to be divinely chosen to lead the other
Where a single goron or zora might take on the responsibility
races in creating a prosperous civilization.
of guarding a special location or a powerful secret, hylians
Gerudos are female raiders eking out an existence in the found sacred orders and institutions for such purposes.
While goron clans and sheikah elders pass on the ancient
canyons and deserts bordering Hyrule.
traditions to each new generation, hylian temples,
Gorons are sturdy rock people with close ties to the elements governments, libraries, and codes of law fix their traditions in
the bedrock of history. Hylians dream of immortality, but
of earth and fire.
(except for those few who seek undeath or divine ascension
Kokiris are magical fairie folk who dwell in the depths of to escape death’s clutches) they achieve it by ensuring that
they will be remembered when they are gone. Individually
forests and hidden groves.
and as a group, hylians are adaptable opportunists, and they
Sheikahs are a near-extinct race of stealth and subterfuge, stay alert to changing political and social dynamics.

beholden to ancient oaths. Although some hylians can be xenophobic, in general their
Zoras are amphibious humanoids with a strong affinity societies are inclusive. Except for the troublesome gerudos,
hylian lands welcome large numbers of nonhylians compared
toward water. to the proportion of hylians who live in nonhylian lands.

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

A Broad Spectrum

With their penchant for migration and annexation, hylians
are more physically diverse than other common races. An
individual can stand from less than 5 feet to a little over 6 feet
tall and weigh from 90 to 250 pounds. Hylian skin

shades range from nearly black to very pale, and hair

colors from black to blond (curly, kinky, or straight);

males might sport facial hair that is sparse or thick.

Their ears are pointed, thought to be so they may hear

the whispers of the gods.

Variety in All Things

Hylians are the most adaptable and ambitious people among
the Hyrulean races, having widely varying tastes, morals, and
customs in the different regions where they settled. When
they settle, though, they stay: they

build towns to last for the ages,

and great kingdoms that can

persist for long centuries. An

individual hylian might have a

relatively short life span, but a

hylian nation or culture preserves

traditions with origins far beyond

the reach of any single hylian’s memory.

They live fully in the present---making them

well suited to the adventuring life---but also plan

for the future, striving to leave a lasting legacy.

20 APPENDIX A | CHARACTER OPTIONS

Exemplars of Ambition     Here's how to determine your height and weight randomly,
starting with rolling a size modifier:
Hylians who seek adventure are the most daring and     Size modifier = 2d10

ambitious members of a daring and ambitious race. They     Height = 4 feet + 6 inches + your size modifier in inches

seek to earn glory in the eyes of their fellows by amassing     Weight in pounds = 90 + (2d4 x your size modifier)
power, wealth, and fame. More than other people, hylians     Speed. Your base walking speed is 30 feet.
champion causes rather than territories or groups.
Divine Grace. Divine power guards your destiny. When
Hylian Names you finish a long rest and have no inspiration, you gain
inspiration.
Many hylian names can be applied to both men and women,
though a general distinction can be made. Surnames are Skill Versatility. You gain proficiency in two skills of your
usually patronymic or based on vocation. For example: choice.
"Baddek, son of Baumar," or "Aliza the Weaponsmith".
Male Names: Baddek, Baumar, Bolson, Botrick, Branli, Languages. You can speak, read, and write Common and
one extra language of your choice. Hylians are fond of
Brigo, Cambo, Chork, Chumin, Dai, Dmitri, Endai, Gotter, sprinkling their speech with words borrowed from other
Hoz, Hudson, Karson, Kenyo, Khini, Konba, Mils, Moggs, tongues: Gerudo curses, Zora poetic expressions, Goron
Nazbi, Nell, Pitar, Regan, Rex, Rik, Ronn, Rudi, Savelle, industrial phrases, and so on.
Sho, Spoone, Stamm, Toffa, Toren, Trott, Tye, Zyle

Female Names: Aliza, Aya, Banji, Benny, Bozai, Canni, Variant Hylian Traits
Canolo, Chabi, Ena, Flaxel, Gleema, Hunnie, Jana, Jerrin,
Jules, Kaifa, Kanny, Leekah, Lonni, Loone, Meeshy, If your campaign uses the optional feat rules from
Meghyn, Mina, Monari, Nat, Nobo, Parcy, Perosa, Phanna, chapter 6 of the Player's Handbook, you might
Ruli, Sorelia, Suzuna, Tauma, Tenne, Totsuna, Yammo allow your players these variant traits, all of which
replace the hylian's Ability Score Increase, Divine
Hylian Traits Grace, and Skill Versatility traits.

It's hard to make generalizations about hylians, but your Ability Score Increase. Two different ability scores
hylian character has these traits. of your choice increase by 1.

Ability Score Increase. One ability score of your choice Skills. You gain proficiency in one skill of your
increases by 2, and two other ability scores of your choice choice.
increase by 1.
Feat. You gain one feat of your choice.
Age. Hylians become adults at 17 and live less than a
century.

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

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

Gerudo Gerudo Desert
In blasted lands skirting the borders of civilization, beyond
canyons and dry hills, dwell the deadly gerudos. Many folk South-west of Hyrule lies the Gerudo Desert, a vast
fear these bands of female warriors, and few would claim and barren territory with scorching heat during the
their friendship. Gerudos endure an arid world of rock, sand, day and a frigid wind at night. It is a land of death
and heat. Their bodies are tall and tough, giving them the and desolation, much in contrast to the green
endurance needed to survive. Their spirits take after the fields of Hyrule. Making do with what they've got,
wandering wind, making them nomads who venture from one the gerudo tribes have made it somewhat
water hole to the next. Their hearts are as cold as the lone habitable, yet their gaze is ever set on Hyrule.
desert nights, leaving each gerudo with the responsibility to
earn a place in the tribe or die trying.     Gerudos place a premium on self-sufficiency and individual
skill. They have a compulsion to keep score, counting their
Power Above All deeds and tallying their accomplishments to compare to
others. Gerudos love to excel, taking on defeat with grudges
Standing much taller than the average hylian and with a and self-loathing. Those who subdue or kill their opponents
powerful build, gerudos are an intimidating sight. Large in combat rise as champions and chieftains, while those with
green or amber eyes, hard bronze skin, fiery red hair, and a a knack for magic become a tribe's spiritual leaders.
sharp beak-like nose sets them apart.
Exiles and Outcasts
Gerudos disdain males of any race, hunting for mates only
to procreate. They produce daughters almost exclusively, with Communities of gerudos don't exist in Hyrule, though a lone
a male gerudo born only once per century. Ironically, such a gerudo may be found here or there. Such individuals are
male is predestined to become king of the gerudos and lead often exiles or outcasts, constantly having to prove their
them in war and conquest. trustworthiness and requiring a community or influencial
Hyrulean to vouch for them in order to be accepted. Even
Twinrova, goddess of the sand, is the gerudos' unrelenting then, the gerudo faces constant glares at best, or violent
patron deity. She is depicted as a colossal gerudo queen with persecution at worst.
a giant cobra draped around her shoulders. Gerudos with an
affinity toward sorcery seek the goddess's favor, in their drive
to unleash the overwhelming powers within them.

Remorseless Raiders

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

have a natural affinity with such beasts, taking

great care in their well-being, as the gerudos'

own survival depends on it. It is said gerudo

horses are the best quality breed in

all the lands.

Survival of the Fittest

Gerudo homes are large encampments,

usurped fortresses, or temples carved in the

mountainside. Their main concern for survival

being fresh water, permanent settlements remain rare.
Drought often plagues their lands, forcing the gerudos to
follow the herds. It isn't unusual to find ancient gerudo
temples and other structures half-buried and forgotten
among the canyons and desert sands they call home.

22 APPENDIX A | CHARACTER OPTIONS

Gerudo Names     Here's how to determine your height and weight randomly,
starting with rolling a size modifier:
Every gerudo has a birth name, a tribe name, and a matro-     Size modifier = 2d8

nymic. For example: "Anche Korsh-Agaat, daughter of Ardin".     Height = 6 feet + your size modifier in inches

Each of their seven tribes is named after an ancient gerudo     Weight in pounds = 160 + (2d4 x your size modifier)
heroine, whose meaning in Common is added in parenthesis.     Speed. Your base walking speed is 30 feet.
Female Names: Anche, Ardin, Ashai, Babi, Barta, Betri,
Exceptional Athlete. You have advantage on all ability
Buliara, Calisa, Calyban, Cara, Dalia, Danda, Deltan, checks related to one of the following abilities of your choice:
Dorrah, Dina, Emri, Estan, Essa, Fegran, Frelly, Furosa, Strength, Dexterity, or Constitution.
Greta, Isha, Kachoo, Kalani, Katta, Kohm, Konora, Kotta,
Kyra, Laine, Lashley, Leena, Liana, Lorn, Lukan, Maike, Desert Dweller. You are accustomed to the desert heat.
Makure, Malena, Marta, Merina, Muava, Nellie, Nali, Olu, When not wearing heavy armor, you do not require additional
Padda, Pasha, Pearle, Ploka, Pokki, Pritana, Pyra, Reeza, drinking water during hot weather and you have advantage
Rima, Ripp, Romah, Rotana, Saula, Shaillu, Shabonne, on saving throws against exhaustion when exposed to
Smaude, Spera, Sudrey, Sumati, Tali, Teake, Yaido
extreme heat.
Tribe Names: Korsh-Agaat (Knowledgeable Warrior), Korsh-
Birida (Flying Warrior), Korsh-Granajh (Gentle Warrior), Expert Explorer. You gain proficiency in the Survival skill,
Korsh-Karusa (Skilled Warrior), Korsh-Palu (Spirit and moving across sand does not count as difficult terrain for
Warrior), Korsh-Toruma (Swift Warrior), Korsh-Vatorsa you. Additionally, whenever you make a Wisdom (Animal
(Enduring Warrior) Handling) check related to mounts and beasts of burden, you
can add twice your proficiency bonus, instead of any
Gerudo Traits proficiency bonus you normally apply.

Your gerudo character has certain traits deriving from your Saving Face. Gerudos are careful not to show weakness in
gerudo ancestry. front of their allies, for fear of losing status. If you miss with
an attack roll or fail an ability check or a saving throw, you
Ability Score Increase. Your Constitution score increases can gain a bonus to the roll equal to the number of allies you
by 2, and your Charisma score increases by 1. can see within 30 feet of you (maximum bonus of +5).

Age. Gerudos mature a little faster than most races, Once you use this trait, you can't use it again until you
reaching adulthood at 15. They live less than a century. finish a short or long rest.

Alignment. Most gerudos are neutral. They see the world Gerudo Weapon Training. You have proficiency with the
as a place of predators and prey, kill or be killed, in which glaive, scimitar, shortbow, and longbow.
only the strong survive.
Languages. You can speak, read, and write Common and
Size. Gerudos range from 6 to more than 7 feet in height, Gerudo. Gerudo is flowing and sibilant, with rolling r's and
retaining a lean yet muscular build. Your size is Medium. hisses. Though it uses the Draconic script, its origins have
been lost through the ages.

APPENDIX A | CHARACTER OPTIONS 23

Goron Death Mountain
Known as "rock people", gorons are strong boulder-like
creatures with stumpy legs, powerful arms, and massive The goron clans of Death Mountain have long held
hands. They become spherical when curled up, and use close ties with the Hyrulean royal family. They are
rolling as a means for both transport and combat. Gorons are led by the Eldin Clan, founders of Goron City, near
known as zealous warriors, miners, and workers of stone and the heart of the fiery mountain. Visitors brave
metal. Their height varies from 5 to almost 8 feet tall, with enough to climb this active volcano must ascend a
hides hard and dense like rock, and their weight can be up to steep pass fraught with monsters and other perils.
seven times that of the average hylian.
Goron Society
Goron hides range from deep brown to a paler hue tinged
with red, but the most common shades are light brown or The chief unit of goron society is the clan, often led by an
deep tan, like certain tones of earth. Most have a row of stony elder. Those who become chiefs are powerful and wise,
outgrowths on their backsides, and older gorons sport white uniting their people through respect and trust, rather than by
ridges on their bodies resembling hair. They have small eyes force. Gorons tend to live in relative isolation but will
and wide mouths, concealing unaligned, square teeth. regularly trade with hylians and other friendly races. They are
close and respectful to others of their own kind, and often
Sons of Stone refer to each other as "brothers". Though they are a friendly
race, gorons can also be slow to trust outsiders, and may
Solid and enduring, gorons have the capability to thrive in any come off as cautious or even aggressive depending on the
environment, especially volcanoes and other areas of extreme situation. However, if an outsider is able to prove their worth,
heat. They can trace their ancestry back to the founding of usually in a test of strength or skill, the gorons will accept
ancient strongholds in the youth of the world. Part of that them and come to call them one of their brothers (or sisters).
ancestry is devotion to the Mountain Mother---their patron
deity Din, goddess of power, who upholds the goron ideals of Though their passion for masonry and metallurgy is strong,
industrious labor, strength in battle, and devotion to the forge. their large hands and somewhat clumsy approach to their
work results in crude, though effective, craftsmanship. To
Being exclusively male, it is said when a goron desires gorons, durability matters more than esthetics. The diet of
parenthood, he ventures deep within the bosom of the earth gorons consists almost strictly of specific kinds of rock mined
in search of a birthstone. These mysterious rocks are smooth from nearby quarries, extracted with an equal amount of
and perfectly spherical, with a slight red tinge. Once found, downtime as other races hunt and forage for food in the wild.
the would-be father enters a period of fasting and prayer,
holding the stone close and imbuing it with a part of his Gorons take pride in their immense strength, and clans
spirit. This ritual can last days, until Din's favor is shown with like to hold competitions that test each other's physical might
a loud crack and breaking of the stone, revealing a perfectly and rolling ability, such as wrestling matches, rock breaking,
healthy baby goron inside. or a downhill race. After a hard day's work in the mines, they
also love entertainment through singing, drums, and dancing,

    capitalizing on their size and booming voices instead of

        concerning themselves with finesse.

              Gorons in other lands are typically artisans---

                  especially weaponsmiths, engineers, stonemasons,

                      and jewelers. Some become mercenaries or

                      bodyguards, highly sought after for their strength

                      and loyalty.

                    Adventuring Gorons

                          Gorons who take up the adventuring life might

                          be motivated by a desire for treasure---for its

                          own sake, for a specific purpose, or even out of

                          an altruistic desire to help others. Other

                          gorons are driven by the command or inspira-  
                          tion of Din, a direct calling or simply a desire

                          to bring glory to their patron deity. Clan and

                          ancestry are also important motivators.

                          A goron might seek to restore a clan's lost

                          honor, avenge an ancient wrong the clan

                          suffered, or earn a new place within the clan

                          after having been exiled. Or a goron might

                          search for the hammer wielded by a mighty

                          ancestor, lost in the fight against a terrible

                          dragon centuries ago.

24 APPENDIX A | CHARACTER OPTIONS

Explosives     Speed. Your base walking speed is 30 feet. Due to your
bulk, wearing heavy armor automatically reduces your base
Gorons have recently begun producing explosives, walking speed by 10 feet, regardless of your Strength score.
having invented bombs and bombchus (see appen-
dix B). With your permission, such items may be Unarmored Defense. While you are not wearing any
purchased from goron merchants. armor, your Armor Class equals 12 + your Constitution
modifier. You can use a shield and still gain this benefit.
Goron Names
Curl. When you are wearing no armor and have both hands
Every goron has a birth name, a patronymic, and a clan free, you can spend 5 feet of movement to curl into a ball, or
name. For example: "Aji, son of Axyl, of the Broca clan". back into your normal stance. While curled up you can use
Male Names: Aji, Axyl, Bargoh, Bayge, Bladon, Bludo, your movement speed to roll. This speed is halved when
rolling uphill or doubled when rolling downhill. Any sudden
Bohrin, Boldon, Dorill, Drak, Dugby, Fugo, Gonguron, elevation of 3 feet or more, such as a low wall, prevents you
Gorko, Gortram, Grapp, Greyson, Heehl, Jengo, Kabetta, from rolling over it, as you cannot jump while curled.
Kairo, Krane, Lyndae, Naddon, Offrak, Pelison, Pyle,
Rogaro, Rohan, Slergo, Strade, Tanko, Tray, Volcon
While curled, you gain a +2 bonus to AC, you have
Clan Names: Broca, Darb, Eldin, Gero, Golow, Goro, disadvantage on Wisdom (Perception) checks that rely on
Goronbi, Medingo, Ordorac, Rabac, Ternio, Trilbi, Ulri sight, you can't take reactions, and the only actions you can
take are the Dash action or the Attack action to make
Goron Traits unarmed strikes, using your body to slam into the target. If
you hit the target in this way, you deal bludgeoning damage
Your goron character has an assortment of inborn abilities. equal to 1d6 + your Strength modifier, instead of the damage
Ability Score Increase. Your Strength score increases     normal for an unarmed strike.

by 2, and your Constitution score increases by 2. Rolling Charge. If you move at least 20 feet straight
Age. Gorons reach adulthood at the age of 16. Maintaining toward a target while curled and then immediately hit it with
an unarmed strike, you can use a bonus action to attempt to
vigor throughout their lifespan, they live about a century. shove that target. The target must be no more than one size
Alignment. Gorons inherit a rambunctious nature leaning larger than you. Unless it succeeds on a Strength saving
throw against a DC equal to 8 + your proficiency bonus +
strongly toward chaos. They are almost exclusively good as your Strength modifier, you push the target up to 10 feet
well, as they are good-hearted and kind, hate to see others in away from you in a straight line and it falls prone.
pain, and have no tolerance for oppression.
False Appearance. Unless any equipment betrays you, you
Size. Gorons vary widely in height, from 5 to almost 8 feet appear indistinguishable from a normal boulder while you
tall, and are nearly as wide. Regardless of your position in are curled into a ball, remain silent, and remain motionless.
that range, your size is Medium.
Heart of the Volcano. You have resistance to fire damage.
Here's how to determine your height and weight randomly, Sink Before Swim. You can't swim, as your body is denser
starting with rolling a size modifier: than water. When you enter a body of liquid you immediately
    Size modifier = 3d12
sink to the bottom at a rate of 60 feet per round and must
    Height = 4 feet + 10 inches + your size modifier in inches
hold your breath. You can still use your movement speed to
    Weight in pounds = 200 + (4d6 x your size modifier) walk (or roll) along the bottom of the area.
Languages. You can speak, read, and write Common and
Primordial (Terran). Terran is full of hard consonants and
guttural sounds, and those characteristics spill over into
whatever other language a goron might speak.

APPENDIX A | CHARACTER OPTIONS 25

Kokiri Kokiri Forest
Legends speak of mysterious children sighted in the depths
of ancient forests. Such glimpses are preceded by joyful The Kokiri Forest is located deep within the Lost
music and mischievous giggles, or even a magical fairy or two Woods. It serves as the home of a tribe of kokiris
flitting gingerly from tree to tree. Though many people who live with their guardian spirit, the Great Deku
question their existence, kokiris are very real. These children Tree. The Kokiri Forest is said to be the source of
of the forest take delight in their sheltered lives, enjoying all life in Hyrule, maintaining the order of the
every moment of music, exploration, communication, natural world and deterring outsiders from ever
creation, and play, far beyond the clutches of other races. exploring the so-called Forbidden Forest.

Vibrant Expression Kokiri Quirks

Known as "fairy folk", a kokiri's energy and enthusiasm for d8 Characteristic
living shines through every inch of his or her tiny body.   1   Flowers are the most amazing things ever. I want to
Kokiris average between 3 and 4 feet tall and weigh about 40
pounds. Their tan faces are usually adorned with broad   pick them, wear them, and discover their silent
smiles, and their bright eyes shine with excitement. Their fair   secrets.
hair has a tendency to stick out in every direction, as if ex- 2 There isn't a tree that isn't fun to climb.
pressing the kokiri's insatiable interest in everything around. 3 Nothing wards off bad luck like a jolly dance.
4 Sometimes talking to a plant really helps.
By the grace of Farore, goddess of courage, kokiris are 5 If stumped, I go fishing. And if I'm going fishing, I'm
born from the pods of large flowers or the hollow of a tree,
and stop aging around the age of 10. Retaining youthful vigor going to catch a big one.
and a childlike visage throughout their long lifespans, it is 6 I imagine that my personality is my glorious soul on
often thought they are immortal. At the end of their lives
however, they venture deep into the forest, where their spirits display for the entire forest to behold, and I act
peacefully return to the loving embrace of their deity. accordingly.
7 Having a fairy is the best. They are fun to play with,
Delighted Dedication and they can help me pull off the best pranks.
8 If I have something really important to say, I always
As far as kokiris are concerned, being alive is a wonderful make sure to sing it.
thing, and they squeeze every ounce of enjoyment out of their
three to five centuries of life. Hylians might wonder about Peaceful Groves
getting bored over the course of such a long life, and zoras
take plenty of time to savor the beauties of the world in their Kokiris make their homes in sylvan forests, living in burrows
long years, but kokiris seem to worry that even with all that or the natural hollows of great trees and concealing them-
time, they can't get enough of the experiences of being alive. selves from threats of the outside world. Their villages are
hidden by magic and camouflage. Welcome visitors are
Kokiris speak as if they can't get the thoughts out of their quickly ushered into their bright, warm homes. Those who
heads fast enough. Even as they offer ideas and opinions on a
are not welcome are unlikely to find them in the first place.
                               range of subjects, they still manage to listen

                                  carefully to others, adding the appropriate
Kokiris are friendly with other good-spirited woodland folk,
                                      exclamations of surprise and appre-
and they regard fairies and treants as their most important
                                        ciation along the way. allies. Every kokiri has their own fairy companion, a spirit of
the forest with whom they form deep friendships. They also
                                        Though kokiris love jokes of all
befriend small forest animals and rely on them for informa-
                                            kinds, particularly puns and pranks,
tion about threats that might prowl their woods.
                                      they're just as dedicated to the more

                                    serious tasks they undertake. Many
Safety in Isolation
                                     kokiris are skilled gardeners, wood-

                                workers, arborists, and musicians. They're
Kokiris rarely leave their forest homes, fearing the dangers
                                  willing to make mistakes and laugh at
the outside world contains. To them, everything they need
                                      themselves in the process of perfecting
can be found in their woodlands, and isolation offers the best
                                    what they do, taking bold (sometimes
protection. "When you can't be found, you can't be
                                   foolhardy) risks and dreaming large. The
threatened", is a popular kokiri expression. Communities of
                                                      Kokiri Quirks table suggests a
kokiris that maintain such presuppositions long enough even
                                                            few proclivities your kokiri
believe a kokiri's spirit is bound to the forest in such a way
                                                                character might possess. that leaving it would result in the kokiri's death. Any kokiri
willing to risk such an endeavor is either insane or must truly
be on a quest of tremendous importance.

26 APPENDIX A | CHARACTER OPTIONS

Kokiri Names Fairy

A kokiri has only a given name, and there are no distinctions Tiny fey, neutral good
between male and female names. Armor Class 15
Kokiri Names: Ala, Amo, Breena, Chio, Damia, Daz, Dego, Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 30 ft.
Difu, Dimble, Ella, Eldon, Erky, Frug, Gimble, Kula, Lilli,
Maca, Natie, Nemo, Nido, Nissa, Nigi, Nyx, Oaki, Oda, STR DEX CON INT WIS CHA
Orla, Orryn, Peeks, Pepp, Seebo, Tana, Tasho, Treldun, 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
Walton, Wrenn, Zanna, Zode, Zooki
Skills Perception +4, Stealth +7
Kokiri Traits Senses passive Perception 14
Languages Sylvan
Your kokiri character has a number of traits in common with Challenge 1/8 (25 XP)
all other kokiris.
Illumination. The fairy sheds dim light in a 5-foot
Ability Score Increase. Your Dexterity score increases   radius.
by 2, and your Wisdom score increases by 1. Magic Resistance. The fairy has advantage on saving
throws against spells and other magical effects.
Age. Kokiris stop growing after the age of 10. They Innate Spellcasting. The fairy's innate spellcasting
maintain a childlike form and personality throughout their ability is Charisma (spell save DC 12). It can
long lives, which can be up to 500 years. innately cast a number of spells, requiring only its
fairy dust as a component. The spells it can cast
Alignment. As people who follow the rhythm of nature and depends on the fairy's color, as shown below:
see themselves as its caretakers, kokiris are typically neutral Any, at will: druidcraft

good. It's rare for a kokiri to be hostile or malicious, as even Blue, 1/day each: detect magic, identify

the tricksters among them are more playful than vicious. Green, 1/day each: faerie fire, feather fall

Pink, 1/day each: cure wounds, sleep
Size. Kokiris are between 3 and 4 feet tall and average
about 40 pounds. Your size is Small.

Here's how to determine your height and weight randomly,
starting with rolling a size modifier:
    Size modifier = 2d6

    Height = 2 feet + 11 inches + your size modifier in inches

    Weight in pounds = 35 + your size modifier
    Speed. Your base walking speed is 25 feet.

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

Fairy Companion. You know the find familiar spell, and
can cast it as a ritual. Instead of the spell's normal material
components, you must remain in physical contact with a
living plant, such as a tree, bush, or flower, for the duration

of the ritual. Your fairy familiar then emerges from the plant,
either a blue, green, or pink fairy (your choice).

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

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

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

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

27

Sheikah Kakariko Village
Known as "shadow folk", sheikahs walk with measured
silence through a world that greets them with fearful Toward the end of the Hyrulean Civil War, mass
incomprehension. It is said that during Hyrule's founding, incursions and executions reduced sheikah
certain specialist hylian tribes bound themselves in servitude numbers to near-extinction. Through treason and
to the goddess Hylia, who tasked them with guarding Hyrule defamation, mistrust of the sheikahs was seeded
from the encroaches of the Dark World. With extended deeply. The only settlement that bore no open
exposure to the known shadow crossings, the Dark World hostility to the surviving sheikahs was Kakariko
exercised its influence on these tribes, turning them into the Village, in the shadow of Death Mountain.
first sheikahs. Marked by the shadows they swore to hold at
bay, sheikahs appear similar to hylians but have pale skin and Mutual Mistrust
hair, red-colored eyes, and extended life spans.
People tend to be suspicious of sheikahs, assuming that their
Covert Clans shadow heritage has left its mark on their morality, not just
their appearance. Shopkeepers keep a close eye on their
Over time, the influence of the Dark World retracted and the goods when a sheikah enters their stores, gangs of thieves
sheikahs' purpose diminished. Their numbers dwindled, and might follow a sheikah around for a while, and demagogues
the few remaining sheikah clans that upheld their oaths con- blame sheikahs for strange happenings. Years of dealing with
tinue to dwell near shadow crossings---places much avoided mistrust has left its mark on them. Some choose to live up to
by other races. Cemeteries, royal tombs, and the sites of the dreadful stereotype, but others are virtuous. Most are
ancient battlefields are their homes. Surrounded by silence, simply very aware of how people respond to them. Many
darkness, and death, many sheikahs inherit gloomy attitudes. sheikahs choose to masquerade as hylians when in public,
wearing cowls or hoods in an attempt to avoid scrutiny.
Sheikahs don't fear death, as their lives are already half-
spent in its cold embrace. This exposure has led many of Sheikah Adventurers
them to acknowledge and pay tribute to Midna, goddess of
shadow and princess of twilight. With their role as guardians, Sheikah adventurers are usually sent by

some sheikah clans are tasked with secretly assisting the their clan elders to complete an important

Hyrulean army in keeping the peace as a clandestine military mission---such as retrieving an ancient

force. Individual sheikahs may be tasked with protecting an heirloom, preventing or conducting an

artifact or important person, remaining unseen but ever assassination, infiltrate and sabotage an

watchful over their charge. enemy stronghold, or obtain secret

information. Clanless sheikahs

Some clans defected from their oaths, resenting the royal roam freely, pursuing whatever

family of Hyrule for sleights real or imagined. These sheikahs goals they set their mind to.
often become lost among the shadows, turning to dark magic
and demon worship, haunted by their oathbreaking. These Sheikah Names
clans only further the dubious reputation of an already
misunderstood race. Sheikah names fall into two broad

categories. Their real names are

Lasting Loyalties passed down through generations,

believed to herald future accom-

To any sheikah, the clan is more important than life itself. plishments similar to those

Each sheikah knows his or her station and duties within the achieved by their ancestors.

clan, and honor demands maintaining the bounds of that Sheikahs that roam clanless often

position. Clan leaders are usually the elders, honored for adopt a name that signifies a virtue

their experience and wisdom. Some sheikahs are clanless, or other concept and then try to

perhaps exiled for disobedience or lone survivors of a clan embody that concept. For some, the

feud. Such individuals are often driven by a purpose, such as chosen name is a noble quest. For

avenging the death of their mentor or exposing the crimes of others, it's a grim destiny.
their rivals. A sheikah with no purpose will find one, for to Male Sheikah Names: Chaas, Dagah,
roam aimlessly is to become lost in shadows.
Dow, Ha, Jitan, Kam, Korgu, Ree,
Sheikahs maintain and pass down oral history, legends, Shee, Shoda, Rucco, Ta'loh, Tahno

and heirlooms to their descendants. Knowledgeable on Female Sheikah Names: Daka, Hila,
obscure lore and prophecies forgotten by other races, they Kah, Kaya, Lakna, Mezza, Muwo,
subtly manipulate events from the shadows, careful not to Myahm, Shai, Sheh, Soh, Tawa, Yah

draw attention to themselves. A sheikah who dies before "Virtue" Names: Chant, Creed, Danger,
completing an important task is succeeded by another Despair, Empty, Fear, Hope, Magic,
sheikah to see the task fulfilled. Nowhere, Prophecy, Quest, Reverence,
Solace, Sorrow, Temerity,
Lacking a true homeland, sheikahs know that they have to Torment, Weary, Whisper
be smart to survive. They are not quick to trust anyone who
claims to be a friend, but when a sheikah's companions
demonstrate that they trust him or her, the sheikah learns to
extend the same trust to them. And once a sheikah gives
someone their trust, the sheikah is a firm ally for life.

28 APPENDIX A | CHARACTER OPTIONS

Sheikah Traits

Sheikahs share certain racial traits.
Ability Score Increase. Your Dexterity score increases  

by 2, and your Intelligence score increases by 1.
Age. Sheikahs mature at the same rate as hylians and

reach adulthood at the age of 17. They live a few decades
longer however, sometimes exceeding 120 years.

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

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

Here's how to determine your height and weight randomly,
starting with rolling a size modifier:
    Size modifier = 2d10

    Height = 4 feet + 10 inches + your size modifier in inches

    Weight in pounds = 90 + (1d6 x your size modifier)
    Speed. Supernatural mobility propels you forward. Your
base walking speed is 35 feet, and you have a climbing speed
of 30 feet.

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

Shadow Stalker. You gain proficiency in the Stealth skill.
Shadow Stride. You teleport yourself from your current
location to any other spot within 500 feet of you. You arrive at
exactly the spot
desired. It can be a place you can see, one
you can
visualize, or one you can describe by stating distance
and direction, such as “ 200 feet straight downward” or
“upward to the northwest at a 45-degree angle, 300 feet.” You
can bring along objects as long as their weight doesn’t exceed
what you can carry. If you would arrive in a place already
occupied by an
object or a creature, you take 4d6 force
damage, and the teleportation fails.
Once you use this trait, you can't use it again until you
finish a long rest.
Sheikah Weapon Training. You have proficiency with the
dart, dagger, whip, and hand crossbow.
Languages. You can speak, read, and write Common and
Sheikah. Sheikah is an ancient derivation from Common,
with hard consonants and complex symbolic writing.

CHAPTER 1 | RACES 29

Zora's Domain

Zora's Domain is a magnificent ice palace whose
numerous fountains feed most of Hyrule's rivers.

It is the seat of the zora monarchs, who have main-
tained positive relations with Hyrule Castle since
ancient times. In the aftermath of the Hyrulean
Civil War however, that bond is gradually fading.

Zora Patient Perspectives
Zoras are a mysterious people of otherworldy grace, living in
the world but not entirely part of it. They live in places of Zoras can live over 400 years, giving them a broad
ethereal beauty---along promenades skirting ancient lakes or perspective on events that might trouble the shorter-lived
in magnificent grottos glittering with faerie light, where soft races more deeply. They are more often amused than excited,
music echoes gently above the waters and sweet fragrances and more likely to be curious than greedy. They tend to

waft on the breeze. Zoras love nature and magic, art and           remain aloof and unfazed by petty happenstance. Their

artistry, music and poetry, and the good things of the world.         innate peacefulness and benign approach to life led the

        zoras to naturally gravitate to the worship of Nayru,

Within Water's Reach           goddess of wisdom, who is their patron deity.

Zoras are an amphibious people. Though mobile on dry land, When pursuing a goal however, whether adventuring on a

they rarely stray far away from the riverbanks. Their bodies     mission or learning a new skill or art, zoras can be

are covered in fine scales that range from a greyish green     focussed and relentless. They are slow to make friends and
through shades of blue to deep red. Their heads have caudal enemies, and even slower to forget them. They reply to petty
extensions shaped like the tails of dolphins or other marine insults with disdain and to serious insults with vengeance.
beasts, and fins sprout from their forearms, hips, and calves.
Their digits are webbed, allowing them to swim even faster Like the waves lapping on the shore, zoras are fluid in the
than they can run. face of danger. They trust in diplomacy and compromise to
resolve differences before they can escalate to violence. They
Zoras build their settlements in vast caverns beneath lakes, have been known to retreat from intrusion into their hidden
grottos hidden behind waterfalls, the ruins of half-submerged realms, confident that they can simply wait the invader out.
cities, or structures they carve from ocean cliffs. Rivers are But when the need arises, especially when their rivers and
their highways, and they are not known to use land vehicles lakes are being threatened, zoras reveal a stern martial side,
of any sort. Zoras primarily subsist on fish and other marine demonstrating skill with nets, tridents, and strategy.
life, and many are skilled fishers.
Haughty but Gracious
Well suited to a semi-aquatic life, zoras wear little clothing
unless armored for battle. They fashion most of their clothes As zoras age, they hold themselves to higher standards of
and other items from materials found along the water's edge: speaking as a matter of pride, using proper etiquette and
coral, seaweed, shells, bone, driftwood, the shells of other formalities when interacting with superiors, elders, or
monstrous crustaceans, and so on. Having an old, well- with strangers. Social standing is important to them. Each
developed civilization, zoras know much of how to craft these individual zora knows exactly who within their communities
materials into garb as rich and weapons as sturdy as any are of higher or lower status than them, and they behave
found on dry land. Much of their metal equipment is gained accordingly.
through trade, though the ore they are able to extract them-
selves is refined through lengthy cold-forging processes. Because zoras rarely travel far from sources of water and
are protective of their communities, they have limited
30 CHAPTER 1 | RACES dealings with other races. This may cause them to become
haughty, though they generally remain gracious even to those
who fall short of their high expectations, which is most non-
zoras. Still, with their strong sense of duty and beneficence,
they can find good in just about anyone.

Exploration and Adventure

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

Zora Names     Size. Zoras range from 5 to almost 7 feet tall, with long
torsos. Your size is Medium.
Among zoras, little distinction exists between male and
female names---the groupings here reflect only general Here's how to determine your height and weight randomly,
tendencies. Males use patronymic surnames while females starting with rolling a size modifier:
use matronymic names, followed by their clan name. For     Size modifier = 2d12

example: "Dunma, daughter of Finley, of the Brynna clan".     Height = 4 feet + 8 inches + your size modifier in inches

Male Names: Bazz, Cleff, Dento, Evan, Fronk, Gaddison,     Weight in pounds = 100 + (1d6 x your size modifier)
    Speed. Your base walking speed is 30 feet, and you have a
Gruve, Japas, Jiahto, Ledo, Muzu, Ralis, Rivan, Segin, Tijo, swimming speed of 40 feet.
Toto, Trello, Tumbo

Female Names: Dunma, Finley, Kodah, Japas, Kayden, Amphibious. You can breathe air and water.
Keye, Laflat, Laruta, Lulu, Marot, Rutela, Tona, Torfeau, Aquatic Athlete. You have advantage on Strength
Totikka, Tula
(Athletics) and Dexterity (Acrobatics) checks made while
Clan Names: Brynna, Cephia, Cora, Deya, Ferona, Komo, swimming.
Lanayru, Laverra, Lodrum, Nautelle, Pico, Samasa, Telta, Guardians of the Sea. Adapted to the frigid ocean depths,
Torin, Ulria, Zelo, Zorana you have resistance to cold damage.
Friend of the River. Aquatic beasts have an extraordinary
Zora Traits affinity with your people. You can communicate simple ideas
with beasts that can breathe water. They can understand your
Your zora character has a variety of natural abilities, the words, though you have no special ability to understand them
result of generations of zora refinement. in return.
Dehydration. You require twice the normal amount of
Ability Score Increase. Your Wisdom score increases     drinking water per day. When you make a saving throw for
by 2, and your Dexterity score increases by 1. drinking only half that amount, you roll with disadvantage.
Zora Weapon Training. You have proficiency with the
Age. Although zoras reach physical maturity at 16, the zora spear, trident, light crossbow, and net.
understanding of adulthood goes beyond physical growth to Languages. You can speak, read, and write Common and
encompass worldly experience. Zoras are considered young Primordial (Aquan). Aquan is fluid, with subtle and intricate
until they reach the age of 50, and can live to be more than intonations. Zora literature is limited, as most of their history
400 years old. is remembered through songs and poems.

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

Appendix B: Special Items

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

Mundane Items Boomerang
Bombs, bombchus, and bomb bags are sold by most goron
merchants. Boomerangs, bullet bags, quivers, and wallets are A boomerang is a simple melee

sold in shops that sell weapons or adventuring gear. weapon consisting of an L-shaped

throwing stick made from wood or bone.

Bomb It costs 100 rp, and it deals 1d6 bludgeoning

damage on a hit. It has the thrown property,

A bomb is the size of a large fist, costs 1,500 rp, and weighs 1 with a short range of 80 feet and a long

lb. As an action, a character can light a bomb and throw it at range of 320 feet.
a point up to 60 feet away, where it explodes. Each creature
within 5 feet of an exploding bomb must make a DC 12 Returning Boomerang. This specially crafted

Dexterity saving throw, taking 3d6 fire damage on a failed boomerang costs 200 rp. When you miss with a

save, or half as much damage on a successful one. ranged attack using this weapon, it immediately

flies back to your hand.

Bomb Bag Bullet Bag

Bomb bags are sturdy sacks used to carry bombs and bomb- Bullet bags are pouches used to carry sling bullets and come
chus. They come in three sizes. A bomb weighs one pound. in three sizes. Twenty bullets weigh one and a half pounds.

Bullet bags Cost     Weight

Bomb bags Cost     Weight Bullet bag (carries 20 bullets) 5 rp 1 lb.

Bomb bag (carries 10 bombs) 10 rp 2 lb. Big bullet bag (carries 30 bullets) 7 rp 1 lb.
Big bomb bag (carries 20 bombs) 15 rp 3 lb.
Biggest bullet bag (carries 50 bullets) 10 rp 2 lb.

Biggest bomb bag (carries 30 bombs) 20 rp 4 lb.

Bombchu Quiver

A bombchu is a bomb shaped like a mouse, costs 3,000 rp, Quivers are used to carry arrows and come in three sizes.
and weighs 1 lb. As an action, a character can activate the Twenty arrows weigh one pound.
bombchu by placing it on the ground and pressing a switch.
The bombchu then travels up to 60 away from the character Quivers Cost     Weight
in a straight line, including vertically up walls, exploding at
the end of its line. The bombchu's line can be shortened to a Quiver (carries 20 arrows) 10 rp 1 lb.
minimum of 0 feet by holding on to the bombchu after
activating it. If a bombchu enters the space of a creature Big quiver (carries 30 arrows) 15 rp 1 lb.
while the bombchu is moving, it immediately explodes. Each
creature within 5 feet of an exploding bombchu must make a Biggest quiver (carries 50 arrows) 20 rp 2 lb.
DC 15 Dexterity saving throw, taking 5d6 fire damage on a
failed save, or half as much damage on a successful one. Wallet

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

Wallets Cost     Weight

Wallet (carries 99 rp) 5 rp 1 lb.

Adult's Wallet (carries 200 rp) 10 rp 2 lb.

Giant's Wallet (carries 500 rp) 25 rp 3 lb.

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

Biggoron Sword

Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with
this magic weapon.

                                Bombchu
32 APPENDIX B | SPECIAL ITEMS

Blue Potion     The first time you attack with the bow on each of your
turns, you can cause it to enhance your arrows. The chosen
Potion, rare enhancement remains in effect until the start of your next
You regain 4d4 + 4 hit points and one expended 1st or 2nd turn. Any arrow shot during this time is destroyed after it has
level spell slot (your choice) when you drink this potion, hit or missed. The following enhancements can be chosen:
provided you have spell slots. The potion's blue liquid
glimmers when agitated. Flame Arrow. When drawn, the arrow becomes wreathed
in flames. On a hit, the target takes an extra 1d4 fire damage.
Boomerang of Greater Returning A flammable object hit by this attack ignites if it isn't being
worn or carried.
Weapon (boomerang), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with Ice Arrow. When drawn, ice crystals hover around the
this magic weapon. When you hit or miss with a ranged arrow. On a hit, the target takes an extra 1d4 cold damage.
attack using this weapon, it immediately flies back to your Once per round, the first creature hit by this attack has its
hand. speed reduced by 10 feet until the start of your next turn.

Bow of Light Light Arrow. When drawn and until it is destroyed, the
arrow radiates bright light in a 15-foot radius, and dim light
Weapon (shortbow), legendary (requires attunement) for an additional 15 feet. On a hit, the target takes an extra
You gain a +3 bonus to attack and damage rolls made with 1d4 radiant damage.
this magic weapon, which has a short range of 150 feet and a
long range of 600 feet. In addition, you do not require arrows Fairy Slingshot
when firing this bow. Instead, arrows of pure light spring into
existence when you draw the string, inflicting 3d6 radiant Weapon (sling), uncommon
damage on a hit, plus any damage modifiers you would You gain a +1 bonus to attack and damage rolls made with
normally apply. this magic weapon.

Deku Nut Flask of Blue Fire

Wondrous item, uncommon Wondrous item, uncommon
A deku nut is the size of a walnut. As an action, a character This flask contains magical blue fire. As an action, you can
can throw a deku nut at a hard surface up to 60 feet away, throw this flask up to 20 feet, shattering it on impact. Make a
where it explodes in a bright flash. Each creature within 10 ranged attack against a creature or object, treating the flask
feet of an exploding deku nut must make a DC 12 Consti- as an improvised weapon. On a hit, the target takes 2d4 fire
tution saving throw or be blinded until the end of your next damage at the start of each of its turns. A creature can end
turn. this damage by using its action to make a DC 12 Dexterity
check to extinguish the flames. In addition, a flask of blue fire
Deku Seed that is poured over a section of red ice no larger than a 5-foot
cube instantly melts that section of red ice.
Weapon (sling bullet), uncommon
You have a +1 bonus to attack and damage rolls made with Flask of the Poe
this piece of magic ammunition. Once it hits a target, the
ammunition is no longer magical. Potion, rarity varies
Roll a d20 when drinking this potion. On a 11 or higher, you
Deku Shield regain hit points. On a 10 or lower, you receive necrotic
damage. This damage ignores resistance, immunity, and
Armor (shield), uncommon other forms of damage reduction. If this damage reduces you
While holding this shield, you have a +1 bonus to AC. This to 0 hit points, you drop to 1 hit point instead. The number of
bonus is in addition to the shield's normal bonus to AC. The hit points regained or damage received depends on the
shield has 3 charges. When you receive a critical hit while potion's rarity.
holding this shield, or when you receive 5 points of fire
damage or more in one round, the shield loses 1 charge. If Potion Rarity HP/Damage
the shield has 0 charges, it crumbles to dust and is destroyed.
Poe Soul Uncommon 8d4 + 8
Deku Stick
Big Poe Soul Rare 10d4 + 20
Weapon (greatclub), common
You have a +1 bonus to attack and damage rolls made with Giant's Knife
this magic weapon. When you roll a 1 on your attack roll with
this weapon, it shatters and is destroyed. Weapon (greatsword), rare
You have a +3 bonus to attack and damage rolls made with
Fairy Bow this magic weapon. The weapon has 3 charges. When you
roll a 1 on your attack roll with this weapon, it loses 1 charge.
Weapon (shortbow), very rare (requires attunement) If the weapon has 0 charges, it breaks in two.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon. The broken weapon can be repaired by Medigoron in
Goron City, requiring 3 days of labor at a cost of 5,000 rp.

APPENDIX B | SPECIAL ITEMS 33

Gold Skulltula Token Skull Mask (Common). You are enclosed in an invisible
barrier that extends from you to form a 5-foot radius, 10-foot-
Wondrous item, common high cylinder. This barrier prevents keese or swarms of keese
When a gold skulltula is reduced to 0 hit points, it leaves from entering or affecting anything within the cylinder. The
behind a gold token worth 10 rp. For every 10 gold skulltula cylinder moves with you and remains centered on
you.
tokens gathered, a character can cast remove curse on a However, if you move in such a way that a keese would be
creature affected by a gold skulltula curse. inside the cylinder, the effect ends.

Golden Gauntlets Spooky Mask (Common). While you wear this mask at
night, it sheds dim light in a 5-foot radius.
Wondrous item, very rare (requires attunement)
Your Strength score is 25 while you wear these gauntlets. Zora Mask (Uncommon). You have advantage on
They have no effect on you if your Strength is already 25 or Charisma checks when interacting with zoras.
higher.
Hookshot
Golden Scale
Weapon (unique), rare (requires attunement)
Wondrous item, rare You gain a +1 bonus to attack and damage rolls made with
You have a swimming speed of 50 feet while wearing this this magic weapon. This strange object resembles a harpoon
amulet. In addition, while you are swimming, magic can tip attached to a coiled chain, fitted inside a cylinder and held
neither reduce your speed nor cause you to be paralyzed or by a grip. The hookshot is a martial ranged weapon that
restrained. inflicts 1d6 piercing damage on a hit, with a short range of 15
feet and a long range of 30 feet. It has the loading and special
Goron's Bracelet properties. A creature proficient with at least one martial
ranged weapon is proficient with the hookshot.
Wondrous item, very rare (requires attunement)
Your Strength score is increases by 2, to a maximum of 20, Pulling a Creature or Object Toward You. You can use a
while you wear this bracelet. bonus action to attempt to pull a creature or wooden object
toward you when hitting it with the hookshot, provided the
Goron Tunic target is Small or smaller and at least one size smaller than
you. The target cannot be attached to another creature or
Wondrous item, uncommon (requires attunement) object. It must weigh less than half your total weight and no
Donning or doffing this red tunic requires an action. While more than 250 lb. If the target is a creature, it can prevent
wearing it, you are adapted to hot climates, automatically being moved by succeeding on a Strength (Athletics) check
succeeding on saving throws against extreme heat. with a DC equal to your passive Athletics score. Otherwise,
the target is pulled up to 30 feet closer to you. If the target is
Green Potion an object, you can catch it with a free hand. The object
otherwise falls to the ground 5 feet in front of you.
Potion, uncommon
You regain an expended 1st level spell slot when you drink Pulling Yourself to a Creature or Object. You can use a
this potion, provided you have spell slots. The potion's green bonus action to attempt to pull yourself to a creature or
liquid glimmers when agitated. wooden object when hitting it with the hookshot, provided
you are Medium or smaller and your total weight is less than
Happy Mask 250 lb. You cannot be attached to another creature or object.
The target must be at least one size larger than you and at
Wondrous item, rarity varies (requires attunement) least twice as heavy, unless it is a wooden object that is firmly
These masks are said to have been made with specific attached to a surface, such as a wall or floor. If these
individuals in mind. A mask needs to be worn over the head conditions are met, you are pulled up to 30 feet closer to the
in order to confer its benefits. target (no movement cost).

Bunny Hood (Rare). Your walking speed becomes 35 feet, Hover Boots
unless your walking speed is higher. In addition, you can
jump three times the normal distance, though you can't jump Wondrous item, uncommon (requires attunement)
farther than your remaining movement would allow. While you wear these boots, you can use your movement
speed to prevent falling when moving over a ledge. Instead,
Gerudo Mask (Uncommon). You have advantage on you continue moving horizontally in the direction of your
Charisma checks when interacting with gerudos. choice, as if moving on solid ground. You fall if you end your
turn in the air and nothing else is holding you aloft.
Goron Mask (Uncommon). You have advantage on
Charisma checks when interacting with gorons. Hylian Shield

Keaton Mask (Uncommon). This mask has 3 charges, and Armor (shield), uncommon
it regains 1d3 expended charges daily at dawn. While you While holding this shield, you have a +1 bonus to AC. This
wear this mask, you can use an action to expend 1 of its bonus is in addition to the shield's normal bonus to AC.
charges to cast speak with animals.

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

34 APPENDIX B | SPECIAL ITEMS

Iron Boots Pulling Yourself to a Creature or Object. You can use a
bonus action to attempt to pull yourself to a creature or
Wondrous item, uncommon (requires attunement) wooden object when hitting it with the longshot, provided you
While you wear these boots, you can use a bonus action to are Medium or smaller and your total weight is less than 400
activate or deactivate its properties. When the boots are lb. You cannot be attached to another creature or object. The
activated, your movement speed is reduced by 10 feet and you target must be at least one size larger than you and at least
have advantage on any Strength check to prevent being twice as heavy, unless it is a wooden object that is firmly
pushed, shoved, or otherwise moved against your will. Also, attached to a surface, such as a wall or floor. If these
when you enter a body of liquid you immediately sink to the conditions are met, you are pulled up to 60 feet closer to the
bottom at a rate of 60 feet per round and must hold your target (no movement cost).
breath. You can still use your movement speed to walk along
the bottom of the area. Magic Bean

Kokiri Sword Wondrous item, uncommon
A magic bean can be planted in a 5-foot square of soft soil,
Weapon (shortsword), uncommon where it takes 7 years to sprout. When sprouted, a 5-foot
You gain a +1 bonus to attack and damage rolls made with square magic leaf sits on the soil, which levitates up 60 feet
this magic shortsword. When you hit a spider with this when a humanoid stands on it. At the start of the next round,
weapon, the spider takes an extra 1d6 piercing damage. the leaf descends back to the ground.

Lens of Truth Master Sword

Wondrous item, very rare (requires attunement) Weapon (longsword), legendary (requires attunement by a
This lens has 7 charges. As an action, you can expend 1 creature the sword deems worthy)
charge. For the next 10 minutes, you have truesight out to Known as the Sword that Seals the Darkness, this longsword
120 feet whenever you peer through the lens.
The lens belonged to the mythical queen Hylia before her ascent into
regains 1d4 + 3 expended charges daily at dawn. divinity. Fashioned from celestial steel, it gives off a faint glow
and hum. The weapon chooses who can attune to it and who
Lon Lon Milk can't. It desires a wielder who embodies bravery and
heroism, and will encourage wielders to continue to live up to
Potion, rare the sword's valorous ideals. You gain a +3 bonus to attack
You regain hit points when you drink this magic milk, which and damage rolls made with this magic longsword, which has
doesn't expire. You regain 8d4 + 8 hit points when drinking a the finesse property. If you are proficient with shortswords or
full bottle of milk, or 4d4 + 4 hit points when drinking only longswords, you are proficient with the Master Sword.
half. The milk's white liquid froths when agitated.
Holy Light. The sword sheds bright light in a 5-foot radius
Longshot and dim light for an additional 5 feet. As a bonus action, you
can intensify the sword's light, causing it to shed bright light
Weapon (unique), very rare (requires attunement) in a 15-foot radius and dim light for an additional 15 feet, or
You gain a +2 bonus to attack and damage rolls made with reduce its glow to its normal radius.
this magic weapon. This strange object resembles a harpoon
tip attached to a coiled chain, fitted inside a cylinder and held Fiends and undead find the sword's light disconcerting and
by a grip. The longshot is a martial ranged weapon that painful, even if they can't see it, and have disadvantage on
inflicts 1d10 piercing damage on a hit, with a short range of attack rolls made within the weapon's radius of bright light.
30 feet and a long range of 60 feet. It has the loading and Within that same radius of bright light, you and all creatures
special properties. A creature proficient with at least one friendly to you have advantage on saving throws against
martial ranged weapon is proficient with the longshot. spells and other magical effects.

Pulling a Creature or Object Toward You. You can use a Sentience. The Master Sword is a sentient, lawful

bonus action to attempt to pull a creature or wooden object good item with an Intelligence of 10, a Wisdom

toward you when hitting it with the longshot, provided the of 20, and a Charisma of 18. It has

target is Small or smaller and at least one size smaller than hearing and normal vision out to a

you. The target cannot be attached to another creature or range of 30 feet. The sword communicates

object. It must weigh less than half your total weight and no by transmitting emotion to the creature

more than 400 lb. If the target is a creature, it can prevent carrying or wielding it.
being moved by succeeding on a Strength (Athletics) check,
rolled with disadvantage, with a DC equal to your passive Purpose. The Master Sword's pur-

Athletics score. Otherwise, the target is pulled up to 60 feet pose is to prevent unwanted access

closer to you. If the target is an object, you can catch it with a to the Triforce as it rests within the

free hand. The object otherwise falls to the ground 5 feet in Sacred Realm. If the Triforce ever
front of you. splits up into its separate aspects,

the Master Sword awaits a

worthy wielder to return the

Triforce to its proper place.

The sword abandons any-

one who uses the Tri-
force for selfish gains.

35

Megaton Hammer Red Potion

Weapon (maul), very rare (requires attunement) Potion, common
You gain a +2 bonus to attack and damage rolls made with You regain 2d4 + 2 hit points when you drink this potion. The
this magic weapon. When you attack an object with the potion's red liquid glimmers when agitated.
megaton hammer and hit, maximize your weapon damage
dice against the target. In addition, any dragon hit by this Sage Medallion
weapon takes an extra 3d6 bludgeoning damage.
Wondrous item, legendary (requires attunement)
The hammer has 3 charges. While attuned to it, you can The sage medallions are magic items created by the ancient
expend 1 charge and use an action to strike the hammer on sages of Hyrule. They are safeguarded in the Sacred Realm,
any solid surface, such as hard ground or a wall within reach. where they await the awakening of new sages, who may
When doing so, you create a shockwave in a 30-foot range bestow the medallions' powers upon the Heroes of Time. Any
around you, in which all creatures besides yourself that are in spell cast from a sage medallion has a spell save DC 18 and a
contact with the surface must make a DC 17 Constitution +10 to hit with spell attacks.
saving throw or be stunned until the end of your next turn.
The hammer regains 1d3 expended charges daily at dawn. Fire Medallion (Darunia's Fire). Your Strength score
increases by 2, to a maximum of 22, and you have resistance
Mirror Shield to fire damage. You can also cast fire storm once without
expending a spell slot. You regain the ability to cast this spell
Armor (shield), very rare (requires attunement) after you finish a long rest.
While holding this shield, you are unaffected by magic missile
spells, have advantage on saving throws against line spells, Forest Medallion (Saria's Wind). Your Dexterity score
and ranged spell attacks have disadvantage against you. increases by 2, to a maximum of 22, and you have resistance
to poison damage. You can also cast word of recall once
In addition, any time you are targeted by a magic missile without expending a spell slot. You regain the ability to cast
spell, a line spell, or a spell that requires a ranged attack roll, this spell after you finish a long rest.
roll a d6. On a 6, you are unaffected, and the effect is reflected
back at the caster as though it originated from you, turning Light Medallion (Rauru's Protection). Your Intelligence
the caster into the target. score increases by 2, to a maximum of 22, and you have
resistance to force damage. You can also cast contingency
Ocarina of Time once without expending a spell slot. You regain the ability to
cast this spell after you finish a long rest.
Wondrous item, legendary (requires attunement)
This ocarina is an exquisite musical instrument, superior to Shadow Medallion (Impa's Stride). Your Charisma score
an ordinary flute in every way. While attuned, you are increases by 2, to a maximum of 22, and you have resistance
proficient in musical instruments (flute) and gain proficiency to necrotic damage. You can also cast etherealness once
in Wisdom saving throws. without expending a spell slot. You regain the ability to cast
this spell after you finish a long rest.
You can use an action to play the ocarina and cast one of its
spells (spell save DC 20). Once the ocarina has been used to Spirit Medallion (Nabooru's Fury). Your Constitution
cast a spell, it can't be used to cast that spell again until the score increases by 2, to a maximum of 22, and you have
next dawn. When you use the ocarina to cast a spell that resistance to lightning damage. You can also cast chain
forces a creature to make a saving throw, the creature has lightning once without expending a spell slot. You regain the
disadvantage on the save. This effect applies whether you are ability to cast this spell after you finish a long rest.
using the ocarina as the source of the spell or as a
spellcasting focus. Water Medallion (Ruto's Love). Your Wisdom score
increases by 2, to a maximum of 22, and you have resistance
Spells. aid, beacon of hope, calm emotions, death ward, to cold damage. You can also cast heal once without
divine word, protection from evil and good, resurrection. expending a spell slot. You regain the ability to cast this spell
after you finish a long rest.
36 APPENDIX B | SPECIAL ITEMS
Seventh Medallion (Zelda's Grace). Your proficiency
bonus increases by 1. You can also cast holy aura once
without expending a spell slot. You regain the ability to cast
this spell after seven days have passed.

Shard of Agony

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

Sheikah Mask

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

    In addition, you take on the appearance of a sheikah, Requiem of Spirit (Rare). You need to stand on the Spirit
including height and build, hair, skin, and eyes. This transfor- Pedestal in the Desert Colossus to learn this song. Once
mation cannot be detected by magic, unless from an artifact learned, you can cast teleportation circle by playing this
or deity. If you aren't a sheikah, you gain the following haunting requiem, whose tunes create the sigil sequence that
additional benefits while wearing the mask: opens a portal to the Spirit Pedestal.

Your base walking speed becomes 35 feet, and you gain a Saria's Song (Uncommon). You can cast sending to
climbing speed of 30 feet. communicate with Saria by playing this cheerful song. It can
You have darkvision out to a range of 60 feet. also be used to make good-aligned creatures that are
You gain proficiency in the Stealth skill. indifferent to you to become friendly (spell save DC 13).
You gain the sheikah's Shadow Stride racial trait.
You have proficiency with the dart, shortsword, whip, and Scarecrow's Song (Uncommon). You magically summon
hand crossbow. a scarecrow, who appears in an unoccupied space within 30
You can speak, read, and write Sheikah. feet of you. The scarecrow disappears after 1 minute.

Silver Gauntlets Serenade of Water (Rare). You need to stand on the
Water Pedestal in Lake Hylia to learn this song. Once
Wondrous item, uncommon (requires attunement) learned, you can cast teleportation circle by playing this
Your Strength score is 19 while you wear these gauntlets. intimate serenade, whose tunes create the sigil sequence that
They have no effect on you if your Strength is already 19 or opens a portal to the Water Pedestal.
higher.
Song of Storms (Very Rare). You can cast control
Silver Scale weather to change the stages of the weather conditions to a
higher number by playing this hectic song.
Wondrous item, uncommon
You have a swimming speed of 40 feet while wearing this Song of Time (Rare). You can cast arcane lock or knock
amulet. (your choice) by playing this solemn song. Once per day, it
can also be used to cast greater restoration.
Spell Song
Sun's Song (Very Rare). You can cast control weather to
Song, rarity varies change the stages of the weather conditions to a lower
A spell song is a series of musical notes written in a mystical number by playing this peaceful song.
cipher. When a character with a musical instrument as a
spellcasting focus hears or reads a complete spell song, they Zelda's Lullaby (Rare). You can cast augury by playing this
can spend 1 minute to attempt to learn that song. On a suc- gentle lullaby. It is also used to identify representatives of the
cessful DC 10 Intelligence (Musical Instrument) check, the Royal Family.
song is learned, and the character can cast it as a ritual with a
casting time of 1 minute, without expending any spell slots or Spiritual Stone
spell components. On a failed check, the character must hear
or read the complete song again before attempting another Wondrous item, rare (requires attunement)
check. Some songs have an additional requirement in order Three spiritual stones exist, which function as arcane keys to
to learn it, as listed in the song's description. open the Door of Time in the Temple of Time. On their own,
these fist-sized magic jewels are priceless, and have the
Bolero of Fire (Rare). You need to stand on the Fire following properties.
Pedestal in Death Mountain Crater to learn this song. Once
learned, you can cast teleportation circle by playing this Goron's Ruby. Also known as the spiritual stone of fire.
emotive bolero, whose tunes create the sigil sequence that While this glowing ruby is on your person, you gain a +1
opens a portal to the Fire Pedestal. bonus to attack rolls.

Epona's Song (Common). You can cast animal friendship Kokiri's Emerald. Also known as the spiritual stone of
(spell save DC 13) by playing this tranquil song. forest. While this luminous emerald is on your person, you
gain a +1 bonus to ability checks.
Minuet of Forest (Rare). You need to stand on the Forest
Pedestal in the Sacred Forest Meadow to learn this song. Zora's Sapphire. Also known as the spiritual stone of
Once learned, you can cast teleportation circle by playing this water. While this vibrant sapphire is on your person, you gain
charming minuet, whose tunes create the sigil sequence that a +1 bonus to saving throws.
opens a portal to the Forest Pedestal.
Zora Tunic
Nocturne of Shadow (Rare). You need to stand on the
Shadow Pedestal in the Kakariko Graveyard to learn this Wondrous item, uncommon (requires attunement)
song. Once learned, you can cast teleportation circle by Donning or doffing this blue tunic requires an action. While
playing this eerie nocturne, whose tunes create the sigil wearing it, you can breathe both air and water.
sequence that opens a portal to the Shadow Pedestal.

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

APPENDIX B | SPECIAL ITEMS 37

Triforce     Properties of the Triforce of Wisdom. You embody the
essence of Nayru, goddess of wisdom, and gain the following
Wondrous item, artifact (requires attunement) benefits:
The three golden triangles of the Triforce---which represent
power, wisdom, and courage---are the ultimate force behind Your Intelligence and Wisdom scores each increase by 2,
all things, containing the essence of the Golden Goddesses. to a maximum of 24.
The Triforce is capable of granting the wish of whoever lay You have proficiency in the Insight and Perception skills,
hands on it. It does not discriminate between good and evil and your proficiency bonus is doubled for these skills.
desires, but a balance of power, wisdom, and courage is You have truesight and know if you hear a lie.
required to unlock its full force, and one must demonstrate You gain a protective halo, which sheds bright light in a
these qualities through sacred trials. 10-foot radius and dim light for an additional 10 feet. You
can dismiss or manifest the halo as a bonus action. While
If someone unworthy touches the Triforce, its three aspects present, the halo gives you advantage on Charisma
will separate, with only the aspect best representing the one (Persuasion) checks made to interact with good creatures
who touched it remaining, absorbed by its wielder. The other and Charisma (Intimidation) checks made to interact with
two aspects will be absorbed by individuals chosen by destiny, evil creatures. In addition, fiends and undead within the
who may or may not be aware of their new powers. A trian- halo's bright light make attack rolls against you with
gular mark will appear on the back of a wielder's hand disadvantage.
whenever they use the power of their Triforce aspect. To Any spell slot you expend to cast a spell counts as a spell
obtain its true power, one must acquire all three aspects of slot of one level higher.
the Triforce. As the separate aspects of the Triforce draw near Properties of the Triforce of Courage. You embody the
each other, they will resonate as they try to become one. The essence of Farore, goddess of courage, and gain the following
battle for the Triforce has waged since its creation, and shall benefits:
continue without end for all eternity. Your Dexterity and Constitution scores each increase by 2,
to a maximum of 24.
Properties of the Triforce of Power. You embody the You have proficiency in the Acrobatics and Survival skills,
essence of Din, goddess of power, and gain the following and your proficiency bonus is doubled for these skills.
benefits: You gain a +2 bonus to all saving throws.
You are immune to the charmed and frightened
Your Strength and Charisma scores each increase by 2, to conditions.
a maximum of 24. You gain a +5 bonus to initiative and can't be surprised
You have proficiency in the Athletics and Intimidation while you are conscious.
skills, and your proficiency bonus is doubled for these                 Properties of the Triforce. If you are attuned to

skills.                 all three aspects of the Triforce, they become one. In

You have resistance to all damage, except radiant.                 addition to the properies of each aspect, your profi-

You are immune to the paralyzed and stunned condi-
                  ciency bonus increases by 1, and you can cast the

tions, and you can't be sent to another plane of
                      wish spell once per 30 days.
existence against your will.                               Destroying the Triforce. It is rumored

Any spell attack or weapon attack you make that
                              that the Triforce can't be destroyed as long

requires an attack roll deals an extra 2d8
                              as good exists in the multiverse.
force damage on a hit.

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

38 APPENDIX B | SPECIAL ITEMS

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

APPENDIX B | SPECIAL ITEMS 39

Appendix C: Monsters and NPCs

This appendix details monsters and nonplayer characters Fairy
that appear in this book and not in the Monster Manual, the
introduction of which explains how to interpret a stat block. Tiny fey, neutral good
Armor Class 15
Fairy Hit Points 1 (1d4 - 1)
Standing barely 6 inches tall, fairies resemble diminutive Speed 10 ft., fly 30 ft.
hylians with gossamer wings like those of dragonflies, bright
as the clear dawn and as luminous as the full moon. Curious STR DEX CON INT WIS CHA
as cats and shy as deer, fairies go where they please. They 2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)
like to spy on other creatures and can barely contain their
excitement around them. The urge to introduce themselves Skills Perception +4, Stealth +7
and strike up a friendship is almost overwhelming---only a Senses passive Perception 14
fairy's fear of being captured or attacked stays its hand. Those Languages Sylvan
who wander through a fairy glade might never see the Challenge 1/8 (25 XP)
creatures, yet hear the occasional giggle, gasp, or sigh.
Fairies abhor weapons and would sooner flee than get into a Illumination. The fairy sheds dim light in a 5-foot
physical altercation with any enemy. radius.
Magic Resistance. The fairy has advantage on saving
Magical Fey Creatures. With their innate spellcasting throws against spells and other magical effects.
powers and natural stealth, fairies rarely appear unless they Innate Spellcasting. The fairy's innate spellcasting
wish to be seen. Fairies etch patterns of frost on winter ponds ability is Charisma (spell save DC 12). It can
and rouse the buds in springtime. They cause flowers to innately cast a number of spells, requiring only its
sparkle with summer dew, and color the leaves with the fairy dust as a component. The spells it can cast
blazing hues of autumn. When fairies fly, a shower of spar- depends on the fairy's color, as shown below:
kling dust follows in their wake like the glittering tail of a Any, at will: druidcraft

shooting star. A mere sprinkle of fairy dust is said to be able Blue, 1/day each: detect magic, identify

to grant the power of levitation, heal injuries, or send foes Green, 1/day each: faerie fire, feather fall

into a magical slumber. Only fairies can use their dust to its Pink, 1/day each: charm person, cure wounds
full potential, but these fey are constantly sought out by
mages and monsters seeking to study or master their power.

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

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

Variant: Familiar

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

40 APPENDIX C | MONSTERS AND NPCS

Ganondorf Book of Mudora
The main antagonist of this adventure, Ganondorf can be
encountered in both the Child Timeline and Adult Timeline, Koume and Kotake view themselves as the owners
with separate statistics for each. of this unholy artifact, keeping it bound by spell-
forged chains in a chamber deep within their lair.
Child Timeline While Ganondorf resides within that chamber, he
has access to the book's full powers, which are
Born during a solar eclipse at midday on the summer sol- detailed in the Dungeon Master's Guide as the
stice, Ganondorf was taken from his gerudo mother by the Book of Vile Darkness. Providing a host of
witch sisters Koume and Kotake (detailed later in this properties, some of the ways in which the book
appendix), who foresaw his destiny as the prophesized King enhances Ganondorf are:
of Evil. They raised him in the desolate wastes of the Desert
Colossus, filling his mind with dark magic and the promise of Vile Lore. Ganondorf uses the secret lore
power. For fifteen years he trained in brutal conditions, contained in the book to impose dreadful curses
becoming a mighty and ruthless warrior. on the guardians of the spiritual stones, as detailed
in chapters 1, 4, and 5.
Book of Mudora. As Ganondorf's thirst for power grew,
Koume and Kotake presented him with the Book of Mudora, Beneficial Properties. Ganondorf gains proficiency
an artifact of absolute evil they obtained during one of their in the Arcana skill, resistance to fire damage, a +1
forays in the Dark World. Through the book, Ganondorf was bonus to AC, and a +2 bonus to his Strength score
contacted by Demise, an ancient demon lord. Like the gerudo (included in his statistics).
kings that came before him, Ganondorf was imbued with
esoteric lore and demonic powers, turning him into a mighty Detrimental Properties. Holy water within 10 feet
warlock bent on domination. The Book of Mudora also of Ganondorf is instantly destroyed, and creatures
revealed to Ganondorf the legend of the Triforce. He became of the beast type are always hostile toward him.
obsessed with means of obtaining it, as it would ensure his Spending too much time reading the book brings
ascent as king of Hyrule. about fits of long-term madness to Ganondorf.

Gerudo King. By now, Ganondorf towered over the other Mark of Darkness. The book's influence has given
gerudos with his hulking frame, standing at 7 feet and 6 Ganondorf eerie yellow eyes and pale green skin,
inches tall. Like his mothers, he has green skin, rather than granting him advantage on Charisma (Persuasion)
the deep bronze of his kin. Using strength and fiendish magic checks made to interact with evil creatures and
to dominate the tribal chiefs
Charisma (Intimidation) checks made to interact
and subjugate them to his
with non-evil creatures.
will, Ganondorf proclaimed

himself the Gerudo King.     Still only a young warrior, Ganondorf led the seven gerudo
tribes in their ongoing war against Hyrule. He fought and
                                        bled in many battles, proving himself a

                                          capable champion of chaos. When

                                          the gerudos were finally pushed back,

                                          Ganondorf was the last to retreat.

                                              Changing Tactics. The intensity

                                          which caused Ganondorf to drive

                                          most of his gerudo forces to their

                                        deaths left him with little resources to

                                      spare. Furious with his defeat, he

                                    consulted the Book of Mudora. Dark

                                  whispers from the book allowed Ganon-

                                 dorf to concoct a plan that involved a more

                              subtle approach. He would feign surrender,

                            seeking to establish a false alliance with

                          Hyrule in order to get close to the Triforce.

                      The new king of Hyrule took the bait,

                  commanding Ganondorf to Hyrule Castle

              to kneel before the Royal Family.

Ganondorf's Traits

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

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

Flaw. "I underestimate those who appear weak."

APPENDIX C | MONSTERS AND NPCS 41

Ganondorf Action Surge (Recharges after a Long or Short Rest). On
his turn, Ganondorf can take one additional action on
Medium humanoid (gerudo), lawful evil top of his regular action and a possible bonus action.
Armor Class 19 (plate armor, Book of Mudora) Pact Weapon. Ganondorf can use his action to summon
Hit Points 144 (17d8 + 68) a greatsword +1 in his empty hand. This pact weapon
Speed 30 ft. disappears if it is more than 5 feet away from him for 1
minute or more. It also disappears if Ganondorf dis-
STR DEX CON INT WIS CHA misses the weapon (no action required) or if he dies.
22 (+6) 14 (+2) 18 (+4) 14 (+2) 11 (+0) 18 (+4) Pact Magic. Ganondorf is an 11th level warlock. His
spellcasting ability is Charisma (spell save DC 16, +8 to
Saving Throws Con +8, Wis +4, Cha +8 hit with spell attacks). He can cast the following
Skills Arcana +6, Athletics +10, Deception +8, History warlock spells, regaining 5th level spell slots after
finishing a Long or Short Rest, and 6th level spell slots
+6, Intimidation +8, Perception +4, Persuasion +8, after finishing a Long Rest:
Survival +4 Cantrips (at-will): chill touch, eldritch blast (see Agoni-

Damage Resistances fire     zing Blast), friends, prestidigitation

Senses devil's sight 120 ft., passive Perception 14 5th level (3 slots): contact other plane, counterspell,

Languages Common, Gerudo, Infernal     darkness, dispel magic, hex, fireball, mirror image,

Challenge 10 (5,900 XP)     misty step, scrying, suggestion, wall of fire

6th level (1 slot): circle of death
Dark One's Blessing. When Ganondorf reduces a hostile
creature to 0 hit points, he gains 15 temporary hit Actions
points.
Exceptional Athlete. Ganondorf has advantage on all Multiattack. Ganondorf makes two attacks with his Pact
Strength checks. Weapon, or three attacks with his Agonizing Blast.
Saving Face (Recharges after a Long or Short Rest). If
Ganondorf misses with an attack roll or fails an ability Pact Weapon (Greatsword +1). Melee Weapon Attack:
check or a saving throw, he can gain a bonus to the roll +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7)
equal to the number of allies he can see within 30 feet slashing damage plus 4 necrotic damage.
of him (maximum bonus of +5). Agonizing Blast. Ranged Spell Attack: +8 to hit, range
120 ft., one creature. Hit: 9 (1d10 + 4) force damage,
and the target is pushed up to 10 feet away from
Ganondorf in a straight line.

Adult Timeline     The Hunt for Zelda. Knowing the other aspects of the
Triforce are out there somewhere, Ganondorf keeps a close
During the events in chapter 6, Ganondorf held the full Tri- eye out for any sign of them. He has deduced that Zelda is
force for a brief moment before it split, driving his will into still alive somewhere and in possession of the Triforce of
the artifact to fulfill a single wish---to bring forth the Dark Wisdom. Brooding from his dark tower like a hungry preda-
World. This event became known as the Great Cataclysm and tor, Ganondorf's spiteful gaze pierces the land, searching for
saw the merging of the Dark World with Hyrule. The skies any evidence of her presence. The Triforce of Courage eludes
darkened, color faded from the world, and the lives of those him altogether, as he believes the Heroes of Time to be dead.
who were spared became filled with melancholy and despair.
The Six Sages. Suppressing the return of the Six Sages,
With Hyrule fallen, Ganondorf claimed the throne and rule who helped bind Demise to the Dark World eons ago, Ganon-
of this dark domain. The Triforce of Power remained with dorf has placed guards around each of their temples. In
him, ensuring none dared to openly defy his might. He was addition to his minions and other creatures of darkness, each
thereafter known as King Ganondorf. temple has been desecrated by one of Ganondorf's guardian
monsters---spawns empowered by the Dark World.
Dread Reign. Becoming king of Hyrule brought a bitter
taste to Ganondorf, who saw all he touched turn lifeless and King Ganondorf's Traits
pale. The green fields he coveted for so long became as dead
and barren as the home he thought was left behind. His mob-     Ideal. "Anyone who rises against me will be crushed."
lin and bokoblin minions scraped the land clean of resources, Bond. "Zelda escaped my grasp. I will use anything at my
left largely unchecked as they fought among each other for
remaining scraps. Many gerudos chafed under Ganondorf's disposal to hunt her down and claim the Triforce of Wisdom."
demanding rule, feeling abused and neglected. Hyrulean Flaw. "I gain no satisfaction from my reign."
survivors cowered behind Ganondorf's back, whispering of
the return of princess Zelda. Whisperers caught were robbed
of their tongues. Further insolence resulted in death, leaving
many towns empty and forlorn.

42 APPENDIX C | MONSTERS AND NPCS

King Ganondorf Pact Magic. Ganondorf is an 13th level warlock. His
spellcasting ability is Charisma (spell save DC 18,
Medium humanoid (gerudo), neutral evil +10 to hit with spell attacks). He can cast the
following warlock spells, regaining 5th level spell
Armor Class 19 (plate, Book of Mudora) slots after finishing a Long or Short Rest, and
Hit Points 170 (20d8 + 80) higher level spell slots after finishing a Long Rest:
Speed 30 ft.
Cantrips (at-will): chill touch, eldritch blast (see

STR DEX CON INT WIS CHA     Agonizing Blast), friends, prestidigitation

24 (+7) 14 (+2) 18 (+4) 14 (+2) 11 (+0) 20 (+5) 5th level (3 slots): contact other plane,
counterspell,

Saving Throws Con +9, Wis +5, Cha +10     darkness, dispel magic, hex, hunger of hadar,
Skills Arcana +7, Athletics +17, Deception +10,
fireball,

    mirror image, misty step, scrying, suggestion,

History +7, Intimidation +15, Perception +5,     wall of fire

Persuasion +10, Survival +5 6th level (1 slot): circle of death

Damage Resistances all (except radiant) 7th level (1 slot): finger of death
Condition Immunities paralyzed, stunned
Senses devil's sight 120 ft., passive Perception 15 Actions
Languages Common, Gerudo, Infernal
Challenge 15 (13,000 XP) Multiattack. Ganondorf makes two attacks with his
Pact Weapon, or three attacks with his Agonizing
Triforce of Power. Ganondorf has resistance to all Blast.
damage except radiant and is immune to the
paralyzed and stunned conditions. He can't be sent Pact Weapon (Greatsword +1). Melee Weapon
to another plane of existence against his will. Any Attack: +13 to hit, reach 5 ft., one target. Hit: 15
spell attack or weapon attack Ganondorf makes that (2d6 + 8) slashing damage plus 9 (2d8) force
requires an attack roll deals an extra 2d8 force damage and 5 necrotic damage.
damage on a hit (included). Agonizing Blast. Ranged Spell Attack: +10 to hit,
Demise's Revenge. Demise fuels Ganondorf's spirit range 120 ft., one creature. Hit: 19 (1d10 + 2d8 +
with hatred and rage, allowing Ganondorf to escape 5) force damage, and the target is pushed up to 10
death at the cost of his soul. If Ganondorf dies, he feet away from Ganondorf in a straight line.
rises 10 minutes later as Ganon; a foul demon at
full hit points, retaining his memory, personality,
and the Triforce of Power.
Exceptional Athlete. Ganondorf has advantage on all
Strength checks.
Saving Face (Recharges after a Long or Short Rest). If
Ganondorf misses with an attack roll or fails an
ability check or a saving throw, he can gain a bonus
to the roll equal to the number of allies he can see
within 30 feet of him (maximum bonus of +5).
Ascendant Step. Ganondorf can cast levitate on
himself at will, without expending a spell slot or
material components.
Dark One's Blessing. When Ganondorf reduces a
hostile creature to 0 hit points, he gains 18
temporary hit points.
Action Surge (Recharges after a Long or Short Rest).
On his turn, Ganondorf can take one additional
action on top of his regular action and a possible
bonus action.
Pact Weapon. Ganondorf can use his action to
summon a greatsword +1 in his empty hand. This
pact weapon disappears if it is more than 5 feet
away from him for 1 minute or more. It also
disappears if Ganondorf dis-misses the weapon (no
action required) or if he dies.

APPENDIX C | MONSTERS AND NPCS 43

Ganon Siege Monster. Ganon deals double damage to objects
and structures.
Huge fiend (demon), chaotic evil Charge. If Ganon moves at least 15 feet straight toward
Armor Class 19 (natural armor) a target and then hits it with a gore attack on the same
Hit Points 310 (23d12 +161) turn, the target takes an extra 38 (7d10) piercing
Speed 30 ft. damage. If the target is a creature, it must succeed on a
DC 21 Strength saving throw or be pushed up to 20
STR DEX CON INT WIS CHA feet away and knocked prone.
25 (+7) 11 (+0) 25 (+7) 6 (-2) 13 (+1) 14 (+2) Pact Weapon. Ganon can use his action to summon two
greatswords +1 in his empty hands. These pact
Saving Throws Str +13, Dex +6, Con +13, Wis +7 weapons disappear if they are more than 5 feet away
Skills Perception +7 from him for 1 minute or more. They also disappear if
Damage Resistances all (except radiant) Ganon dismisses the weapons (no action required) or if
Damage Immunities poison he dies.
Condition Immunities paralyzed, poisoned, stunned
Senses darkvision 120 ft., passive Perception 17 Actions
Languages Infernal
Challenge 19 (22,000 XP) Multiattack. Ganon makes three attacks: two with his
Triforce of Power. Ganon has resistance to all damage Pact Weapons and one with his hoof.
except radiant and is immune to the paralyzed and
stunned conditions. He can't be sent to another plane Pact Weapon (Greatsword +1). Melee Weapon Attack:
of existence against his will. Any spell attack or weapon +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8)
attack Ganon makes that requires an attack roll deals an slashing damage plus 9 (2d8) force damage.
extra 2d8 force damage on a hit (included). Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Magic Resistance. Ganon has advantage on saving one target. Hit: 23 (3d10 + 7) bludgeoning damage
throws against spells and other magical effects. plus 9 (2d8) force damage. If the target is a creature, it
must succeed on a DC 21 Strength saving throw or be
knocked prone.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 45 (7d10 + 7) piercing damage plus 9
(2d8) force damage.

44 APPENDIX C | MONSTERS AND NPCS

Great Deku Tree

Gargantuan plant (titan), neutral good

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

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

Saving Throws Int +14, Wis +15, Cha +6
Skills Animal Handling +21, Arcana +14, History

+14, Insight +15, Medicine +15, Nature +21,
Perception +15, Religion +14, Survival +15
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities charmed, diseased,
frightened, prone
Senses blindsight 1 mile, passive Perception 25
Languages Common, Druidic, Primordial, Sylvan
Challenge 20 (25,000 XP)

False Appearance. While the Great Deku Tree
remains silent, he is indistinguishable from a
normal (albeit colossal) tree.
Immovable. The Great Deku Tree cannot be pushed,
shoved, or otherwise be moved from his space.
Legendary Resistance (3/Day). If the Great Deku Tree
fails a saving throw, he can choose to succeed
instead.
Magic Resistance. The Great Deku Tree has
advantage on saving throws against spells and other
magical effects.
Spellcasting. The Great Deku Tree is an 20th-level
spellcaster. His spellcasting ability is Wisdom (spell
save DC 23). He has the following druid spells
prepared (no material components needed):
Cantrips (at will): druidcraft, guidance, mending,

    resistance

1st level (4 slots): cure wounds, entangle, faerie

    fire, speak with animals

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

    gust of wind

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

    wind wall

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

    vine, locate creature

5th level (3 slots): awaken, commune with nature,

    greater restoration, mass cure wounds, scrying

6th level (2 slot): heal, heroes' feast

7th level (2 slot): regenerate

8th level (1 slot): control weather

9th level (1 slot): true resurrection
The Great Deku Tree can cast a spell as a ritual if
that spell has the ritual tag.

APPENDIX C | MONSTERS AND NPCS 45

Koume and Kotake Puppet Masters
Koume and Kotake are a pair of 400-year old gerudo twins,
who secretly lead the gerudo tribes. They maintain their long Koume and Kotake are expert manipulators and
lives through powerful magic. Both sisters have green, have mastered the art of mind control, using
wrinkled skin and dress in black robes with white gerudo continued use of spells such as detect thoughts,
patterns near the hems. As the surrogate mothers of suggestion, dominate person, modify memory, and
Ganondorf, they are among his more devoted servants. feeblemind to shatter the autonomy of their
victims. They maintain control over their victims
Sorceress Sisters. Koume, the Sorceress of Flame, can through magic gems roughly the size and shape of
be identified by her flaming hair and the red jewel embedded a child's fist, which are embedded into their
in her forehead. Kotake, the Sorceress of Ice, has frozen hair victim's foreheads with a combination of magic
and a blue jewel. These scheming witches have the same and surgery. Through the jewels embedded in their
goal---to provide Ganondorf with the power to conquer Hyrule own foreheads, Koume and Kotake can control
and become its king. To achieve this, they have revealed the their victims telepathically, who must obey their
Book of Mudora to him, unlocking his arcane powers through commands. If a gem is destroyed, the victim can
the demon king Demise. Secondly, they tutored Ganondorf no longer be controlled in this way, but may still be
on how to control and harness his use of magic. They pushed affected by active spells targeted on them, such as
him to his limits from an early age by forcing him into lethal feeblemind. Any humanoid with a control gem in
combat with gerudo chieftains and monsters captured from its forehead has the following additional trait:
deep within the desert, turning him into a cunning and ruth-
less warrior. Of the two, Koume tends to act as the leader, Control Gem. Implanted in the victim's forehead
deciding most often what their course of action should be. is a magic control gem. The victim must obey
Koume and Kotake's telepathic commands and is
History Repeats. Koume and Kotake covertly instigated immune to being charmed while so controlled.
the Hyrulean Civil War three hundred years ago, after Certain spells can be used to acquire the gem. If
uncovering the world's hidden history by stumbling upon the the victim fails its saving throw against
Book of Mudora. Learning of a dark prophecy known as imprisonment, the spell can transfer the gem to
Demise's Curse, each male gerudo carries an aspect of the the spellcaster's open hand, instead of imprisoning
dreaded demon king's spirit. Koume and Kotake took it upon the victim. A wish spell, if cast in the victim's
themselves to groom these men, preparing them for glory presence, can be worded to acquire the gem. A
and conquest so the gerudo tribes could claim Hyrule for greater restoration spell cast on the victim destroys
themselves and end their lives as scavengers and brigands. In the gem without harming the victim. Someone
the sisters's first century, a male gerudo named Mandragon who is proficient in Wisdom (Medicine) can
was born, who became their first project. Under Koume and remove the gem from an incapacitated victim. Each
Kotake's counsel, Mandragon rallied Zonai warriors and try requires 1 minute of uninterrupted work and a
sheikah defectors to his cause. He initiated the Hyrulean Civil successful DC 20 Wisdom (Medicine) check. Each
War, ending the Era of Prosperity. After decades of warfare, failed attempt deals 22 (4d10) psychic damage to
Mandragon was slain by the king of Hyrule in a deciding the victim.
battle. Retreating to their desert temple, the witch sisters
prepared for the coming of the next male gerudo while
coercing the gerudo chiefs to maintain enough skirmishes
with Hyrule to keep the war ongoing. A century later Malaster
was born, who was eventually defeated as well, as was
Geridon the century after that. Ganondorf is their fourth
pupil, and the most promising so far.

Spirit Temple. The Spirit Temple is Koume and Kotake's
lair from which they conduct their wicked schemes. It is
located deep within the Haunted Wasteland in a hidden

oasis known as the Desert Colossus. Only Ganondorf and

a select few gerudo chiefs are privy to its location, and not
even they know all of its secrets. The Spirit

Temple was built long before Koume and

Kotake made it their home, created by the

very first gerudo tribe in honor of their deity,

the Goddess of the Sand. The exact con-

nection between the witch sisters and the

Goddess is unknown, but the sisters pose

as priestesses to the Goddess in order to

demand the respect and veneration from the

gerudos. The Haunted Wasteland and the

Spirit Temple are detailed in chapter 12.

46 APPENDIX C | MONSTERS AND NPCS

Koume Spellcasting. Koume is an 12th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 16, +8
Medium humanoid (gerudo), neutral evil to hit with spell attacks). Koume has the following
Armor Class 12 (15 with mage armor) wizard spells prepared:
Hit Points 78 (12d8 + 24) Cantrips (at will): fire bolt+, light, mage hand, message,

Speed 30 ft.     prestidigitation

1st level (4 slots): mage armor, shield (r)
STR DEX CON INT WIS CHA 2nd level (3 slots): flaming sphere+ (c), misty step (b),

9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)     scorching ray+, suggestion (c)

Saving Throws Int +8, Wis +5 3rd level (3 slots): blink, clairvoyance (c), fireball+

Skills Arcana +8, History +8 4th level (3 slots): dimension door, fire shield+,

Damage Resistance fire (from fire shield)     otiluke's resilient sphere (c), wall of fire+ (c)

Senses passive Perception 11 5th level (2 slots): dominate person (c), scrying (c)

Languages Common, Draconic, Gerudo, Infernal 6th level (1 slot): chain lightning+

Challenge 9 (5,000 XP) +Evocation spell
Special Equipment. Koume has a broom of flying. Koume casts mage armor, blink, and fire shield (chill)
Twinrova Transformation (Recharges after a Long Rest).
on herself before combat.
If Koume is reduced to 0 hit points and Kotake is un- Empowered Evocation. Koume adds a +4 bonus to the
conscious or dead, the sisters and their brooms are damage roll of any evocation spell she casts (included).
pulled to an unoccupied space in their midst, where
their bodies merge in a flash of ice and fire to become Actions
Twinrova (see Twinrova statistics).
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
  one target. Hit: 20 (3d10 + 4) fire damage. A flam-
mable object hit by this spell ignites if it isn't being
Kotake worn or carried.

Medium humanoid (gerudo), lawful evil  
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24) Cantrips (at will): light, mage hand, message,

Speed 30 ft.     prestidigitation, ray of frost

1st level (4 slots): mage armor+, shield+ (r)

STR DEX CON INT WIS CHA 2nd level (3 slots): detect thoughts (c),

9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)     hold person (c), misty step (b)

Saving Throws Int +8, Wis +5 3rd level (3 slots): counterspell+ (r), dispel magic+,

Skills Arcana +8, History +8     sleet storm (c), slow (c)

Damage Resistance cold (from fire shield) 4th level (3 slots): banishment+ (c), dimension door,

Senses passive Perception 11     fire shield, stoneskin (c)

Languages Common, Draconic, Gerudo, Infernal 5th level (2 slots): cone of cold, modify memory (c)

Challenge 9 (5,000 XP) 6th level (1 slot): wall of ice (c)

Special Equipment. Kotake has a broom of flying. +Abjuration spell of 1st level or higher
Twinrova Transformation (Recharges after a Long Rest).
Kotake casts mage armor and fire shield (warm) on
If Kotake is reduced to 0 hit points and Koume is un- herself before combat.
conscious or dead, the sisters and their brooms are Arcane Ward. Kotake has a magical ward that has 28 hit
pulled to an unoccupied space in their midst, where points. Whenever she takes damage, the ward takes the
their bodies merge in a flash of ice and fire to become damage instead. If the ward is reduced to 0 hit points,
Twinrova (see Twinrova statistics). its magic remains, but Kotake takes any remaining
Spellcasting. Kotake is an 12th-level spellcaster. Her damage. When Kotake casts an abjuration spell of 1st
spellcasting ability is Intelligence (spell save DC 16, +8 level or higher, the ward regains a number of hit points
to hit with spell attacks). Kotake has the following equal to twice the level of the spell.
wizard spells prepared:
Actions
47
Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft.,
one creature. Hit: 13 (3d8) cold damage, and the crea-
ture's speed is reduced by 10 feet until the start of
Kotake's next turn.

APPENDIX C | MONSTERS AND NPCS

Twinrova Spellcasting. Twinrova is an 16th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 18,
Large humanoid (gerudo), chaotic evil +10 to hit with spell attacks). Twinrova has the
following wizard spells prepared:
Armor Class 12 (15 with mage armor) Cantrips (at will): fire bolt++, light, mage hand,

Hit Points 117 (18d8 + 36)     message, prestidigitation, ray of frost++

Speed 30 ft., fly 30 ft. 1st level (4 slots): mage armor+, shield+ (r)

2nd level (3 slots): flaming sphere++ (c),

STR DEX CON INT WIS CHA     hold person (c), misty step (b), scorching ray++

10 (+0) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 16 (+3) 3rd level (3 slots): counterspell+ (r), dispel magic+,

    fireball++, sleet storm++ (c), slow (c)

Saving Throws Int +10, Wis +7 4th level (3 slots): banishment+ (c), otiluke's resilient

Skills Arcana +15, History +15     sphere (c), stoneskin (c), wall of fire+ (c)

Damage Immunity cold, fire 5th level (2 slots): cone of cold++, dominate person (c)

Damage Resistance damage from spells 6th level (1 slot): chain lightning++, globe of

Senses passive Perception 12     invulnerability+ (c), wall of ice++ (c)

Languages Common, Draconic, Gerudo, Infernal 7th level (1 slot): prismatic spray++

Challenge 14 (11,500 XP) 8th level (1 slot): feeblemind

+Abjuration spell of 1st level or higher

Special Equipment. Twinrova has a staff of fire and staff ++Evocation spell
of frost.
Magic Resistance. Twinrova has advantage on saving Actions
throws against spells and other magical effects.
Arcane Ward. Twinrova has a magical ward that has 40 Multiattack. Twinrova casts fire bolt and ray of frost.
hit points. Whenever she takes damage, the ward takes
the damage instead. If the ward is reduced to 0 hit Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft.,
points, its magic remains, but Twinrova takes any one target. Hit: 27 (4d10 + 5) fire damage. A flam-
remaining damage. When Twinrova casts an abjuration mable object hit by this spell ignites if it isn't being
spell of 1st level or higher, the ward regains a number worn or carried.
of hit points equal to twice the level of the spell. Ray of Frost. Ranged Spell Attack: +10 to hit, range 60
Empowered Evocation. Twinrova adds a +5 bonus to the ft., one creature. Hit: 23 (4d8 + 5) cold damage, and
damage roll of any evocation spell she casts (included). the creature's speed is reduced by 10 feet until the
start of Twinrova's next turn.
    Twinrova. Koume and Kotake are formidable enemies
under normal circumstances, but they are capable of a mythic
transformation which fuses their bodies and spirits into a
single being known as Twinrova, in a mocking image of the
Goddess of the Sand. As Twinrova, the sisters act in unison,
and their magic powers are greatly enhanced.

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

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

Koume and Kotake's Traits

    Ideal. "Knowledge is the path to power and domination."
Bond. "Ganondorf is the one. Through him we shall rule

Hyrule, and then the world!"
Flaw. "We're easily distracted by the promise of

information."

48 APPENDIX C | MONSTERS AND NPCS

Sheik Sheik
A young male sheikah and last surviving member of his race,
Medium humanoid (sheikah), lawful good Sheik rebels against Ganondorf's rule, remaining in the
shadows and assisting the characters at important intervals
Armor Class 16 (studded leather) throughout their quests during the Adult Timeline.
Hit Points 78 (12d8 + 24)
Speed 35 ft., climb 30 ft. Princess in Disguise. Unbeknown to the characters,
Sheik is princess Zelda, disguised by sheikah magic. When
STR DEX CON INT WIS CHA they escaped Hyrule Castle at the end of the Child Timeline,
11 (+0) 18 (+4) 14 (+2) 17 (+3) 21 (+5) 16 (+3) Impa and Zelda fled to the Shadow Temple, where the
sheikahs shielded Zelda from Ganondorf. Here, she learned
Saving Throws Dex +7, Int +6, Wis +8 the skills of the sheikahs as she grew into a young woman,
Skills Acrobatics +7, Arcana +6, Deception +6, harnessing the powers of the Triforce of Wisdom. When their
stronghold was assailed by Ganondorf's forces, the sheikahs
History +10, Insight +12, Perception +12, were brutally wiped out while defending their princess.
Persuasion +6, Religion +10, Stealth +11 Having narrowly escaped, Zelda adopted the guise of Sheik,
Senses truesight, passive Perception 22 in honor of her protectors. Sheik

Languages Celestial, Common, Primordial, Sheikah wanders Hyrule unseen, setting in

Challenge 5 (1,800 XP) motion the events that will lead

to Ganondorf's defeat and the

Special Equipment. Sheik has a lyre, two daggers +1, restoration of Hyrule.
an amulet of proof against detection and location,
ring of mind shielding, and a sheikah mask (see From the Shadows. Sheik

appendix B). fears Ganondorf and moves

Triforce of Wisdom (Supressed). Sheik has truesight with extreme caution, no

and knows if he hears a lie. longer using the Triforce

Shadow Stride (Recharges after a Long Rest). Sheik of Wisdom's active powers

teleports himself from his current location to any ---such as its protective halo---

other spot within 500 feet of him. He arrives at as he believes this is how

exactly the spot desired. It can be a place he can Ganondorf tracked his

see, one he can visualize, or one he can describe by location previously. Seeing

stating distance and direction. He can bring along the characters' plight, Sheik

objects as long as their weight doesn’t exceed what will guide them in awaken-

he can carry. If Sheik would arrive in a place already ing the sages. Once the

occupied by an object or a creature, he takes 4d6 wielder of the Triforce

force damage, and the teleportation fails. of Courage is ready

Evasion. If Sheik is subjected to an effect that to lead the Heroes

allows him to make a Dexterity saving throw to take of Time in their

only half damage, Sheik instead takes no damage if confrontation

he succeeds on the saving throw, and only half against the King of

damage if he fails. Evil, Sheik will reveal his

Sneak Attack (1/Turn). Sheik deals an extra 13 (4d6) true identity to join the fight.
damage when he hits a target with a weapon attack
and has advantage on the attack roll, or when the Sheik's Traits
target is within 5 feet of an ally of Sheik that isn't
incapacitated and Sheik doesn't have disadvantage     Ideal. "Hyrule is worth fighting for."
on the attack roll. Bond. "The Heroes of Time are key in

Spell Songs. Sheik can use his lyre to cast the
following spell songs (see appendix B): bolero of defeating Ganondorf. I will assist them from

fire, minuet of forest, nocturne of shadow, prelude the shadows, so the light may be reborn."
of light, requiem of spirit, serenade of water, song
of time, sun's song, and zelda's lullaby. Flaw. "I am overly careful in my actions, not

wanting to draw Ganondorf's attention to me."
Actions

Multiattack. Sheik makes three attacks.
Dagger +1. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Dart. Ranged Weapon Attack: +7 to hit, range
20/60 ft., one creature. Hit: 6 (1d4 + 4) piercing
damage.

APPENDIX C | MONSTERS AND NPCS 49


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