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==Defeating a Boss== Defeating a boss revives every downed player to full health and grants each player one additional heart container. In addition, a warp appears in the room which leads to the next stage of the dungeon. This is a one-way warp: if they go through, they're stuck on the next part. Get a new piece of paper, and place another 4 door room in the middle, and repeat the process of exploring and such. Each successive boss should increase in difficulty. Whenever a new level of the dungeon is unlocked, the GM does one of three things to the difficulty dice rolled, depending on how fast he wants the game to be. *'''For slow games''', reset the difficulty counter. Only count the new rooms when rolling the D6s. *'''For medium-length games''', halve the sum of the number of rooms present, then add dice as you would normally. *'''For quick games''', do nothing to the total. Keep the difficulty counter where you were at, and add dice as you would normally. the next level of the dungeon may keep the theme of the last one, or you may roll the thematic d6. After 4 bosses have been defeated, the final dungeon tier must be Ganon's castle. There's no reward loot in the dungeon other than keys, the merchant is always present in the first room, and the actual boss must be Ganon. If you want to give players the master sword, now is the time to do it. have the first room of the dungeon have an altar in middle with X swords in it, X being the number of players. Stats for the master sword are below. How you actually handle the fight with Ganon is up to the GM; you could go for the epic swordsman showdown ala wind waker, or perhaps a multi-tiered combat where he changes forms like in Twilight Princess. Hell, you could even do a tennis match like in ocarina of time. Just make sure the fight is worth the four bosses they had to clear to get to him.
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