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TEMPLE OF BLOOD
By Luke Johnson
Cover 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.
www.goodman-games.com
1
TEMPLE OF BLOOD
INTRODUCTION
Y
our adventures are already exciting. Characters explore
ADVENTURE
BACKGROUND
T
wo hundred years ago, priests dedicated to the Goddess
dungeons, crush monsters, and score loot. But maybe
you want your adventures to be more. Maybe you want
adventures that are over-the-top, in-your-face, BADASS
THRILL RIDES! Maybe you want adventures that are
things of LEGEND! Maybe you want adventures that are
WICKED SICK! That’s what Wicked Fantasy Factory gives
you: axes hacking, spells exploding, and blood spewing.
Don’t just crawl through dungeons — make them sorry
they ever met you!
Temple of Blood
is an introductory Wicked Fantasy Factory
adventure for four to six heroes of 1st level; 2nd-level he-
roes won’t find the adventure too easy, either. The party’s
total levels should be 4-6. All character types will have a
good time in this adventure; the party should include at
least one healer (like a cleric) and one or two characters
with 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: all
the victims are young, beautiful women, usually from
wealthy families. In fact, even the king’s latest wife has
gone missing! The heroes descend beneath the city streets
to confront the kidnapper and find themselves in the ruins
of an ancient temple. The villain — who has given himself
to 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.
of Blood erected a temple on ground that would later
play host to the city of Almack (or whatever city you’d care
to 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 their
brethren’s desertion as sacrilege. They used magic to ex-
tend their lives and retain their potency, and stayed in the
broken and sunken temple even after the fledgling town
that would later become Almack appeared above them.
The cultists fought a lengthy battle against the growing
town — a battle that culminated in their destruction. Fifty
years ago, a group of five knights descended into the temple
and slew the cultists in mighty combat. As the last cultist
fell, bathed in red, he swore that the knights’ blood would
betray them and they and their precious city would fall.
The kingdom lauded the knights, then promptly forgot
about the cultists, the temple, and the entire incident.
Fast-forward to several months ago. Belzin Darr, a cursed
and fanatic worshipper of the God of Writhing Secrets,
discovered the temple beneath the city, sealed for five
decades. He learned the tale of the blood cultists and the
knights, and his way became clear.
Belzin believes that blood holds supernatural power, but
that only the Blood Goddess knows what these secrets are.
Belzin plans to claim at least some of this knowledge by
seeing that the dead cultist’s curse comes to pass. He’s sure
that when that cultist swore that the knights’ blood would
betray them, he was referring to the knights’ descendants.
A bit of snooping revealed a fact too remarkable (in Belzin’s
opinion) to be coincidence: the knights now all have grand-
daughters in their early twenties. These five women would
be the key to Belzin’s plan. He would capture them and use
the power of the ancient temple to bring the cultists’ curse
upon them, using their bloodline to send the dark magic
through their families — including the elderly knights. When
that happens…well, Belzin isn’t sure exactly what will hap-
pen, but he’ll 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 come
looking for him, he located a group of ferocious tribal kobolds
and enlisted them as his warriors, promising flesh and power
should they serve him. The kobolds (of the Pissed Lizards
tribe) agreed and serve as his bodyguards and lackeys. Belzin
then used connections throughout Almack’s criminal under-
ground to kidnap the women he needed. He has them all
now, and it won’t be long before he puts his plan into motion.
Someone needs to stop him, and that someone is a party
of brave adventurers.
2
TEMPLE OF BLOOD
JUICE UP YOUR GAME!
W
icked Fantasy Factory adventures are like other adven-
the pain to this guy!” or maybe “Finish him!” The general
rule of thumb is that the GM should let slip this information
when the bad guy is down to about 10% of his hit points. Of
course, if you think you can take him out before this point,
you’re welcome to try your finishing move at any time.
¤ Finishing moves work the same way on all monsters, no
matter if they’re incorporeal, ethereal, or whatever. Even if
your finishing move doesn’t incorporate a magic weapon,
you do not suffer a miss chance against these creatures.
tures, but with
XTREME!!
added in big, red, under-
lined letters. Send your game blasting to the next level with
the following (optional) components!
Phat Lewt!
All WFF adventures have awesome loot scattered through-
out, but only one piece of
phat lewt,
somewhere in the adven-
ture — maybe in the boss’s stash, maybe in some secret
room. This piece of phat lewt is — wait for it — worth at least
as much as the rest of the adventure’s treasure combined!
Yes, that’s right: WFF adventures provide
double
the normal
amount of treasure compared to your standard adventure,
and half that loot is wrapped up in a single item. That means
there’s at least one crazy-cool piece of loot in each adven-
ture, and it also means that GMs can easily remove the phat
lewt if they prefer adventures of a poorer nature.
I
NVENTING
Y
OUR
F
INISHING
M
OVE
The first step is to decide what your finishing move looks like.
Remember: flashy, gruesome, and over-the-top! Remember
that you might have to use it on creatures with various
anatomies, so make sure it’s versatile, or invent a different
one for different creature types (or just variants on your pri-
mary move). Also remember that your finishing moves don’t
have to involve the weapon you normally wield or the spells
you normally cast — or, in fact, any weapon or spell at all.
Then, determine whether your finishing move is
melee,
ranged,
or
magic.
The answer should be obvious, since you’ve
already decided what it looks like.
Finish Him!
You chop the monster. It dies. Cool, but how much cooler
would it be if you planted a foot on its chest, ripped out its
arms, and golf-clubbed it out of the dungeon?
In WFF adventures, heroes have
finishing moves.
Each hero
gets to make up his own finishing moves. Here’s what you
need to know about them:
¤ The most important thing about finishing moves is that
they are flashy and over-the-top. Think video games in
which you dismember, decapitate, and explode your op-
ponent — and seven rib cages clatter from the sky. You
want your finishing move to strike terror into your ene-
mies; to make even the staunchest dragon piddle its scales
when it sees you tear out its ally’s intestines, or incinerate
its 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, and
everything else. It is independent of your weaponry and
your specific spells. You can create a finishing move that
uses your weapons or spells if you like, of course, but you
can 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 a
finishing move only once per combat. Other than that,
you can attempt it whenever you like, but if it doesn’t
take out your opponent (i.e., if you fail), you screw it up
somehow and probably wish you had just swung your
sword in the time-honored tradition.
¤ What if you succeed on your finishing move? You de-
stroy your enemy in some gruesome, impressive, and/or
awe-inspiring way. And you get bonus XP!
¤ How do you know when to use your finishing move? In a
WFF adventure, the GM should let you know when an
enemy is nearing finishing move range. He should say, “This
guy’s looking pretty woozy!” or “You could probably bring
P
ERFORMING
Y
OUR
F
INISHING
M
OVE
A finishing move is a full-round action that does not provoke
attacks 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 finishing
move is ranged or magic, you must have line of sight to the
target, and it must be within 30 feet.
2)
Roll a d20. Add the following:
¤ If you have a melee finishing move, add your base attack
bonus + 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 has
cover from you or is in melee, your roll takes the ap-
propriate penalties — but Precise Shot and similar feats
can 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 don’t 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 guy’s AC,
you might take him down! (Note that the bad guy might
benefit from cover and/or concealment, however.) Roll a
number of d6 equal to half your character level, rounded
up. (For example, a 3rd-level hero rolls 2d6. A 10th-level
hero rolls 5d6.)If your total is greater than or equal to the
number of hit points the target has remaining, your finishing
move is successful. Describe it in gory detail!
3
TEMPLE OF BLOOD
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