Ziggurat of the Sun Princess A Dungeon World Adventure By Josh Mannon Introduction Three factions are fighting over the ziggurat and the Sun Stones it contains. What are Sun Stones and what do they do? That is really up to each GM but to be sure they store and release energy like a battery. If you think it is interesting that they do more, go for it. They are very rare and the fact that there are five in this one building makes it a magnet for trouble. Trouble comes in two forms, Zorphis the Floramancer and the D'rals, Taris who slavishly serves his wife and Anita an exiled Fey queen. Both factions already have one Sun Stone and both need six stones to pull off their master plan. Princess Xevis has her own plan to exact vengeance on the locals for allowing her rest to be disturbed. Enter the player characters, they are there to keep anyone from controlling enough of the Sun Stones to be a real danger. How will they do that? Play to find out. 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. Your patron is very powerful and far seeing, why did she choose to rely on you? There are all kinds of myths about the powers of the Sun Stones, what myth do you hope is not real? Ask these questions to one player each. Anita D'ral is not what she appears to be, what do you think she is? Zorphis the Floramancer has been a laughing stock for years, what was one time he tried to be kind and you saw him mocked? There are legends about Xevis, the Sun Princess, what is your favorite? Fronts Zorphis Impending Doom I will use the Sun Stones to grow an army of plant warriors, the fools in Karackis will rue the day they threw me out! Stakes How much control does Zorphis have over his plant men? What is Zorphis doing with the Sun Stone he has? The D'ral Expedition Impending Doom Anita will use the Sun Stones to pull all of the surrounding region into the Fey where she was banished. Stakes What are Taris and Anita doing with the Sun Stone they have? For what price is Gambin willing to betray the D'rals? What will Anita do with Taris when she no longer needs him? Cast Zorphis the Floramancer Taris D'ral Anita D'ral Gambin Zorphis begins to send his plant men into the ziggurat after the Sun Stones. Zorphis uses two Sun Stones to raise a plant giant. Zorphis uses four Sun Stones to turn the forest around the ziggurat into a plant dragon. The goblins storm the ziggurat looking for Sun Stones. Taris uses two Sun Stones to restore Anita to her full fey glory. Anita will use four Sun Stones to open a gate into the Fey and call forth those loyal to her. The plant men Zorphis' Gauntlet of Kryos Plant Giant Plant Dragon Gambin's goblin helpers Anita's Mask of Hopeful Glamor Frost Pixies Cast Grim Portents Dangers Grim Portents Dangers Princess Xevis 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? Princess Xevis Cast 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 The D'ral Encampment Foes Depending on when the party arrives at the D'ral encampment any of these may be there. Taris D'ral - 15(1d12+3) Damage, 30 HP, 1 Armor Bond with blood Cover with blood Light his blood on fire Goal: to protect Anita Anita D'ral - 9(1d10) Damage, 20 HP, 0 Armor Fascinate those around her Command those who love her Attack all others Goal: to get back into Fey Gambin - 9(1d10) Damage, 20 HP, 1 Armor Call on the Goblins Command a Goblin attack Strike with a pick Goal: to get paid 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 Servants (5) Environment 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. Plant Men - 5(1d6) Damage, 18 HP, 1 Armor Restrain with vines Constrict Envelop Goal: to protect Zorphis and each other 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 Entrance Foes Sun Leopards (5) - 5(1d6) Damage, 13 HP, 1 Armor Trip Drag away Maul The Ants' Labyrinth Foes Big Ant Swarms 8(1d8) Damage, 12 HP, 4 Armor Cover an opponent Immobilize an opponent Drag an opponent away Goal: to feed the colony Goal: to guard the entrance Environment A highly embellished arch leads off the courtyard and into the ziggurat. The passageway leads all the way back to the other side of the ziggurat and at that end starts a stairwell to the left. Loot Each of the Sun Leopards are worth a high price on the black market id they can be captured. The Central Passage Environment A stairway, leading off from the entrance, slowly winds itself around and up. In each of the four cardinal directions and at ascending levels, there are four chambers leading off this stairway. At the top the stairs end at the throne room. Environment A maze of strangely wandering tunnels work their way through the sand. Thousands of tiny ants constantly wander around but it is the occasional rat sized ant that is troubling. Loot The scoured corpses of fallen adventurers lay around these hallways. If the characters enter looking for any item, including the Sun Stone, they find it after fighting one swarm. The Spider's Web Foes Hhalashlith - 10(1d10) Damage, 33 HP, 4 Armor Poison Trap with web Drink blood Goal: to kill those who disturb his web Environment At the heart of the Ant's Labyrinth is a large, web covered hole. Light glows out of it making the shadow of the giant spider inside the hole shine out ominously. Loot The Lair of the Naga Sisters Foes Spite & Petty - 13(1d12+1) Damage, 35 HP, 1 Armor Hypnotize an opponent Command a hypnotized opponent Drag an opponent below Goal: to feed Environment The wall outside this room bares the image of a divine looking woman. Inside this room are five pillars spaced unevenly around this There is a Sun Stone within the web Magic Each time a character takes damage from Hhalashlith give them two poison counters. If they ever have more poison counters than remaining HP they drop unconscious immediately. Loot There is a Sun Stone on the far wall of this room. Magic The Naga sisters in this room are likely asleep when the party enters but if you are allowed to make a hard move here, feel free to wake them up. The Treasure Trove Environment On the wall outside this room is the pictograph of a skeleton picking up treasure from a pile. This room is filled with pile upon pile of treasure in every sort of description. At the far side, not visible from the door, is a Sun Stone. Loot Once the Sunstone is removed from this room there is 800 Loads of treasure in this room. Each 1 Load is worth between 500 and 5000 Gold once appraised. Magic While the Sun Stone remains in this room any one who touches the treasure immediately looses all of their HP and can only make their las breath move if they are taken outside the room. The Mummies' Stone Foes Guardian Mummies (2) - 11(1d12) Damage, 23 HP, 2 Armor Slam Bite Throw Goal: to protect the Sun Stone Environment A round room with a pit in the middle. At the sides of the pit are two mummies with their arms raised above their heads, over the pit. In their hands, held between them is a Sun Stone. They watch whom ever enters with malice. Loot The Sun Stone is the only thing of value in this room. Magic Anyone who is damaged by the mummies must Roll+CON after the battle. On a 10+ they are fine, on a 79 they take -1 permanently to CON, on a miss they gain they must make a Last Breath move. Xevis' Throne Room Foes Xevis 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 Sun Leopards (3) - 5(1d6) Damage, 13 HP, 1 Armor Trip Drag away Maul Goal: to guard the Xevis Environment At the top of the stairs is a short passage which opens into a golden room. At the far end, under a large, golden sun, sits the throne of Xevis. Loot Xevis wears a golden crown worth the price of a mansion to any jeweler and the price of a castle to an antiquities collector who has it verified. She also carries a magical sword called Long Ray. Magic Long Ray allows it's bearer access to the Turn Undead move or, if they already have that move, allows them to mark experience when they destroy an undead. Creature Compendium Frost Pixies - 5(1d6) Damage, 14 HP, 2 Armor Attack with spears Cast a net Cast a spell Goal: to serve Anita D'ral Plant Dragon - 24(1d20+4) Damage, 60 HP, 4 Armor Grab and fly Breath fire Frighten into non-action Goal: to end all creatures of flesh Plant Giant Swipe away with a club Freeze foes with a yell Smash Goal: to serve Zorphis 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 Art: Storn Cook This adventure is presented under a Creative Commons, Attribution, Non-Comercial, 3.0 US License All art in this adventure is presented under a Creative Commons, Attribution, Non-Commercial, 3,0 US License
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