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Ziggurat of The Sun Princess: A Dungeon World Adventure
Ziggurat of The Sun Princess: A Dungeon World Adventure
Questions
Ask these questions to each of the
players before you begin. Take notes
about the answers and make sure to
integrate the answers as much as you
can. Feel free to move or change as
much about the adventure as you need
to.
Fronts The D'ral Expedition
Impending Doom
Zorphis Anita will use the Sun Stones to pull
all of the surrounding region into the
Impending Doom Fey where she was banished.
I will use the Sun Stones to grow an Stakes
army of plant warriors, the fools in What are Taris and Anita doing with the
Karackis will rue the day they threw Sun Stone they have?
For what price is Gambin willing to
me out!
betray the D'rals?
Stakes What will Anita do with Taris when she
How much control does Zorphis have no longer needs him?
over his plant men?
What is Zorphis doing with the Sun
Cast
Stone he has? Taris D'ral
Cast Anita D'ral
Zorphis the Floramancer Gambin
Grim Portents Grim Portents
Zorphis begins to send his plant men The goblins storm the ziggurat
into the ziggurat after the Sun Stones. looking for Sun Stones.
Zorphis uses two Sun Stones to raise a Taris uses two Sun Stones to restore
plant giant. Anita to her full fey glory.
Zorphis uses four Sun Stones to turn Anita will use four Sun Stones to open
the forest around the ziggurat into a a gate into the Fey and call forth those
plant dragon. loyal to her.
Dangers Dangers
The plant men Gambin's goblin helpers
Zorphis' Gauntlet of Kryos Anita's Mask of Hopeful Glamor
Plant Giant Frost Pixies
Plant Dragon
Princess Xevis Locations
Impending Doom
The fools shall pay for blocking out The D'ral
my sun, starting with the city of
Karackis! Encampment
Stakes Foes
What do the Sun Stones do once they Depending on when the party arrives
are brought together? at the D'ral encampment any of these
What is Xevis doing with the Sun Stone may be there.
she has in her throne room? Taris D'ral - 15(1d12+3) Damage, 30
Can Xevis awaken enough protectors in HP, 1 Armor
time?
Bond with blood
Cast Cover with blood
Princess Xevis Light his blood on fire
Grim Portents Goal: to protect Anita
Xevis awakens the Mummies
protecting the remaining two Sun Anita D'ral - 9(1d10) Damage, 20 HP, 0
Armor
Stones.
Fascinate those around her
Xevis uses two Sun Stones and
Command those who love her
awakens the Naga Twins, Spite and
Attack all others
Petty.
Goal: to get back into Fey
Xevis uses four Sun Stones and
awakens the Royal Guard Mummies. Gambin - 9(1d10) Damage, 20 HP, 1
Dangers Armor
The Sun Leopards Call on the Goblins
Xexis' sword Long Ray Command a Goblin attack
Guardian Mummies Strike with a pick
Spite and Petty Goal: to get paid
Royal Guard Mummies
Goblins (20) - 5(1d6) Damage, 20 HP, 1
Armor
Surround an enemy
Tie up an enemy
Attack an enemy with knives
Goal: to do what Gambin says
Environment
Servants (5)
The D'rals are traveling in style, a large
white tent with a somewhat smaller
tent for their servants. Gambin's tent is
much smaller and very rugged. The
goblins tend to build new hovels as
their old ones break down and new
and wrecked mounds can be seen all
over
Loot
The D'ral's tent is full of finery, about
100 Gold and 15 Load worth of it.
Gambin's tent contains 10 Load worth
of Adventurer's Gear. The golblins
have nothing of value.
Magic
Anita D'ral's mask allows the wearer to
stop any creature from attacking her so
long as they can see the mask covering
her face. The wearer also has this
move: when you wear the mask and
command someone who can see the
mask and understand you Roll+ CHA.
On a hit they willingly do what you
ask so long as you promise to reward
them with your company. On a 10+
they become devoted to you, any time
they do as you ask they mark
experience. On a miss they become
obsessed with you, take -1 forward on
any interaction where they are
involved.
The Courtyard
Foes
Zorphis - 7(1d6+1) Damage, 10 HP, 4
Armor
Cast a spell
Raise a plant man
Attack with a staff
Goal: to grow and expand his plant
army.
Environment
Zorphis has set up camp just outside
the entrance to the ziggurat and is
spending his time building more and
more plant men.
Loot
Much of Zorphis' equipment is
valuable but heavy. Zorphis himself
wears a gauntlet that allows him to
manipulate the technology
Magic
Gauntlet of Kryos: this device gives
the wearer +2 to any roll dealing with
Artifacts.
Xevis' Ziggurat's The Ants' Labyrinth
Entrance Foes
Big Ant Swarms 8(1d8) Damage, 12 HP,
Foes 4 Armor
Sun Leopards (5) - 5(1d6) Damage, 13 Cover an opponent
HP, 1 Armor
Immobilize an opponent
Trip
Drag an opponent away
Drag away Goal: to feed the colony
Maul
Goal: to guard the entrance
Environment
A maze of strangely wandering tunnels
Environment work their way through the sand.
A highly embellished arch leads off the
Thousands of tiny ants constantly
courtyard and into the ziggurat. The
wander around but it is the occasional
passageway leads all the way back to
rat sized ant that is troubling.
the other side of the ziggurat and at
that end starts a stairwell to the left. Loot
The scoured corpses of fallen
Loot adventurers lay around these hallways.
Each of the Sun Leopards are worth a
If the characters enter looking for any
high price on the black market id they
item, including the Sun Stone, they
can be captured.
find it after fighting one swarm.
Plant Giant
Concluding the
Adventure
The adventure is over when none of
the three factions can possibly get their
hands six Sun Stones or one faction
manages to collect the six they need.
How that happens and what happens
after is totally up to you as the GM.
Credits
Design: Josh Mannon