ZLDA: Items & Dungeons
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Introduce the lock before the key. Include a few locks in various dungeons with secrets behind them, for which there is no key in that dungeon.
- Hookshot: a hand-held spring loaded chain with a claw at the end. Extends up to 60' and grapples target creature or climbable surface. Creatures may save. Rewind up to 20' freely at the end of your turn. The hookshot allows traversal for a single person across wide gaps and vertical distances.
- Light Bow: When the string is pulled, an arrow of light generates on the bow. D8 dmg. These arrows may toggle crystals on or off, which activate various mechanisms.
- Spirit Harp: can be played to activate spiritual songs. Usually accompanied by a song of passage when first found, which opens certain doors.
- Mirror Shield: +1 DEF, Reflects beams of light, and spells with a Save. Useful in dark dungeons. Consider placing turnable mirrors throughout, but the shield is required to activate the chain initially. Perhaps also include monsters that hate light.
- Magnetic Boots: Allows one to walk across iron surfaces. Useful in mines or areas with plentiful machinery.
- Zephyrang: A boomerang that always returns (d6+1). It can carry small items with it, including cutting the keys from a target's belt. Include distant items, or flames to be blown out.
- Bombs: d12 blast, 1/2 on save. Destroys crumbling walls quickly. Include small cave-ins or bricked-up passages. For extra fun, include bomb-chus, rat-shaped bonbs that wind up and charge in a straight line before detonating.
- Magic Beans: grow massive climbable beanstalks in fresh dirt. Must be watered with Spirit Spring water. Include elevated platforms, or high, razor-sharp rocks.
- Winged Shoes: Allow a character to jump up to 20' in any direction, then leap again up to 20' while in mid-air. Touch the ground before using them again. Negate 20' of fall damage. More elevation or gaps.
- Dominion Rod: Take control of a statue. You and it move in sync at 1/2 speed. Big statues cover secrets, or are in different poses to create steps/bridges. Or are of varying sizes and must be balanced, or must be aligned in a particular order, etc.
- Candle of Truth: Burns for up to 10 minutes, revealing illusions and magical effects. Regrows at midnight.
- Power Bracelets: Pick up and throw anything. Creatures get a save. Put big things in the way, or use them to build something, or balance, or rearrange meaningfully, etc.
- Flippers Allow one to swim with ease and breathe underwater. Underwater dungeon time.
- Ghost Cloak Turns you into a ghost for 10 minutes, then take fatigue. Ghosts can pass through solid walls, touch other ghosts, and read secret ghost writing.
- Wind Bellows: Blows out a massive gust of wind when pumped. Foes must save or be blown backward. Include wind-turbines which activate mechanisms.
- Rod of Frost: Freeze water. Freeze opponents for a turn, save negates. Stop waterfalls, create ice rafts, use ice as building blocks, etc.
- Binding Rod: Make two objects stick together. Can create 3 bonds before the earliest bond is removed. Build weird stuff? IDK anymore.
- Monster Mask: Appear as a particular type of monster. Gain entry to forbidden, heavily guarded areas.
- Poe Lantern: Causes ghosts in its light to become visible and tangible. Fight ghosts to get their keys? Maybe the keys themselves are ghosts????
- Rod of Fire: Light targets on fire. D4 dmg/turn to burning creatures. Wooden barricades, thorns, etc.
Other Treasures
- Lots of Rupees (Like, d6x100)
- Health Potion
- Magic Potion
- Ratfolk Dungeon Merchant
- Cosmic Chicken: can teleport you out of the dungeon.
- Fairy: Will heal 3 hearts to you if you die. Its just that grateful to be freed. Its definitely not trapped. Nuh-uh.
- Spirit Spring: Very difficult to reach. Hidden in a weird spot. Drinking from it restores all Hearts and grants 1/4 of a heart container on the first occasion.
- Magic Song: as any spell at 1 MD. Sits in a mind slot, usable once per day if you have a spirit instrument.