ZLDA: Winters Deep (Dungeon)

Winter's breath blows through the lake temple year round. There the spirits have hid an ancient treasure, a tool with the power to give gentle rain, or storms to shatter the land...
Background
The corrupted Zora chief Gimbru wants the thunder drum to flood the eastern lands and bring them under Zora control. However, a sage sealed it in the lake temple long ago and set the power of ice to guard the drum. Gimbru has sent his warriors to claim the drum..
Gimbru's Soldiers: They are divided in their loyalties. Some say war with Hyrule is inevitable, and a swift end is best. Others had hoped for peace, but dare not defy their king.
Encounters
- Ice Keese: 1/2 ♥, 2d4 appearing. On dealing 4 damage, freeze target for a turn.
- Zora Soldiers: 2 ♥, d4+1 appearing. Loyal to Gimbru, but eager to escape.
- Ice Stalfos: 1 ♥, 2d4 appearing. Held together by frost.
Exposure
Without flame or warm clothes the party grows cold inside. After 3 exploration turns of cold, take d4 damage each turn from frost.
Key
1: Frozen Maw
A wide mouth of icicle teeth opens to allow passage within. A hill of ice towers behind it.
- Far above, a barred window is carved into the ice hill. (Area 3)
2: Offering Place
Stairs ascend and descend. A large bowl sits empty. The door East is locked.
- 4 Zora Soldiers attempt to pick the lock. They have a torch, but are still shaking too badly to work the large mechanism.
- One of the soldiers carries a healing potion (+d2 hearts)
- Bowl: If an offering of food is placed in the bowl, a small, silent fairy will appear and escort the party. It will drift near secret doors, or heal a party member 2 ♥ if they would die.
3: Overlook
Wind descends through here, filling the area with chill blasts.
- On 2-in-6, blows out torches.
4: Honorable Zora
The path south is a tight squeeze.
- Rutuun rests here. He is a wounded Zora warrior, who was attacked by his compatriots and left to die here because he does not believe in Gimbru's war. He will soon bleed out, but if aided, will aid the party in return. He has a small harp he knows how to play.
5: Wizzrobe's Lair
Bones and jars line the walls, all coated with ice.
- A Wizzrobe has made its lair here. This one uses an ICE ROD to freeze targets (save negates). It also takes double damage from fire.
- Ice Rod: Can freeze water solid. It can also freeze a target for a turn (save negates), frozen targets cannot act, but have +2 DEF.
6: Inner Temple
A mural decorates the eastern wall. It shows images of the Zora bringing a small drum to the island, with forces of evil chasing behind them. A sage stands over the drum.
7: Water Works
Four pipes pour frosty water into a great pool. The door east is locked.
- If the pipes are frozen or blocked, the pool will drain, revealing the secret path to 8.
8: Ice Crabs
A pair of ice crabs dwell in this small chamber.
- Ice crab, 4 ♥, d10, DEF 5, Hit: E, Dodge: Normal
- Key: A key lies in the center of the chamber.
9. Chilled Ascent
Stalagmites and Stalactites fill this pair of tunnels.
- On 1-in-6, a stalactite falls on an individual moving through this tunnel, rolled 1/individual. d8 damage on a failed save.
- Secret: The eastern tunnel has a muddy floor. Water trickles down the eastern wall of the eastern tunnel.
10: Echoing Cavern
The walls here are made of solid ice. The door east is locked.
11: Sparkling Cavern
A massive crystal of ice fills the north side of the room. A hole in the roof allows sunlight in, which reflects and dances throughout the room.
- Within the icy crystal is a trapped Stalnox (a skeletal Hinox) holding a key by its fingertips. Hanging from its waist is a stone tablet engraved with a song of fire.
- Sun's Song: 1 MD, requires an instrument to play it. Ignite [dice] targets, or fill [sum] targets with a comfortable warmth for [dice] hours.
12: Spirit Spring
A pool of sparkling water. Fairies dance over the surface.
- Drink to restore all hearts once per day. The first time a character drinks from this spring, they gain 1/4 of a heart container.
13: Underground Lake
The water here is dark and frigid, and sounds echo back eerily.
- Swimming in the water deals d8 damage per dungeon round. It's very cold.
- The ICE ROD can be used to form frozen paths.
- A Poe's lantern shines over the water. It loves to knock people into the water, but can be frozen itself.
- On the south of the lake is a small island with a tower. (area 14)
- On the north side of the lake is the BOSS DOOR (area 15)
14: Hidden Tower
A tower rises from a small island. The door is unlocked.
- Inside is a pool of water.
- At the bottom of the pool is the boss key, clutched by a skeletal hand.
- Anyone who enters will be grappled by other skeletal hands that emerge from the pool's sides, holding them down until they drown or escape. If they die, the hands pull them into the mud at the bottom, then two more skeletal hands appear.
15: Eel's Lake
Massive chunks of ice float in a frozen pool. Beyond is a small sealed passageway.
- THE FROST EEL: 9 ♥, d8 x2, DEF 4, Hit: N, Dodge: N. It may dive at the end of its turn, then surface on its next turn by tipping over a chunk of ice with party members standing on it. FROST FLOW, 2d6 damage to all targets in an area as they are sprayed with powerful jets of frozen water, 1/2 on a successful save.
- Anyone warmed by the Sun's Song takes 1/2 damage from the Frost Eel's attacks.
16: Drum's Vault
Here rests the Thunder Drum.
- Thunder Drum: when played, guarantees rain on the following day.
Here's the original dungeon sketch, before the layer of polish.
