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Temple of The Seven Suns - DM Guide
Temple of The Seven Suns - DM Guide
Temple of the Seven Suns – Entrance Map [Dungeondraft] – 20x32 squares – made by miks.maps
Room 2 – Forgotten by time every round after. The players will have to come
back later.
Wandering through the halls there is a hole in the
wall leading into an open space. Sun comes Corridor to 4:
through from the top and the sand being carried by
the winds outside falls through. Within a small b.) Spike Pit
dune there are the remains of a traveller. This Pit Trap is a simple, hidden, or locking Pit
a.) Kruthik Nest Trap with sharpened wooden or Iron spikes at the
bottom. A creature falling into the pit takes 11
A small family of (2d10) piercing damage from the spikes, in
Kruthik has made addition to any Falling damage. Even nastier
their nest here. versions have poison smeared on the spikes. In that
The group consists case, anyone taking piercing damage from the
of one Adult spikes must also make a DC 13 Constitution saving
Kruthik + two throw, taking an 22 (4d10) poison damage on a
Young Kruthik. 1 failed save, or half as much damage on a successful
They will fight one. (Roll20)2
until killed or until the Adult Kruthik reaches half
HP before they will try to burrow and flee. Room 4 – A quick glance
The remains of the adventurer are bone dry. Wandering through this dark and narrow corridor
There’s nothing to be found here. you notice the smell of stale air changing and
notice a fresh grassy aroma. Through the light
Room 3 – The Trial coming from a crack in the wall you notice the
heavy greenery surrounding you.
As you descend the stairs you enter a long room. At
the end of it stands a large statue made out of One PC gets the chance to get a glimpse into Room
sandstone. Its headgear and scepter are covered in 7. That player rolls 1d6, tell this player as many
uneven chunks of Ruby. facts as he rolled (rolling a 2 => 2 facts about the room)
before something appears before the crack making
>> If the players already alarmed the Sphynx it impossible to see anymore.
statues at the entrance, this statue will instantly
cast a fireball from its scepter2, which is going to
hit the first person coming in by surprise <<
3 5
https://www.dndbeyond.com/monsters/mummy Include it in any of the earlier opportunities
4 6
https://www.penn.museum/blog/museum/somethings- https://www.dndbeyond.com/monsters/androsphinx
7
fishy-in-the-palace-of-merneptah-graffiti-in-ancient-egypt/ https://www.dndbeyond.com/monsters/gynosphinx
Victory:
After dealing with the Sphynx there is no statue left
revealing stairs which lead even deeper into this
crypt.
Feel free to reward your PCs with any loot you can
think of. Gold, Magic Items, Gems seem
appropriate and will prove helpful.
Temple of the Seven Suns – Maindungeon Map [Dungeondraft] – 25x30 squares – made by miks.maps
Room 8 – The Crack I Room 9 – Bathhouse
A long set of stairs leads you deeper and deeper Cool, refreshing air fills this long room and
down into the structure. With every step it gets a turquoise clear water covers the floor of the
little cooler. After wandering through the darkness bathhouse. From fountains at both ends of the room
for some time, you finally notice a source of light. and in the walls water steadily keeps the room
You’ve reached the bottom. A gigantic hall opens flooded, while in the middle of the room the water
in front of you. It’s 90ft long, 45ft wide and its flows into the crack you saw in the room before.
ceiling is an arch with its highest point at 35ft. In
the middle of this hall a large crack divides the The room is 115ft long and the water makes this
room. The walls are made of sandstone lined with complete room difficult terrain9.
golden decorations. Every wall is ornamented by Possible Combat Encounters might be
various hieroglyphs going on over the ceiling
before meeting in the middle flowing into seven 1. Kraken Priest
suns. 2. Various Sahuagin
3. Water Elementals
The most prominent ornament is depicting the dead 4. Drowned Assassin
rising from the ruins longing for the sun (see below
or in the folder ‘Gathered Art’). Find even more fitting monsters here8.
>> Watching this depiction you can give the e.) Infesting Statues
players even more lore, maybe implement this
After being triggered the statues cast Infestation
into a riddle or have one of the gems missing,
Cantrip in the shown area. In combat they take
which they’ll have to find. <<
Initiative 20.
Possible Combat Encounters might be:
f.) The Drain
1. (Damaged) Flesh Giants
The Crack from Room 8 also affects Room 9,
2. Cyclops
pulling any large or smaller creature in its pull.
3. Dust Mephits
Creature have to succeed a Skill check in order to
4. Giant Scorpions
travel on. Failing makes them stay in place for one
Find even more fitting monsters here.8 round.
8 9
dndbeyond; monsters Roll20.net; Compendium; Movement
Tip: The huge fish statues on both ends of the Room 11 – Hallway
room are a perfect opportunity to include
another riddle or any non-combat encounter Behind the dusty archway you find a 10ft. wide and
you can think of. 30ft. long well-lit hallway leading to a narrow set
of stairs. On the right side the wall is no more than
Maybe the doors to this chamber close a bunch of rubble.
completely, slowly filling the room with even
more water, thus drowning the PCs, if they PCs may take some time to clear the rubble and
aren’t able to figure out an answer. opening their way into room 12.
10
See Roll20; Compendium; Mummy
j.) Mind the Gap the room before. Yet there is a slight difference.
One of the skeletons has reached the suns…
The stairs down have a 10ft wide gap. The PCs
have to jump across it in order to reach the bottom The room is 70ft. long and 30ft. wide. After 30ft a
of the stairs. Failing makes the PCs fall into the pit large stairway between two gigantic statues. On
which is 10ft. deep, thus resulting in 1d6 Falling both sides of the stairway you see sarcophaguses.
Damage. At the end there is a throne made of sandstone with
a huge yellow gem emitting bright light through
Room 13 – Oasis this chamber.
Reaching the bottom of the stairs you find yourself This is the final room of the dungeon and contains
in a 25ft. by 25ft. large chamber with thick foliage the final enemy of the group. In my case it’s a
on the ground, the walls and the ceiling. A hole in commoner, who wanted to escape poverty and
the wall would lead to another room, but thick roots reach the sun. In order to do that, he made a deal
are covering this portal. In the middle of the room with an ancient god. With his new-won power he
there is a cat statue in a sleeping position resting was able to reach the seven suns and take their
12
on a golden pedestal. It yawns before it wakes up place. The second he succeeded he had to pay the
and glares at you with bright red ruby eyes. price and was burnt alive and sealed into this tomb
to experience eternity.
>> This cat statue is the guardian for the sword,
include another riddle, combat-encounter or an For the final fight here are some possible enemies:
expensive sacrifice for the PCs to venture forth.
<< 1. Any form of (Draco-)Lich
2. Mummy Lord (Gorka Tharn)
Room 14 – The key 3. Deathpact Angel
4. Archon of Falling Stars
As you please the cat’s desire the roots (l) pull back
opening a way into the next room. You find yourself Find even more fitting monsters here.8
in a 20ft. long and 15ft. wide room with four pillars
building a way to a stone table. Upon it rests a
longsword giving off a bright light and a note Tip: While fighting have the statues l.) may cast
saying: spells at the PCs, the statues take Initiative 20.
‘The fox condemns the trap, not himself – Also make the mummies stand up and join the
become the trap. Move on’ final boss in its fight. If you feel like the space is
not sufficient, I included an optional Fighting
The sword is a Sun Blade.11 Using this to Pit Map with 22x17 squares (You can find it on
destroy the fox statues in Room 10 will also the last page).
destroy the barrier and open the way to
Room 15.
Room 15 – Icarus
12
art from elderscrolls.fandom;
You finally breached the barricade and find https://elderscrolls.fandom.com/wiki/Dawnbreaker_(Skyrim);
yourself in a gigantic room. The ceiling is 50ft. high Dawnbreaker
depicting a similar ornament as the one you saw in
11
dndbeyond; magic items; Sun Blade
https://www.dndbeyond.com/magic-items/sun-blade
Victory
As the monster lying in the sand before you draws
its last breath, a tremor shakes through the entire
building. Cracks start to form on the sides and the
walls of the room. This temple is going to collapse
and you have to flee.
After escaping with their lives and all the loot they
found within, there is nothing left but watching the
Temple of the Seven Suns being taken from the sun
forever, as the sand of this desert consumes it.
The Fighting Pit - Battlemap is 22x17 squares.
The actual pit is 110ft. long, 65ft. wide.
Thanks for playing this Dungeon. I hope you enjoyed playing just as much as I did writing it. This is my first ever written
Dungeon/ Adventure, as I’m usually just creating the maps. Even as a DM I usually don’t write a guide about my dungeons.
This has been an awesome experience and I learnt quite a lot. I hope to write many more Dungeons and Adventures for you in
the future!
All the maps you need to play can be found on my Patreon for free. If you want different versions for this map I also offer them
in the Collector’s Tier.
If you enjoy this adventure and want to support me on my journey, please consider checking out my Patreon – it really helps
me a lot! There you will find every map I ever created in many different versions, you can take part in polls and decide which
maps we’ll create. You can also suggest your map ideas for me to create.
The Art used on Room 14 – The Key is Dawnbreaker from Skyrim. The image is from elderscrolls fandom
https://elderscrolls.fandom.com/wiki/Dawnbreaker_(Skyrim)
miks.maps