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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
The fools shall pay for blocking out
my sun, starting with the city of
Karackis!
Stakes
What do the Sun Stones do once they
are brought together?
What is Xevis doing with the Sun Stone
she has in her throne room?
Can Xevis awaken enough protectors in
time?
Cast
Princess Xevis
Grim Portents
Xevis awakens the Mummies
protecting the remaining two Sun
Stones.
Xevis uses two Sun Stones and
awakens the Naga Twins, Spite and
Petty.
Xevis uses four Sun Stones and
awakens the Royal Guard Mummies.
Dangers
The Sun Leopards
Xexis' sword Long Ray
Guardian Mummies
Spite and Petty
Royal Guard Mummies
Locations Servants (5)
Environment
The D'rals are traveling in style, a large
The D'ral white tent with a somewhat smaller
Encampment tent for their servants. Gambin's tent is
much smaller and very rugged. The
goblins tend to build new hovels as
Foes their old ones break down and new
Depending on when the party arrives and wrecked mounds can be seen all
at the D'ral encampment any of these over
may be there. Loot
Taris D'ral - 15(1d12+3) Damage, 30 The D'ral's tent is full of finery, about
HP, 1 Armor 100 Gold and 15 Load worth of it.
Bond with blood Gambin's tent contains 10 Load worth
Cover with blood of Adventurer's Gear. The golblins
Light his blood on fire have nothing of value.
Goal: to protect Anita
Magic
Anita D'ral - 9(1d10) Damage, 20 HP, 0 Anita D'ral's mask allows the wearer to
Armor stop any creature from attacking her so
Fascinate those around her long as they can see the mask covering
Command those who love her her face. The wearer also has this
Attack all others move: when you wear the mask and
Goal: to get back into Fey command someone who can see the
mask and understand you Roll+ CHA.
Gambin - 9(1d10) Damage, 20 HP, 1
Armor
On a hit they willingly do what you
Call on the Goblins ask so long as you promise to reward
Command a Goblin attack them with your company. On a 10+
Strike with a pick they become devoted to you, any time
Goal: to get paid they do as you ask they mark
experience. On a miss they become
Goblins (20) - 5(1d6) Damage, 20 HP, 1 obsessed with you, take -1 forward on
Armor any interaction where they are
Surround an enemy involved.
Tie up an enemy
Attack an enemy with knives
Goal: to do what Gambin says
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.
Environment Foes
On the wall outside this room is the Guardian Mummies (2) - 11(1d12)
pictograph of a skeleton picking up Damage, 23 HP, 2 Armor
treasure from a pile. This room is filled Slam
with pile upon pile of treasure in every Bite
sort of description. At the far side, not Throw
Goal: to protect the Sun Stone
visible from the door, is a Sun Stone.
Loot Environment
A round room with a pit in the
Once the Sunstone is removed from
middle. At the sides of the pit are two
this room there is 800 Loads of
mummies with their arms raised above
treasure in this room. Each 1 Load is
their heads, over the pit. In their
worth between 500 and 5000 Gold
hands, held between them is a Sun
once appraised.
Stone. They watch whom ever enters
Magic with malice.
While the Sun Stone remains in this
room any one who touches the
Loot
The Sun Stone is the only thing of
treasure immediately looses all of their
value in this room.
HP and can only make their las breath
move if they are taken outside the Magic
room. Anyone who is damaged by the
mummies must Roll+CON after the
battle. On a 10+ they are fine, on a 7-
9 they take -1 permanently to CON,
on a miss they gain they must make a
Last Breath move.
Xevis' Throne Room
Foes
Xevis the Sun Princess 22(1d20+2)
Damage, 17 HP, 2 Armor
Cast a spell
Command undead
Heal herself by drinking blood
Goal: to remove intruders from her
ziggurat
Plant Giant
Concluding the
Adventure
The adventure is over when none of
the three factions can possibly get their
hands on 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
Who would have guessed that five chunks of rock could draw such a
crowd?
The Ziggurat of the Sun Princess is an adventure for the Dungeon World
roleplaying game. In this adventure, you'll uncover the secrets within the
Ziggurat of the Sun and the factions that squabble over it.
[This is not a stand alone game. This adventure requires the Dungeon
World rules to play.]