wicked fantasy factory #00 - temple of blood (1st)

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  • 8/7/2019 Wicked Fantasy Factory #00 - Temple Of Blood (1St)

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    By Luke JohnsonCover Art: Slawomir Maniak

    Concept Design and Cartographer:Jeremy Simmons

    Graphic Design: Alvin Helms

    Interior Art: Nick Greenwood

    Editor: Elizabeth R.A. Liddell

    Editor-in-Chief: Luke Johnson

    Publisher:Joseph Goodman

    Playtesters:Joe Beatty, James Johnson, Jason Nelson, and James Sullivan.

    TEMPLE OF BLOODTEMPLE OF BLOOD

    www.goodman-games.com

    TEMPLE OF BLOOD

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    INTRODUCTIONYour adventures are already exciting. Characters exploredungeons, crush monsters, and score loot. But maybe

    you want your adventures to be more. Maybe you wantadventures that are over-the-top, in-your-face, BADASS

    THRILL RIDES! Maybe you want adventures that arethings of LEGEND! Maybe you want adventures that are

    WICKED SICK! Thats what Wicked Fantasy Factory givesyou: axes hacking, spells exploding, and blood spewing.Dont just crawl through dungeons make them sorrythey ever met you!

    Temple of Bloodis an introductory Wicked Fantasy Factoryadventure for four to six heroes of 1st level; 2nd-level he-roes wont find the adventure too easy, either. The partystotal levels should be 4-6. All character types will have agood time in this adventure; the party should include atleast one healer (like a cleric) and one or two characterswith serious combat potential (fighters, barbarians, pal-adins, and so forth).

    Adventure Summary: A mysterious character is kidnap-ping people from the streets, and not just any people: allthe victims are young, beautiful women, usually fromwealthy families. In fact, even the kings latest wife hasgone missing! The heroes descend beneath the city streetsto confront the kidnapper and find themselves in the ruinsof an ancient temple. The villain who has given himselfto dark powers draws on the magic of the place to com-plete his vile rituals. The heroes confront vicious kobolds,giant vermin, and the magic of the ancient temple. Finally,they defeat Belzin and free the captured women.

    ADVENTUREBACKGROUND

    Two hundred years ago, priests dedicated to the Goddessof Blood erected a temple on ground that would laterplay host to the city of Almack (or whatever city youd careto substitute in your campaign). After a century or so, the

    temple sank into the soggy ground and the priests aban-doned it. However, a fanatical few remained, viewing theirbrethrens desertion as sacrilege. They used magic to ex-tend their lives and retain their potency, and stayed in thebroken and sunken temple even after the fledgling townthat would later become Almack appeared above them.

    The cultists fought a lengthy battle against the growingtown a battle that culminated in their destruction. Fiftyyears ago, a group of five knights descended into the templeand slew the cultists in mighty combat. As the last cultistfell, bathed in red, he swore that the knights blood wouldbetray them and they and their precious city would fall.

    The kingdom lauded the knights, then promptly forgotabout the cultists, the temple, and the entire incident.

    Fast-forward to several months ago. Belzin Darr, a cursedand fanatic worshipper of the God of Writhing Secrets,discovered the temple beneath the city, sealed for fivedecades. He learned the tale of the blood cultists and theknights, and his way became clear.

    Belzin believes that blood holds supernatural power, butthat only the Blood Goddess knows what these secrets are.Belzin plans to claim at least some of this knowledge byseeing that the dead cultists curse comes to pass. Hes sure

    that when that cultist swore that the knights blood wouldbetray them, he was referring to the knights descendants.

    A bit of snooping revealed a fact too remarkable (in Belzinsopinion) to be coincidence: the knights now all have grand-daughters in their early twenties. These five women wouldbe the key to Belzins plan. He would capture them and usethe power of the ancient temple to bring the cultists curseupon them, using their bloodline to send the dark magicthrough their families including the elderly knights. Whenthat happenswell, Belzin isnt sure exactly what will hap-pen, but hell take extensive notes. He is a bit crazy, after all.

    Belzin put his plans into motion soon after. Knowing that

    some people might take issue with his kidnapping and comelooking for him, he located a group of ferocious tribal koboldsand enlisted them as his warriors, promising flesh and powershould they serve him. The kobolds (of the Pissed Lizardstribe) agreed and serve as his bodyguards and lackeys. Belzinthen used connections throughout Almacks criminal under-ground to kidnap the women he needed. He has them allnow, and it wont be long before he puts his plan into motion.

    Someone needs to stop him, and that someone is a partyof brave adventurers.

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    Wicked Fantasy Factory adventures are like other adven-tures, but with XTREME!! added in big, red, under-lined letters. Send your game blasting to the next level withthe following (optional) components!

    Phat Lewt!All WFF adventures have awesome loot scattered through-out, but only one piece ofphat lewt, somewhere in the adven-ture maybe in the bosss stash, maybe in some secretroom. This piece of phat lewt is wait for it worth at leastas much as the rest of the adventures treasure combined!

    Yes, thats right: WFF adventures provide double the normalamount of treasure compared to your standard adventure,and half that loot is wrapped up in a single item. That meanstheres at least one crazy-cool piece of loot in each adven-ture, and it also means that GMs can easily remove the phatlewt if they prefer adventures of a poorer nature.

    Finish Him!You chop the monster. It dies. Cool, but how much coolerwould it be if you planted a foot on its chest, ripped out itsarms, and golf-clubbed it out of the dungeon?

    In WFF adventures, heroes have finishing moves. Each herogets to make up his own finishing moves. Heres what youneed to know about them:

    The most important thing about finishing moves is thatthey are flashy and over-the-top. Think video games inwhich you dismember, decapitate, and explode your op-ponent and seven rib cages clatter from the sky. Youwant your finishing move to strike terror into your ene-mies; to make even the staunchest dragon piddle its scaleswhen it sees you tear out its allys intestines, or incinerateits head with a blast of fire, or plug arrows into BAM!BAM! BAM! both eyes and its crotch.

    A finishing move is a separate sort of attack. It is com-pletely different than your skills, feats, proficiencies, andeverything else. It is independent of your weaponry andyour specific spells. You can create a finishing move thatuses your weapons or spells if you like, of course, but youcan also create finishing moves in which you do interest-ing things without them. (See below for some examples.)

    When can you use a finishing move? You can attempt afinishing move only once per combat. Other than that,you can attempt it whenever you like, but if it doesnt

    take out your opponent (i.e., if you fail), you screw it upsomehow and probably wish you had just swung yoursword in the time-honored tradition.

    What if you succeed on your finishing move? You de-stroy your enemy in some gruesome, impressive, and/orawe-inspiring way. And you get bonus XP!

    How do you know when to use your finishing move? In aWFF adventure, the GM should let you know when anenemy is nearing finishing move range. He should say, Thisguys looking pretty woozy! or You could probably bring

    the pain to this guy! or maybe Finish him! The generalrule of thumb is that the GM should let slip this informationwhen the bad guy is down to about 10% of his hit points. Ofcourse, if you think you can take him out before this point,youre welcome to try your finishing move at any time.

    Finishing moves work the same way on all monsters, nomatter if theyre incorporeal, ethereal, or whatever. Even ifyour finishing move doesnt incorporate a magic weapon,you do not suffer a miss chance against these creatures.

    INVENTING YOUR FINISHING MOVEThe first step is to decide what your finishing move looks like.Remember: flashy, gruesome, and over-the-top! Rememberthat you might have to use it on creatures with variousanatomies, so make sure its versatile, or invent a differentone for different creature types (or just variants on your pri-mary move). Also remember that your finishing moves donthave to involve the weapon you normally wield or the spellsyou normally cast or, in fact, any weapon or spell at all.

    Then, determine whether your finishing move is melee,ranged, ormagic.The answer should be obvious, since youvealready decided what it looks like.

    PERFORMING YOUR FINISHING MOVEA finishing move is a full-round action that does not provokeattacks of opportunity. To perform it, follow these steps:

    1) Select the target. If your finishing move is a melee move,the target must be within your melee reach. If your finishingmove is ranged or magic, you must have line of sight to thetarget, and it must be within 30 feet.

    2) Roll a d20. Add the following:

    If you have a melee finishing move, add your base attackbonus + your Strength bonus. (If you have Weapon Fi-nesse, you can instead add your Dexterity bonus.)

    If you have a ranged finishing move, add your base at-tack bonus + your Dexterity bonus. If the target hascover from you or is in melee, your roll takes the ap-propriate penalties but Precise Shot and similar featscan help you overcome these, as normal.

    If you have a magic finishing move, add your (highest)caster level + your key spellcasting ability (Intelligence,

    Wisdom, or Charisma).

    Note that you dont get to add bonuses for magic

    weapons, Weapon Focus, and so forth on this roll!

    3) If your total is greater than or equal to the bad guys AC,you might take him down! (Note that the bad guy mightbenefit from cover and/or concealment, however.) Roll anumber of d6 equal to half your character level, roundedup. (For example, a 3rd-level hero rolls 2d6. A 10th-levelhero rolls 5d6.)If your total is greater than or equal to thenumber of hit points the target has remaining, your finishingmove is successful. Describe it in gory detail!

    JUICE UP YOUR GAME!

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    (Note: Yes, even magic finishing moves must beat the badguys AC, primarily because its just easier if all finishingmoves follow the same rules. If the GM wants to change thisrule, and replace AC with 11 + the bad guys Will save bonus,or something, go for it.)

    4) If you successfully perform a finishing move, the poor sapis worth an additional +50 XP per Challenge Rating. Con-gratulations! This bonus XP is divided among the party asnormal, primarily to prevent cries of kill stealer!

    5) If you failed, something goes wrong. The bad guy dodgesout of the way, or pulls out of your grip, or you slip on a kid-ney and make a fool of yourself. Nothing horrible happens,but you pretty much wasted your turn this round.

    OTHER FINISHING MOVESYoure welcome to add more than one finishing move to yourrepertoire or invent them on the fly as your rollssucceed. Be aware, though, that finishing moves are often asignature of a mighty hero, and the masses learn toidentify him based on his moves!

    FINISHING MOVE EXAMPLESThe following are some examples of finishing moves. You arewelcome to use these directly or use them to inspire your own.

    Rondo, the axe-wielding dwarf barbarian, kicks his oppo-nent in the privates so hard that important parts of hisanatomy explode out his head!

    Laeriel, the elf archer, pins her opponentsfeet to the ground with two well-placed arrow shots, and a thirdmighty shot tears the helplessfoes head from his shoulders!

    Mathees, the human sor-

    cerer, causes his foeshead to crack open his brain then floatsout and bludgeonsthe body to pulp!

    Xanna, the halflingrogue, backflipsonto her opponentsshoulders, plungesher daggers into hiseyes, then uses them ashandles to swing backto the ground!

    NO CHEATING!Do not abuse the finishing moverules! Examples of abuse include:

    Using finishing moves on creatures thatare unconscious or dying.

    Hitting a creature as lightly as possible (Hey, sorcerer,want to come over here and hit this guy with a staff for afew rounds?) until you think hes finishable.

    Using your finishing move on helpless creatures outsideof combat. (Lets tie this guy to a chair, heal him a littlebit, then finish him!)

    Anything else that diminishes the cool, dramatic aspectsof finishing moves.

    The GM has the right to tell you that finishing moves dontwork under these and any other circumstances he decides. Ifyou stop thinking Finishing moves are cool! and startthinking Finishing moves are dumb, its time to look atwhat the players are doing with them.

    MooksStupid, dirty little kobolds. Dont you want to just hackyour way through hordes of the little buggers? Well, in

    WFF adventures, you can!

    Certain monsters are mooks.These are little weenies just begging to be killed. This mook symbol shown at left designates mooks.

    When fighting mooks, everycharacter has both the Cleave

    and Great Cleave feats as bonus feats. What if you alreadyhave Cleave? Why, you get a +4 bonus on attack rolls whenyou cleave. Already have both Cleave and Great Cleave? Havea +4 bonus on cleaving attack rolls anddamage rolls!

    Is ranged combat more your game? As long as you target atleast one mook with a ranged attack, you get Rapid Shot

    (and Quick Draw, if you use thrown weapons) as abonus feat for the round. Already have

    Rapid Shot? Make the attacks on themooks with no penalty on your at-

    tack rolls!

    Or maybe you prefer spells?All (harmful) spells benefit

    from the Maximize Spellfeat in regard to mooks so burn up thosesuckers!

    Note that you getCleave and Rapid Shotonly when you drop amook. If youre fightinga bunch of mooks and

    some non-mooks, youget the bonuses only

    when you drop a mook you can cleave into other bad

    guys, but if you drop them,

    you dont get additional bonuscleaves just cause mooks are

    standing around. Similarly, if youcatch some mooks and non-mooks in your

    fireball, the fireball is maximized against themooks, but not the other guys.

    And yes, you are welcome to attempt your finishing move onmooks when theyre at full hit points!

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    GMS SECTIONGMs are overworked and underpaid. To help youout as much as possible, check out this coolchart of all the encounters in the adventure!

    Area:The encounter area.

    Pg.:The page on which the encounter begins.

    Type: If the encounter likely involves primarily combat (C),a trap (T), a puzzle (P), or roleplaying (R).

    Encounter: A brief description of the encounter.

    EL:The Encounter Level.

    Area Pg. Type Encounter EL

    1 6 C 2 Pissed Lizards 1

    2 7 P/C 12 Pissed Lizards 4

    3 8 R Belzin Darr behind a wall of force

    4 9 C 2 Pissed Lizards 15 9 C Kralnak the Always-Mad and

    2 Pissed Lizards 2

    6 10 C 4 Small monstrous centipedes 1

    7 10 R/C Blood spirit 3

    3 (again) 11 C Belzin Darr and 3 Pissed Lizards 4

    A HEROIC STARTThe kingdom is embroiled in its own affairs and spendslittle resources attempting to solve these kidnappings.

    However, the queen recently disappeared, and a few folksthink that she might be another victim of the kidnapper.(The truth of this belief is up to you and whether or notyou want to move the heroes on to Rumble in the WizardsTowerfor their next adventure; see Victory! at the end ofthis adventure.)

    The queens disappearance might provide the spark to getthe heroes involved in the adventure, but really, all thatsnecessary is for them to get to the ruined temple beneaththe citys streets. The possibilities for doing so are myriad;

    you might use one of the following, or make up one thatsway better for your campaign.

    Cut Me In. A pathetic street thief approaches the he-roes. Hey, you look like a group who can take care ofyourselves, he says. He tells them that he was involvedin kidnapping one of the missing women (he begged tocome along with his more experienced friend) and knowswhere they were taken. Ordinarily he wouldnt break pro-fessional silence, of course, but he heard that the queendisappeared and the king is offering a hefty reward for

    The Big BadassEach WFF adventure also has at least one bad guy whos

    head and shoulders above everyone else. Hesthe big badass, and its going to take a lot tobring him down. This symbol designates thebig badass.

    The big badass gets a free resurrection. When you take him to

    0 hit points (even with a finishing move), he picks himself offthe floor, roars his defiance, and jumps back up to full hitpoints. He comes back from anything even spells like disin-tegrateandfinger of death as with the spell true resurrection. (Heusually returns in some spectacular way see his characterdescription in each individual adventure for details.) Yikes!

    Once you take him out a second time, though, hes gonefor real. If you take him out with a finishing move the firsttime, you force him to use his resurrection, but you dontget any bonus XP. If you FINISH HIM the second time,though, hes worth bonus XP as normal.

    E-Z Stat BlocksYoure probably familiar with stat blocks in adventuresand other gaming material. Theyre important, but, moreoften than not, theyre stuffed full of useless information.How often do you need to know a bad guys Charismascore? Occasionally, yes, but not often.

    Wicked Fantasy Factory stat blocks are small and stream-lined. You could call these E-Z stat blocks. All the information

    you are likely to need in an encounter is presentedin a few lines. This icon denotes defensiveinformation, like hit points and AC, while thisicon denotes offensive information like the

    bad guys attack bonus and damage. Feats the bad guy canuse in combat, like Combat Reflexes and Power Attack, and

    other special abilities like breath weapons anddamage reduction, are also included. Where pos-sible, all the information you need to use such anability in combat is provided in parentheses. For

    example, an entry might read breath weapon (30-ft. cone,8d6 fire, DC 18) or Combat Reflexes (+3 attacks).

    A more traditional, longer stat block appears beneath theE-Z stat block. Just in case you need to know the bad guysCharisma score.

    Movie RightsWicked Fantasy Factory adventures are big and awesome andworthy of becoming summer blockbuster movies. Lets pre-tend that happened with the adventure thatyourgroup plays.Before you start the adventure, think about this: Who wouldplay the main bad guys in the movie? Ask your players thesame question: Who would play their characters in the movie?

    The actors upon which you decide dont have to bealive; in fact, they dont have to be actors, or even realpeople! If players think Genghis Khan would do great inthis role, or the Wicked Witch of the West is the perfectfit for a sorcerer character, or Mr. T of 20 years ago is aringer for someones fighter, wonderful!

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    her return. Maybe the queen is one of the kidnappingvictims? In any case, hell tell the heroes where theyshould start looking, as long as they cut him in on the re-ward. (Hes too much of a coward to join them on theadventure.)

    This hook works well if you simply want to give the he-roes the information they need and send them on theirway. Its also nice because it outlines the stakes clearly:

    The queen is missing! (To raise the stakes even higher,mention that the queen was a gift from a neighboringnation, which now threatens war unless she reappears.)

    Bodyguards. Several of Belzins kobolds, eager to im-press their master and not knowing that he already hasall the women he needs, plan to capture a noblewomannamed Alyssa Silkwater. As a young, beautiful womanof good birth, she is concerned about kidnappers andhires the heroes to act as bodyguards while she attendsa friend. (She hires them instead of her parents guardsbecause she needs bodyguards who are discreet, basedon the nature of her friend wink, wink.)

    Four Pissed Lizards leap out of the shadows (or from asewer) and attack use the statistics from area 1. Theimportant thing in this encounter is for the heroes to be-come interested in where the kobolds came from and

    follow them. So, maybe one kobold surrenders and of-fers his information in exchange for his life, or maybethey leave a particularly clear trail (having trudgedthrough fresh mud or something). Alyssa tells theheroes to follow their trail; perhaps because a friend ofhers was one of the victims, or maybe because she nolonger needs bodyguards (because shes reached herhome, for example).

    This hook is best for parties that enjoy combat. Its alsonice because it begins with action, which is always a goodthing, and it allows heroes to test their finishing movesand mook-fighting capabilities which is especially niceif this is their first Wicked Fantasy Factory adventure. An-other option is to make Alyssa a player character (or re-place her with an appropriate hero).

    The SewersThe adventure begins when the heroes, clued off tohead into the sewers, encounter a Pissed Lizard patrol

    not far from the ancient temple. The patrol rounds a cor-ner and runs into the heroes. When you are ready tobegin, proceed to area 1.

    AREA 1: PISSED PATROL (EL 2/3)

    Bad Guys: A pair of Pissed Lizards patrols the area aroundthe temple. Allow the heroes DC 10 Listen checks (thekobolds are taking 10 on their Move Silently checks) toavoid surprise.

    PISSED LIZARD (2): Init 2, Spd 20 ft.; hp 6,AC 12, touch 9, flat-footed 12; Atk/Full Atk+5 melee (1d6+4/x3, spear).

    Pissed Lizard Kobold, War1: CR 1/3; Small humanoid(reptilian); HD 1d8+2, hp 6; Init 2; Spd 20 ft. (hidearmor base 30 ft.); AC 12, touch 9, flat-footed 12; BaseAtk +1; Grp +0; Atk/Full Atk +5 melee (1d6+4/x3, spear);SA lizard rage; SQ low-light vision, light sensitivity; AL CE;SV Fort +4, Ref 2, Will +0; Str 17, Dex 7, Con 14, Int 10,

    Wis 7, Cha 6.

    Skills and Feats: Hide +4, Listen +0, Move Silently +0, Spot+0; Alertness.

    Possessions: Spear, hide armor. One kobold also carries ascroll of sound burst(1d8; DC 13) that he took from a kid-

    Two creatures round the corner in front of you.They are small, humanoid, and reptilian: kobolds!But these dont look like your ordinary kobolds they lookpissed off.White paint on their faces picksout the images of angry lizard heads, complete withslanting eyebrows.

    When the kobolds see you, they shout in rage andthe paint flares with red light.

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    napped victim; he doesnt even know what it is, but thinksits cool.

    SQLight Sensitivity (Ex): Kobolds are dazzled (1 on at-tack rolls, Search, and Spot checks) in bright sunlight orwithin the radius of a daylightspell.

    Tactics: The Pissed Lizards charge in rage and stab overand over with their spears. They fight to the death.

    AREA 2: MAIN DEFENSE (EL 5)The heroes encountered the kobold patrol not far fromthe temple entrance.

    A lot of kobolds mill about below perhaps a dozen enough that taking them out in a simple assault is not agood idea. The heroes have several opportunities to make

    the battle easier.

    The wheel to the heroes right is rusted, but a DC 13Strength check gets it moving. Cranking it causes themetal hatch near the kobolds to open, spewing long-trapped sewer water into the camp. Half the kobolds(six) are washed away into the stream of effluent, whilethe rest spend a couple rounds avoiding the stream andshouting angrily. They also vacate their defenses.

    The barrels near the wheel are filled with lantern oil; thekobolds stole them from someones basement andthought theyd make excellent walls. (They dont evenknow whats inside them.) The heroes can roll the barrelsdown the slope: they make normal ranged attack rollsfor them, and barrels ignore the kobolds cover (the bar-rels just crash into it and knock the defenses down onthe kobolds heads). A better tactic is to light the barrelson fire first; in this case, each barrel explodes when itcrashes into something. Since the barrels the koboldsuse for defenses are also full of lamp oil, the effect cas-cades and soon the air is filled with flaming oil, smokingbarrel pieces, and screaming kobolds. The kobolds alltake 3d6 points of fire damage (DC 13 Reflex half).

    The heroes could use the scroll of sound burstthey (pre-sumably) found on the patrol in area 1. Since the PissedLizards here are spread around an area about 40 feet indiameter, the spell catches half of them. Remember thattheyre mooks, so it deals maximum damage.

    The heroes can simply let loose with ranged attacks.They have a height and (probably) range advantage; ifand when the Pissed Lizards charge out of their fortifica-tions to confront the heroes, the heroes have a round ortwo before they arrive.

    Bad Guys: Most of the Pissed Lizards defend the Templeof Blood here. Their defenses are dubious, since theyregenerally too angry to used ranged weapons, but they docarry javelins.

    PISSED LIZARD RAGING (12-1D2):Init 2, Spd 20 ft.; hp 6, AC 12, touch 9,flat-footed 12; Atk/Full Atk +5 melee(1d6+4/x3, spear).

    See area 1 for complete statistics.

    PISSED LIZARD NOT RAGING (1D2):

    Init 1, Spd 20 ft.; hp 6, AC 13, touch 10,flat-footed 13; Atk/Full Atk +4 melee(1d6+3/x3, spear) or +1 ranged (1d4+2,

    javelin; range inc. 30 ft.).

    Pissed Lizard Kobold (Not Raging), War1: CR 1/3;Small humanoid (reptilian); HD1d8+2, jp6; Init 1; Spd20 ft. (hide armor base 30 ft.); AC 13, touch 10, flat-footed 13; Base Atk +1; Grp 1; Atk/Full Atk: +4 melee(1d6+3/x3, spear) or +1 ranged (1d4+2, javelin); SA lizardrage (suppressed); SQ low-light vision, light sensitivity; ALCE; SV Fort +2, Ref 1, Will 2; Str 15, Dex 9, Con 14, Int10, Wis 7, Cha 6.

    Skills and Feats: Hide +5, Listen +0, Move Silently +1, Spot+0; Alertness.

    Possessions: Spear, hide armor, javelin.

    SQLight Sensitivity (Ex): Kobolds are dazzled (1 on at-tack rolls, Search, and Spot checks) in bright sunlight orwithin the radius of a daylightspell.

    Tactics:The Pissed Lizards make DC 20 Will saves (Will 2, but a 20 always succeeds) to suppress their lizard rageand hurl their javelins. If they fail, they charge screechingtoward their opponents. If you dont want to roll for everykobold, you can assume that 1d2 of them make their

    saves unless the heroes have already killed a bunch, inwhich case none of them do.

    LootOne of the kobolds carries a wand of cure light woundswith 17 charges. He took it from one of the capturedwomen as a trophy and hasnt told anyone about it.

    Development:The hole knocked into the sewer wall leadsto a short series of soggy tunnels that connects to the

    Temple of Blood.

    You round a corner a find yourselves looking downa long, sloping hall, perhaps 100 feet long. Shad-ows cloak the length of it, but at the far end, at thebottom of the slope, are a number of torches onpoles. Crates and barrels are set up in a crude bar-ricade amid these torches, and small, kobold-shaped shadows move around or stand sentry.Beyond this defense is a hole knocked into thesewers brick wall, leading into flickering shadows.

    Near the kobolds, on the right wall, is a closedmetal hatch of the sort that spews sewer water.

    Immediately to your right are half a dozen barrelsset up in what might be a makeshift guard post,though it is unmanned. On the wall near the barrelsis a metal wheel.

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    The Temple of BloodThe temple is old and ruined. A few dank tunnels (madeby natural streams of water and widened by kobolds)

    connect it to the citys sewer system. It is crumbled andsoggy.

    Sputtering torches light most areas; they are present un-less noted otherwise. Ceiling height is 10 feet. The doors

    in the temple were made of wood and have long since rot-ted away.

    Walls: 1 ft. thick; hardness 7; hp 80; break DC 30; ClimbDC 18.

    AREA 3: SANCTUM

    The robed figure is Belzin Darr. He has fooled the powersof the temple into thinking that he worships its goddess ofblood, and thus has taken control of some of the templesancient enchantments. The most important one allowshim to conduct the blood-cursing ritual. Another allowshim to erect a wall of force separating this chamber fromthe surrounding hall so the kobolds do not disturb himduring the ritual. However, since he still wishes to hear re-ports from them (or know if his temple is under attack),

    he has included small (1-inch diameter) holes in the wallof force so that he can still hear outside it (though he takesa 4 penalty on Listen checks to do so).

    Development:The heroes (probably) cannot affect Belzinat this time. Theoretically they could cast spells or pushharmful objects through the listening holes, but to do sothey first must discover those holes (requiring tactile inves-tigation), and Belzin can fill them in with a simple com-mand.

    However, Belzin is more than willing to talk to the heroes at least for a little while. He thinks its amusing thattheyve arrived in time to see the completion of his ritual.He first finishes one line of a rune before turning to speak.

    Belzin is confident. He invites the heroes to watch while hecompletes the ritual. (This is the last one, and shouldnttake me more than an hour or two; if you like, you can

    observe the results with me!) He also relates the basics ofthe adventure background, though he gets bored quicklyand turns back to his work.

    The most important piece of information Belzin must givethe heroes in this exchange is that he has tricked the an-cient powers of this temple into believing that he worshipsthe blood goddess. He might reveal this piece of informa-tion by saying:

    Belzin can reveal this information in some other way aswell; he might be more subtle about it, if you think yourgroup can pick up on its importance.

    After speaking with the heroes for a few minutes, Belzinbecomes eager to get back to work and turns to the cap-tive woman.

    At the end of the adventure, the heroes return to thisroom and breach the wall of force; see Returning to theSanctum, below, for more information, including Belzinsstatistics.

    Do you like it? The creature holds its horriblehands toward the invisible wall. Not entirely mydoing. You can thank the Blood Goddess for it. This

    is her temple, and as far as shes concerned I amher devoted follower. A lie, of course my masteris He-Who-Dwells-in-Secrets. But the templedoesnt know that. Clever, eh? He taps his head.

    The robed figure turns toward you. Well, it rasps.Hello. Something I can do for you?

    To your left is an archway leading into a room litwith flickering torchlight. Inside is an upright stoneslab, tilted backward. Chained to the slab is awoman. She is young and blond, with the remainsof fine clothing wrapped in tatters around her. Her

    hands are manacled above her head, and her bareforearms are chafed and covered in blood. She lieslimp, though her chest still rises and falls.

    Against the far wall are four more women in similarstates: young and lovely and slumped in uncon-sciousness, their shackles holding them upright.

    Their clothing has been partially torn away, reveal-ing the tops of their chests, where a jagged rune ispainted in red. A few kobold guards stand nearby,spears raised.

    Standing near the stone slab is a humanoid shapecloaked in a dark gray robe of rags. The robeshood casts the creatures face into shadow. A rusty,spiked mace hangs from its rope belt. The figureholds a golden bowl in one hand, and with theother it draws a symbol in glistening red liquidupon the womans chest. At first glance you thinkthe figure wears dark gloves, but a second lookreveals that the gloves are in fact composed ofliving vermin: Small beetles, spiders, and centi-pedes crawl about, revealing occasional patchesof pale skin.

    The robed figure chants something in a raspywhisper as it works.

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    AREA 4: KOBOLD RESTING AREA

    (EL 1)

    This is the kobolds main living chamber. Those not onduty spend their time eating, wrestling, sleeping, or stitch-ing together rat hides.

    Bad Guys:Two Pissed Lizard kobolds are here when theheroes arrive. Since they arent expecting trouble, they takea 4 penalty on Listen and Spot checks.

    PISSED LIZARD (2): Init 2, Spd 20 ft.; hp6, AC 12, touch 9, flat-footed 12; Atk/FullAtk +5 melee (1d6+4/x3, spear). See area 1 forcomplete statistics.

    Possessions: Each kobold carries a potion of cure lightwounds, labeled in Common.

    Tactics:The Pissed Lizards howl in rage and charge. Theyfight to the death.

    Development:The kobolds leader, Kralnak the Always-Mad, is in area 5. The Pissed Lizards wrestle and fight witheach other often, so he at first doesnt take notice of com-bative noises in this chamber. However, after a couplerounds, or if he hears decidedly non-kobold sounds, herushes in to see what all the fuss is about.

    AREA 5: KRALNAKS CHAMBERS

    (EL 2)

    This is the lair of Kralnak the Always-Mad, the PissedLizards leader. He leaves the grunt work (patrolling andguard duty) to the normal kobolds; he spends most of histime here, attempting to woo his two favored femalePissed Lizards. (Pissed Lizard courtship rituals involveheadbutting and howling; this relationship hasnt pro-

    gressed quite that far, and the kobolds are still kickingeach other in the shins.)

    Bad Guys:The female kobolds are just as vicious as themales. Kralnak wields a rusty greatsword scavenged fromthe citys back alleys. His statistics assume he is raging(with both his barbarian rage and lizard rage bonuses).

    KRALNAK: Init 1, Spd 40 ft.; hp 20, AC 11, touch8, flat-footed 11; Atk/Full Atk +8 melee (1d10+9,greatsword).

    PISSED LIZARD (2): Init 2, Spd 20 ft.; hp6, AC 12, touch 9, flat-footed 12; Atk/FullAtk +5 melee (1d6+4/x3, spear). See area 1 forcomplete statistics.

    Kralnak the Always-Mad, male Pissed Lizard koboldBrb1: CR 1; Small humanoid (reptilian); HD 1d12, hp20; Init 1; Spd 40 ft.; AC 11, touch 8, flat-footed 11;Base Atk +1; Grp +0; Atk/Full Atk +7 melee (1d10+8/19-20, greatsword); SA lizard rage, rage 1/day; SQ low-lightvision, light sensitivity; AL CE; SV Fort +6, Ref 1, Will+0; Str 21, Dex 8, Con 18, Int 10, Wis 6, Cha 11.

    This room is slightly neater than the last. A largepile of rat blankets lies in one corner. A few barrelssit about for use as chairs and tables.

    A number of fur blankets which look to becomposed of stitched-together dire rat hides lieon the ground amid bones and refuse. Spears leanagainst the walls. A couple angry-looking koboldsare in this room; they start up from their rest.

    Finish Him!The players probably want a chance to use their finishingmoves and you should give it to them! When Kralnak

    drops to 0 or fewer hit points, instead of just tipping overand dying, consider having him drop his weapon andwobble, clearly finishable. At least one hero can get in agood finishing move, and if youre feeling particularlygenerous, maybe poor Kralnak survives long enough to

    give everyone a chance!

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    Skills and Feats: Climb +9, Intimidate +4, Jump +9, Swim+8; Toughness.

    SQLight Sensitivity (Ex): Kralnak is dazzled (1 on attackrolls, Search, and Spot checks) in bright sunlight or withinthe radius of a daylightspell.

    Possessions: Greatsword, studded leather armor.

    Loot: Kralnak has stashed away a portion of the koboldspayment: 56 gp lie under his bed. Also, there is a smallgold statuette of a severed hand (150 gp), which Kralnakfound in the temple and has not revealed to Belzin. A DC10 Search check locates these items.

    AREA 6: VERMINOUS ROOM

    (EL 1)

    The knights who raided this temple 50 years ago defiled

    this room. (It is dedicated to an evil god, after all.) Thisarea is unlit.

    A DC 15 Search check reveals the secret door in thenorth wall. Pulling a catch hidden in the bas-relief opensit, leading to area 7.

    Bad Guys: Several monstrous centipedes dwell in thischamber. Belzin has rebuked them so often that theyknow the kobolds are off-limits as food; as a result, theyare ravenous.

    CENTIPEDE (4): Init +2, Spd 30 ft., climb 30ft.; hp 2, AC 14, touch 13, flat-footed 12;

    Atk/Full Atk +3 melee (1d43 plus poison,bite); poison (DC 10, 1d2 Dex/1d2 Dex).

    Small Monstrous Centipede: CR 1/4; Small vermin; HD1/2d8, hp 2; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch13, flat-footed 12; Base Atk +0; Grp 7; Atk/Full Atk +3melee (1d43 plus poison, bite); SA poison; SQ darkvision60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str5, Dex 15, Con 10, Int , Wis 10, Cha 2.

    SAPoison (Ex): Bite; Fort DC 10; initial and secondary1d2 Dex.

    Development: After the centipedes are dead, allow theheroes a DC 20 (or 15, if they are being quiet and at-tempting to listen) Listen check to hear a drip from area 7.If they hear this sound, they get a +5 bonus on the Searchcheck to find the secret door.

    AREA 7: SACRIFICIAL CHAMBER (EL 3)

    This area is unlit.

    The bloody spirit is an ancient guardian of the temple,charged with ensuring its sanctity and that its power is notabused. Unfortunately, much of the spirits power andperspicacity has faded with time and neglect, and Belzin,using certain phrases and simple rites he uncovered in hisresearch, tricked her into believing that he was a priest ofthe Blood Goddess.

    NPC:The spirit is not necessarily hostile; the heroes arewelcome to parley with her. She speaks to them willingly,describing Belzin if they ask. If the heroes attack the spirit,desecrate the altar, or simply ignore her but remain in the

    room (searching or whatever), she attacks.SPIRIT: Init +1, Spd fly 30 ft.; hp 6, AC 15, touch15, flat-footed 14; Dodge; +4 turn resistance, incorpo-real traits, undead traits; Atk/Full Atk +2 melee (1d6and 1d4 ability drain, touch).

    Blood Spirit, female human ghost Clr1: CR 3; Mediumundead (incorporeal); HD 1d12, hp 6; Init +1; Spd fly 30ft. (perfect); AC 15, touch 15, flat-footed 14; Base Atk+0; Grp ; Atk/Full Atk +2 melee (1d6 and 1d4 abilitydrain, touch); SA corrupting touch, draining touch, man-ifestation; SQ darkvision 60 ft., rejuvenation, +4 turn re-sistance, incorporeal traits, undead traits; AL NE; SV Fort

    +2, Ref +1, Will +4; Str 10, Dex 13, Con , Int 12, Wis 15,Cha 18.

    Skills and Feats: Concentration +8, Hide +9, Knowledge (re-ligion) +5, Listen +10, Search +9, Sense Motive +6, Spell-craft +5, Spot +10; Dodge, Weapon Focus (touch).

    SACorrupting Touch (Su): If the spirit hits a living targetwith its incorporeal touch attack, it deals 1d6 points ofdamage. Against ethereal opponents, it adds its Strengthmodifier to attack and damage rolls. Against nonethereal

    This room is eerily quiet, save for an occasional,faint drip, as of blood falling into a pool. Severalwalls are covered with faded murals of bloodysacrifices, and dusty, tattered curtains hang inplaces. Carved frescoes run along the walls near the

    ceiling. A stone altar, splattered with stains, standsin the middle, near the far wall. A large, bowl-shaped depression is carved in the altars center.

    The air shimmers, and a spectral shape appearsnext to the altar. It is a pale, slender woman withblack hair, naked save for the blood that coats her.A dark holy symbol hangs from her neck.

    You are in the temple of our Lady of Blood, shesays. The high priest is Belzin Darr, servant of theBlood Goddess. Kneel and pay your respects, foryou are on holy ground.

    This room is dark, but chipped and defaced bas-reliefs adorn the walls.

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    opponents, it adds its Dexterity modifier to attack rollsonly.

    Draining Touch (Su):Whenever the spirit hits with a touchattack, she drains 1d4 points from an ability score of herchoice (usually Strength). When she does so, she heals 5points of damage to herself.

    SQRejuvenation (Su): If the heroes destroy the spirit, sherestores herself in 2d4 days and returns to this chamber

    with a DC 16 level check (1d20+1). Destroying the templedismisses the spirit for good.

    Development:The heroes have two basic options in thisroom: destroy the spirit or convince her that Belzin is not,in fact, a priest of the Blood Goddess. Convincing thespirit of this fact can be as difficult as you like, though ifthe heroes are clever enough to think of it, they should beable to do so fairly easily.

    The spirit is unwilling to believe them at first: But heknew the sacred words and rites. I gave him the power ofthe temple! When convinced of her folly, she growsangry.

    The spirit has just healed the heroes of all lost hit points,ability damage, and ability drain, as well as restored allcast spells and spell slots. They are now at full capacity toconfront Belzin! She has also dropped the wall of force fromarea 3.

    Belzin has a gold bowl sacred to the Blood Goddess. Ifthe heroes retrieve this bowl and place it in the depressionin the altar, they hear a click, and a secret panel opens in

    the wall.

    Tactics: If combat ensues, the spirit attempts to destroythe heroes to the best of her abilities. She cannot leavethis room, and so does not pursue fleeing creatures. Theheroes can placate her after an attack by apologizing ap-propriately and saying nice things about the Blood God-dess.

    Loot: In a secret compartment in the altar (DC 15 Searchcheck) is a rod of dissolution (see Appendix 1: New Magic

    Item). It rests on a blood-red cushion with the word san-guine stitched in gold (its worth 10 gp). Sanguine isthe command word. If used against a living creature, thisrod dissolves everything except the creatures blood, let-ting it splash to the floor in lieu of the dust disintegrate nor-mally leaves behind.

    If the blood spirit is on good terms with the heroes, shedescribes the rod of dissolution and the command wordwhen the heroes find it.

    If the heroes place the gold bowl on the altar, a secretpanel slides open, revealing a blood-redpearl of power(1stlevel) on a white silk cushion (worth 20 gp).

    Phat Lewt!: If you want to give the heroes some phat lewt,give the rod of dissolution additional charges. Each one isworth 3,000 gp.

    XP Award: If the heroes negotiate with the spirit to re-move Belzins power over the temples magic, award them

    XP as if they had defeated her in combat.

    Returning to the SanctumAREA 3: REVISITED (EL 4)

    The heroes have either convinced the spirit to drop thewall of force or have procured the rod of dissolution so theycan do it themselves; in either case, they probably headback to area 3.

    Belzin is nearing the end of the ritual, but the heroesinterrupt him just in time. He notices them outside hissanctum and when they breach it, read or paraphrasethe following.

    With that, the fight is on.

    Belzin stutters to a stop and takes a step backward.

    How did he stammers. At that moment thewomens eyes blink open, and they gaze around inconfusion. The woman on the slab has wide blueeyes, and they alight on Belzin, then flick to you.Help me! she cries, and struggles against herbonds.

    Belzin snarls and hunches over his bowl of blood.You have only delayed me. I willfinish my work.

    Belzin is still at work. The women are moving now,but they are not conscious they appear to betrapped in torturous dreams. They shift and moan

    in their manacles, faces contorted in pain. Belzinholds the gold bowl of blood over the woman onthe slab, chanting loudly in his papery voice. Areddish glow comes from the bowl.

    The spirit lets out a cry of frustration. I am grownweak through neglect! For such a one to convinceme that he served the Mistressbah. You eventhough I do not believe you are servants of theBlood Goddess either, I ask you to strike him down.I would go myself, but I cannot leave this room. Ican, though, remove his magic barrier. Go; slay thiscreature, this Belzin Darr, and I will overlook yourtrespass here. I will even grant you the Ladys treas-ure, that you may use it against the false one. Sheholds a hand toward the altar. And I will grant you

    a measure of her power. She waves a hand, andyou are momentarily washed with blood then theblood vanishes, and you feel restored.

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    Bad Guys: Belzins Pissed Lizard guards rush to his aid.They are a bit better armored than their companions, withhelmets and breastplates.

    PISSED LIZARD (3): Init 2, Spd 20 ft.; hp6, AC 14, touch 9, flat-footed 14; Atk/FullAtk +5 melee (1d6+4/x3, spear). See area 1 forcomplete statistics.

    BELZIN: Init +1, Spd 20 ft.; hp 18, AC 19,

    touch 11, flat-footed 18; DR 5/bludgeoning,fast healing 1, immune to mind-affectingeffects, +4 turn resistance; Atk/Full Atk +5

    melee (1d8+3, heavy mace), or +4 melee touch (spell),or +2 ranged touch (2d4 fire, bowl of blood); spells(cause fear[DC 16, frightened for 1d4 rounds], inflict lightwounds [DC 16, 1d8+2],protection from good[+2 AC, +2saves vs. good]), spontaneous casting (inflict).

    Belzin Darr, male human walking wormling Clr2: CR 3;Medium undead; HD 2d12, hp 18; Init +1; Spd 20 ft.(chain mail base 30 ft.); AC 19, touch 11, flat-footed18; Base Atk +1; Grp +4; Atk/Full Atk +5 melee (1d8+3,

    heavy mace), or +4 melee touch (spell), or +2 rangedtouch (2d4 fire, bowl of blood); SA rebuke undead andvermin, spells, spontaneous casting (inflict); SQ darkvision60 ft., damage reduction 5/bludgeoning, fast healing 1,immune to mind-affecting effects, +4 turn resistance; ALNE; SV Fort +3, Ref +1, Will +6; Str 16, Dex 12, Con , Int10, Wis 17, Cha 13.

    Skills and Feats: Concentration +4, Knowledge (arcana)+13, Knowledge (religion) +13; Greater Spell Focus(necromancy), Spell Focus (necromancy).

    Possessions: Masterwork heavy mace, chain mail, bowl ofblood.

    Spells (4/4): 0detect magic, guidance, read magic, resistance;1stcause fear, magic weapon, protection from good*, shield of

    faith.

    * Domain spell. Domains: Evil (casts evil spells as 3rd-level caster), Knowledge (casts divination spells as 3rd-level caster).

    SQBig Badass (Ex): Belzin is the big badass in Temple ofBlood. When he hits 0 hp, he collapses and his form dis-solves into a variety of vermin: beetles, roaches, maggots,scorpions, millipedes, flies, and so forth. The creaturesscatter then come back together, forming a body

    formed entirely of their writhing shapes. In this form,Belzin fights on.

    Tactics: Belzins first act is to fling his bowl of blood uponhis enemies; the blood is at a mystical boil from the ritual.It deals 2d4 points of fire damage on a direct hit andsplashes for 1d3 points of fire damage to all adjacentsquares (DC 13 Reflex save avoids splash). It has a rangeincrement of 10 feet.

    When the blood hits the ground (whether or not Belzinhit anyone with it), it rapidly cools and expands, spread-ing out across the floor until the combatants are wadingin warm blood up to their ankles, splashing it about withevery step.

    After flinging the blood, Belzin scampers backward, let-ting his kobolds close with the heroes. He casts protection

    from goodon himself, then he either casts cause fearon alikely character (probably a fighter type) or enters melee.He prefers to go for characters with heavy armor (reason-ing that theyll have low touch ACs); he casts all his 1st-level spells as inflict light wounds before swinging with hismace. He fights to the death, as do the Pissed Lizards.

    Note: This battle is the climax ofTemple of Blood, and itshould feel appropriately epic. Emphasize the cool, over-the-top aspects of the battle, like the insects on Belzinsform piecing him back together with fast healing, thesnarling, glowing lizard forms around the kobolds heads,the prisoners struggling and crying out, the warm bloodswirling around the heroes ankles, and the torchlit, ruinedtemple sanctum.

    Make sure this confrontation feels like the climactic finalbattle in a great action movie. If the heroes are having tooeasy a time of it, more kobolds could charge in (they wereon patrol). If the heroes easily eliminate Belzin the firsttime, maybe hes tougher after his reincarnation gaininggreater damage reduction and a poisonous, ranged touchattack as scorpions fly from his arm.

    Of course, the players should feel in danger, but theyshould also, after a hard, awesome, and memorable fight,come out on top. That is more important than anythingelse.

    Development:The heroes can bring Belzins bowl to area7 for an additional reward.

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    After the heroes defeat Belzin Darr, the adventure is over.The women are free, a little shaken up and in need of newclothes, but otherwise okay. The heroes earn the gratitudeof the prisoners families, especially their grandfathers,who were indirectly responsible for their capture. The old

    knights are glad the temples evil has again been put torest.

    The heroes may have struck out at the kidnapper thinkingthat the queen was in danger. Depending on where you(and your players) want the campaign to go from here,she may or may not be here.

    The queen couldindeed be one of thetrapped women.In this case, hergrandfather wasfrom a neighboring

    kingdom, and shemarried the king tosecure a treaty. Herrecent arrival in thiskingdom was astroke of good luckfor Belzin ormaybe why he chosethis time to instigatehis plot. If theheroes rescue thequeen, they gainfriends in important

    places.

    The queen is nothere, and none ofthe women knowsabout her. Herdisappearance isunrelated to thekidnapping.

    The queen washere, but notbecause she had any

    connection to theknights who broughtdown the templeyears ago; anothervillain simplycontracted Belzinto kidnap her,knowing of his skillin such matters.

    The prisoners here

    know what happened to her, though, becauseBelzin didnt bother to keep it a secret, and can tellthe heroes where to go next. This ending is a good oneif you want to send the heroes on another adventureright away especiallyif that adventure is Rumble in the

    Wizards Tower, Wicked Fantasy Factory adventure #1,in which the heroes enter an old wizards tower,searching for the missing queen and intending to stopa warlord who plans to overthrow the kingdom!

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    APPENDIX 1:NEW MAGIC ITEM

    Rod of Dissolution:This rod is made of black glass; the handle is wrapped inred leather. When touched to an object or creature and thecommand word spoken, it casts disintegrate on that object.(12d6 damage; DC 19 Fort to reduce it to 5d6.) The rod ofdissolution can be used once before its power is exhausted.

    Moderate transmutation; CL 11th; Craft Rod, disintegrate;Price 3,000 gp.

    APPENDIX 2:NEW MONSTERS

    Pissed Lizard KoboldPissed Lizard, 1st-Level Warrior

    Small Humanoid (Reptilian)

    Hit Dice: 1d8+2 (6 hp)

    Initiative: -2

    Senses: Listen +0, Spot +0; low-light vision

    Speed: 20 ft. (4 squares) (hide armor base 30 ft.)

    Armor Class: 12 (+1 size, 2 Dex, +3 hide), touch 9,flat-footed 12

    Immune:

    Resist:

    Base Attack/Grapple: +1/+0

    Attack: Spear +5 melee (1d6+4/x3)

    [+1 BAB +3 Str +1 size = +5]

    Full Attack: Spear +5 melee (1d6+4/x3)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Lizard rage

    Special Qualities: Light sensitivity

    Saves: Fort +4, Ref 2, Will +0

    Abilities: Str 17, Dex 7, Con 14, Int 10, Wis 7,Cha 6

    Skills: Hide +4, Move Silently +0

    Feats: Alertness

    Environment: Temperate forests

    Organization: Gang (49), band (10100 plus 100%noncombatants plus 1 3rd-levelsergeant per 20 adults and 1 leader of

    4th6th level), warband (1024 plus24 dire weasels), tribe (40400 plusplus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2lieutenants of 4th or 5th level, 1 leaderof 6th8th level, and 58 dire weasels)

    Challenge Rating: 1/3

    Loot: Standard

    Alignment: Usually chaotic evil

    Advancement: By character class

    Level Adjustment: +0

    This kobold looks royally pissed off. Painted tribal marking onits face depict a ferocious lizard face, with angled eyebrows and

    slitted eyes; these marking glow blood-red, and a flickering,snakelike tongue of light darts from the kobolds mouth. It shoutsincomprehensibly as it charges, froth flying from its mouth, bone-

    studded spear raised.

    The kobolds of the Pissed Lizards tribe are like normalkobolds, but much angrier. When they are newly hatched,shamans decorate their faces with magic paint that glows

    and grants power when the kobold is angry which is mostof the time. Pissed Lizards participate in other primal activi-ties as well, such as piercing, ritual scarification, and tattoos.

    COMBATPissed Lizards kobolds charge and attack indiscriminately.

    They have little patience for complex tactics (thoughthey are smart enough to ambush prey and, on someoccasions, capture instead of kill). They never retreat,considering cowardice worse than death.

    Lizard Rage:When a Pissed Lizard enters combat, he fliesinto a rage. The painted markings on his face burst into

    blood-red light. He gains a +2 bonus to Strength, a +2 moralebonus on Will saves, and a 2 penalty to Dexterity. He mustcharge and attack the nearest enemy. While raging, a PissedLizard cannot use ranged attacks or skills and is capable onlyof rudimentary shouting usually incomprehensible.

    These effects are already figured into the above statistics,since the kobolds rage almost all the time. A Pissed Lizardcan suppress this ability by making a DC 20 Will save.

    The effects of lizard rage (except the morale bonus on Willsaves) stack with those of a rage from another source,such as the barbarian class.

    When not in a lizard rage, a Pissed Lizard has the follow-

    ing statistics:

    PISSED LIZARD: Init 1, Spd 20 ft.; hp 6, AC 13,touch 10, flat-footed 13; Atk/Full Atk +4 melee(1d6+3/x3, spear).

    Light Sensitivity: Kobolds are dazzled in bright sunlightor within the radius of a daylightspell.

    Skills: Since Pissed Lizards are always angry, they take a2 penalty on Bluff, Diplomacy, and Gather Informationchecks. They have a +2 bonus on Intimidate checks.

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    The Pissed Lizard warrior presented here had the followingability scores before racial adjustments: Str 13, Dex 11,Con 12, Int 10, Wis 9, Cha 8.

    Challenge Rating: Pissed Lizards kobolds with levels inNPC classes have a CR equal to their character level 3.

    PISSED LIZARD CHARACTERSPissed Lizard characters possess the following racial traits.

    +2 Strength, 2 Dexterity, +2 Constitution,2 Wisdom, 2 Charisma.

    Small size: +1 bonus to Armor Class, +1 bonus onattack rolls, +4 bonus on Hide checks, 4 penalty ongrapple checks, lifting and carrying limits 3/4 thoseof Medium characters.

    A Pissed Lizards base land speed is 30 feet.

    Low-light vision.

    Racial Skills: A Pissed Lizard character has a +2 racialbonus on Intimidate checks but a 2 penalty onBluff, Diplomacy, and Gather Information checks.

    Racial Feats: A Pissed Lizard character gains featsaccording to his character class.

    Special Attacks (see above): Lizard rage.

    Special Qualities (see above): Light sensitivity.

    Automatic Languages: Draconic. Bonus Languages:Common, Undercommon.

    Favored Class: Barbarian.

    Level adjustment +0.

    Walking WormlingSome who follow certain dark paths those who blowthe dust from sanity-blasting tomes, those who follow theGod of Writhing Secrets discover a way to extend theirlives, but at the price of their humanity. They drawsustaining energy from the skittering creatures of theworld: the roaches and spiders that outnumber humansby the millions; the creatures that will remain alive andthriving long after humankind has fallen to dust.

    The people who undergo this process waste away todesiccated corpses, their lives falling away, but remainalive. Horrid vermin of all sorts beetles, roaches,

    centipedes, spiders, scorpions, locusts, and the like cover their bodies, crawling over their skin and in theirmouths and eyes. Most walking wormlings wear heavyrobes to cover their forms and make sure not too many ofthe little beasts supplying their vitality escape.

    CREATING A WALKING WORMLING

    Walking Wormling is an acquired template that can beadded to any intelligent creature (referred to hereafter asthe base creature).

    A walking wormling uses all the base creatures statisticsand special abilities, except as noted here.

    Size and Type: The creatures type changes toundead. Do not recalculate baseattack bonus, saves, or skill points.Size is unchanged.

    Hit Dice: Increase all current and future HitDice to d12s.

    Armor Class: The vermin crawling on a walkingwormlings body act as living armor.A walking wormling has a +3 naturalarmor bonus or uses the basecreatures natural armor bonus,whichever is better.

    Special Attacks: A walking wormling retains all thespecial attacks of the base creature.

    Special Qualities: A walking wormling retains all thespecial qualities of the base creatureand gains those described below.

    Damage Reduction (Su): The vermin swarming over a walkingwormlings skin provide a cushion, absorbing the force of blows.A walking wormling has damage reduction 5/bludgeoning.

    Fast Healing (Su):The vermin on a walking wormlings body pieceit back together if it falls apart. A walking wormling has fasthealing 1.

    Immune to Mind-Affecting Attacks (Ex):Though a walking wormlingretains its intelligence, its mind fades away to something moreinsectile than human. It is immune to mind-affecting attacks.

    Rebuke Vermin (Su): A walking wormling can rebuke andcommand vermin as an evil cleric rebukes and commandsundead. The walking wormlings cleric level is equal to its HitDice for this purpose.

    Turn Resistance (Ex): A walking wormling has +4 turn resistance.

    Abilities: Increase from the base creature asfollows: Str +2. As an undeadcreature, a walking wormling has noConstitution score.

    Skills: The transformation into a walkingwormling fills a creatures mind withforbidden knowledge. Walkingwormlings gain a +8 racial bonus onKnowledge (arcana) and Knowledge(religion) checks. Otherwise, same asthe base creature.

    Environment: Any land and underground.

    Organization: Solitary or coterie (1 walking worm-ling plus 25 giant vermin).

    Challenge Rating: Same as the base creature +1.

    Treasure: Same as the base creature.

    Alignment: Same as the base creature (which isusually evil).

    Advancement: By character class.

    Level Adjustment: Same as the base creature +1.

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