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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

T EMPL E O F B L O O D 1
INTRODUCTION ADVENTURE
Y our adventures are already exciting. Characters explore
dungeons, crush monsters, and score loot. But maybe
BACKGROUND
you want your adventures to be more. Maybe you want wo hundred years ago, priests dedicated to the Goddess
adventures that are over-the-top, in-your-face, BADASS
THRILL RIDES! Maybe you want adventures that are
T of Blood erected a temple on ground that would later
play host to the city of Almack (or whatever city you’d care
things of LEGEND! Maybe you want adventures that are to substitute in your campaign). After a century or so, the
WICKED SICK! That’s what Wicked Fantasy Factory gives temple sank into the soggy ground and the priests aban-
you: axes hacking, spells exploding, and blood spewing. doned it. However, a fanatical few remained, viewing their
Don’t just crawl through dungeons — make them sorry brethren’s desertion as sacrilege. They used magic to ex-
they ever met you! tend their lives and retain their potency, and stayed in the
Temple of Blood is an introductory Wicked Fantasy Factory broken and sunken temple even after the fledgling town
adventure for four to six heroes of 1st level; 2nd-level he- that would later become Almack appeared above them.
roes won’t find the adventure too easy, either. The party’s The cultists fought a lengthy battle against the growing
total levels should be 4-6. All character types will have a town — a battle that culminated in their destruction. Fifty
good time in this adventure; the party should include at years ago, a group of five knights descended into the temple
least one healer (like a cleric) and one or two characters and slew the cultists in mighty combat. As the last cultist
with serious combat potential (fighters, barbarians, pal- fell, bathed in red, he swore that the knights’ blood would
adins, and so forth). betray them and they and their precious city would fall.
Adventure Summary: A mysterious character is kidnap- The kingdom lauded the knights, then promptly forgot
ping people from the streets, and not just any people: all about the cultists, the temple, and the entire incident.
the victims are young, beautiful women, usually from
wealthy families. In fact, even the king’s latest wife has Fast-forward to several months ago. Belzin Darr, a cursed
gone missing! The heroes descend beneath the city streets and fanatic worshipper of the God of Writhing Secrets,
to confront the kidnapper and find themselves in the ruins discovered the temple beneath the city, sealed for five
of an ancient temple. The villain — who has given himself decades. He learned the tale of the blood cultists and the
to dark powers — draws on the magic of the place to com- knights, and his way became clear.
plete his vile rituals. The heroes confront vicious kobolds, Belzin believes that blood holds supernatural power, but
giant vermin, and the magic of the ancient temple. Finally, that only the Blood Goddess knows what these secrets are.
they defeat Belzin and free the captured women. 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 T EMP LE OF BLOOD
JUICE UP YOUR GAME!
icked Fantasy Factory adventures are like other adven- the pain to this guy!” or maybe “Finish him!” The general
W tures, but with XTREME!! added in big, red, under-
lined letters. Send your game blasting to the next level with
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
the following (optional) components! course, if you think you can take him out before this point,
you’re welcome to try your finishing move at any time.

Phat Lewt! ¤ Finishing moves work the same way on all monsters, no
matter if they’re incorporeal, ethereal, or whatever. Even if
All WFF adventures have awesome loot scattered through- your finishing move doesn’t incorporate a magic weapon,
out, but only one piece of phat lewt, somewhere in the adven- you do not suffer a miss chance against these creatures.
ture — maybe in the boss’s stash, maybe in some secret
room. This piece of phat lewt is — wait for it — worth at least INVENTING YOUR FINISHING MOVE
as much as the rest of the adventure’s treasure combined!
Yes, that’s right: WFF adventures provide double the normal The first step is to decide what your finishing move looks like.
amount of treasure compared to your standard adventure, Remember: flashy, gruesome, and over-the-top! Remember
and half that loot is wrapped up in a single item. That means that you might have to use it on creatures with various
there’s at least one crazy-cool piece of loot in each adven- anatomies, so make sure it’s versatile, or invent a different
ture, and it also means that GMs can easily remove the phat one for different creature types (or just variants on your pri-
lewt if they prefer adventures of a poorer nature. 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.
Finish Him! Then, determine whether your finishing move is melee,
You chop the monster. It dies. Cool, but how much cooler ranged, or magic. The answer should be obvious, since you’ve
would it be if you planted a foot on its chest, ripped out its already decided what it looks like.
arms, and golf-clubbed it out of the dungeon?
In WFF adventures, heroes have finishing moves. Each hero PERFORMING YOUR FINISHING MOVE
gets to make up his own finishing moves. Here’s what you A finishing move is a full-round action that does not provoke
need to know about them: attacks of opportunity. To perform it, follow these steps:
¤ The most important thing about finishing moves is that 1) Select the target. If your finishing move is a melee move,
they are flashy and over-the-top. Think video games in the target must be within your melee reach. If your finishing
which you dismember, decapitate, and explode your op- move is ranged or magic, you must have line of sight to the
ponent — and seven rib cages clatter from the sky. You target, and it must be within 30 feet.
want your finishing move to strike terror into your ene-
mies; to make even the staunchest dragon piddle its scales 2) Roll a d20. Add the following:
when it sees you tear out its ally’s intestines, or incinerate ¤ If you have a melee finishing move, add your base attack
its head with a blast of fire, or plug arrows into — BAM! bonus + your Strength bonus. (If you have Weapon Fi-
BAM! BAM! — both eyes and its crotch. nesse, you can instead add your Dexterity bonus.)
¤ A finishing move is a separate sort of attack. It is com- ¤ If you have a ranged finishing move, add your base at-
pletely different than your skills, feats, proficiencies, and tack bonus + your Dexterity bonus. If the target has
everything else. It is independent of your weaponry and cover from you or is in melee, your roll takes the ap-
your specific spells. You can create a finishing move that propriate penalties — but Precise Shot and similar feats
uses your weapons or spells if you like, of course, but you can help you overcome these, as normal.
can also create finishing moves in which you do interest-
ing things without them. (See below for some examples.) ¤ If you have a magic finishing move, add your (highest)
caster level + your key spellcasting ability (Intelligence,
¤ When can you use a finishing move? You can attempt a Wisdom, or Charisma).
finishing move only once per combat. Other than that,
you can attempt it whenever you like, but if it doesn’t Note that you don’t get to add bonuses for magic
take out your opponent (i.e., if you fail), you screw it up weapons, Weapon Focus, and so forth on this roll!
somehow and probably wish you had just swung your
3) If your total is greater than or equal to the bad guy’s AC,
sword in the time-honored tradition.
you might take him down! (Note that the bad guy might
¤ What if you succeed on your finishing move? You de- benefit from cover and/or concealment, however.) Roll a
stroy your enemy in some gruesome, impressive, and/or number of d6 equal to half your character level, rounded
awe-inspiring way. And you get bonus XP! up. (For example, a 3rd-level hero rolls 2d6. A 10th-level
¤ How do you know when to use your finishing move? In a hero rolls 5d6.)If your total is greater than or equal to the
WFF adventure, the GM should let you know when an number of hit points the target has remaining, your finishing
enemy is nearing finishing move range. He should say, “This move is successful. Describe it in gory detail!
guy’s looking pretty woozy!” or “You could probably bring

T EMPL E O F B L O O D 3
(Note: Yes, even magic finishing moves must beat the bad ¤ Using your finishing move on helpless creatures outside
guy’s AC, primarily because it’s just easier if all finishing of combat. (“Let’s tie this guy to a chair, heal him a little
moves follow the same rules. If the GM wants to change this bit, then finish him!”)
rule, and replace AC with 11 + the bad guy’s Will save bonus, ¤ Anything else that diminishes the cool, dramatic aspects
or something, go for it.) of finishing moves.
4) If you successfully perform a finishing move, the poor sap The GM has the right to tell you that finishing moves don’t
is worth an additional +50 XP per Challenge Rating. Con- work under these and any other circumstances he decides. If
gratulations! This bonus XP is divided among the party as you stop thinking “Finishing moves are cool!” and start
normal, primarily to prevent cries of “kill stealer!” thinking “Finishing moves are dumb,” it’s time to look at
what the players are doing with them.
5) If you failed, something goes wrong. The bad guy dodges
out 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.
Mooks
Stupid, dirty little kobolds. Don’t you want to just hack
your way through hordes of the little buggers? Well, in
OTHER FINISHING MOVES WFF adventures, you can!
You’re welcome to add more than one finishing move to your
repertoire or invent them on the fly as your rolls Certain monsters are mooks. These are little weenies
succeed. Be aware, though, that finishing moves are often a just begging to be killed. This mook symbol —
signature of a mighty hero, and the masses learn to shown at left — designates mooks.
identify him based on his moves! When fighting mooks, every character has both the Cleave
and Great Cleave feats as bonus feats. What if you already
FINISHING MOVE EXAMPLES have Cleave? Why, you get a +4 bonus on attack rolls when
The following are some examples of finishing moves. You are you cleave. Already have both Cleave and Great Cleave? Have
welcome to use these directly or use them to inspire your own. a +4 bonus on cleaving attack rolls and damage rolls!
¤ Rondo, the axe-wielding dwarf barbarian, kicks his oppo- Is ranged combat more your game? As long as you target at
nent in the privates so hard that important parts of his least one mook with a ranged attack, you get Rapid Shot
anatomy explode out his head! (and Quick Draw, if you use thrown weapons) as a
¤ Laeriel, the elf archer, pins her opponent’s bonus feat for the round. Already have
feet to the ground with two well- Rapid Shot? Make the attacks on the
placed arrow shots, and a third mooks with no penalty on your at-
mighty shot tears the helpless tack rolls!
foe’s head from his shoulders! Or maybe you prefer spells?
¤ Mathees, the human sor- All (harmful) spells benefit
cerer, causes his foe’s from the Maximize Spell
head to crack open — feat in regard to mooks
his brain then floats — so burn up those
out and bludgeons suckers!
the body to pulp!
Note that you get
¤ Xanna, the halfling Cleave and Rapid Shot
rogue, backflips only when you drop a
onto her opponent’s mook. If you’re fighting
shoulders, plunges a bunch of mooks and
her daggers into his some non-mooks, you
eyes, then uses them as get the bonuses only
handles to swing back when you drop a mook —
to the ground! you can cleave into other bad
guys, but if you drop them,
NO CHEATING! you don’t get additional bonus
Do not abuse the finishing move cleaves just ‘cause mooks are
rules! Examples of abuse include: standing around. Similarly, if you
catch some mooks and non-mooks in your
¤ Using finishing moves on creatures that
fireball, the fireball is maximized against the
are unconscious or dying.
mooks, but not the other guys.
¤ Hitting a creature as lightly as possible (“Hey, sorcerer,
want to come over here and hit this guy with a staff for a And yes, you are welcome to attempt your finishing move on
few rounds?”) until you think he’s finishable. mooks when they’re at full hit points!

4 T EMP LE OF BLOOD
The Big Badass GM’S SECTION
s are overworked and underpaid. To help you
Each WFF adventure also has at least one bad guy who’s
head and shoulders above everyone else. He’s
the big badass, and it’s going to take a lot to
GM out as much as possible, check out this cool
chart of all the encounters in the adventure!
bring him down. This symbol designates the
big badass. Area: The encounter area.
The big badass gets a free resurrection. When you take him to Pg.: The page on which the encounter begins.
0 hit points (even with a finishing move), he picks himself off
Type: If the encounter likely involves primarily combat (C),
the floor, roars his defiance, and jumps back up to full hit
points. He comes back from anything — even spells like disin- a trap (T), a puzzle (P), or roleplaying (R).
tegrate and finger of death — as with the spell true resurrection. (He Encounter: A brief description of the encounter.
usually returns in some spectacular way — see his character
description in each individual adventure for details.) Yikes! EL: The Encounter Level.
Once you take him out a second time, though, he’s gone
for real. If you take him out with a finishing move the first Area Pg. Type Encounter EL
time, you force him to use his resurrection, but you don’t
1 6 C 2 Pissed Lizards 1
get any bonus XP. If you FINISH HIM the second time,
though, he’s worth bonus XP as normal. 2 7 P/C 12 Pissed Lizards 4
3 8 R Belzin Darr behind a wall of force —
E-Z Stat Blocks 4 9 C 2 Pissed Lizards 1
You’re probably familiar with stat blocks in adventures
and other gaming material. They’re important, but, more 5 9 C Kralnak the Always-Mad and
often than not, they’re stuffed full of useless information. 2 Pissed Lizards 2
How often do you need to know a bad guy’s Charisma
6 10 C 4 Small monstrous centipedes 1
score? Occasionally, yes, but not often.
7 10 R/C Blood spirit 3
Wicked Fantasy Factory stat blocks are small and stream-
lined. You could call these E-Z stat blocks. All the information 3 (again) 11 C Belzin Darr and 3 Pissed Lizards 4
you are likely to need in an encounter is presented
in a few lines. This icon denotes defensive
information, like hit points and AC, while this
icon denotes offensive information like the
bad guy’s attack bonus and damage. Feats the bad guy can
use in combat, like Combat Reflexes and Power Attack, and
A HEROIC START
other special abilities like breath weapons and
he kingdom is embroiled in its own affairs and spends
damage reduction, are also included. Where pos-
sible, all the information you need to use such an T little resources attempting to solve these kidnappings.
However, the queen recently disappeared, and a few folks
ability in combat is provided in parentheses. For
example, an entry might read “breath weapon (30-ft. cone, think that she might be another victim of the kidnapper.
8d6 fire, DC 18)” or “Combat Reflexes (+3 attacks).” (The truth of this belief is up to you and whether or not
you want to move the heroes on to Rumble in the Wizard’s
A more traditional, longer stat block appears beneath the
E-Z stat block. Just in case you need to know the bad guy’s Tower for their next adventure; see “Victory!” at the end of
Charisma score. this adventure.)
The queen’s disappearance might provide the spark to get
Movie Rights the heroes involved in the adventure, but really, all that’s
necessary is for them to get to the ruined temple beneath
Wicked Fantasy Factory adventures are big and awesome and
worthy of becoming summer blockbuster movies. Let’s pre-
the city’s streets. The possibilities for doing so are myriad;
tend that happened with the adventure that your group plays. you might use one of the following, or make up one that’s
Before you start the adventure, think about this: Who would way better for your campaign.
play the main bad guys in the movie? Ask your players the
¤ Cut Me In. A pathetic street thief approaches the he-
same question: Who would play their characters in the movie?
roes. “Hey, you look like a group who can take care of
The “actors” upon which you decide don’t have to be yourselves,” he says. He tells them that he was involved
alive; in fact, they don’t have to be actors, or even real in kidnapping one of the missing women (he begged to
people! If players think Genghis Khan would do great in come along with his more experienced friend) and knows
this role, or the Wicked Witch of the West is the perfect
where they were taken. Ordinarily he wouldn’t break pro-
fit for a sorcerer character, or Mr. T of 20 years ago is a
ringer for someone’s fighter, wonderful!
fessional silence, of course, but he heard that the queen
disappeared and the king is offering a hefty reward for

T EMPL E O F B L O O D 5
her return. Maybe the queen is one of the kidnapping follow them. So, maybe one kobold surrenders and of-
victims? In any case, he’ll tell the heroes where they fers his information in exchange for his life, or maybe
should start looking, as long as they cut him in on the re- they leave a particularly clear trail (having trudged
ward. (He’s too much of a coward to join them on the through fresh mud or something). Alyssa tells the
adventure.) heroes to follow their trail; perhaps because a friend of
hers was one of the victims, or maybe because she no
This hook works well if you simply want to give the he-
longer needs bodyguards (because she’s reached her
roes the information they need and send them on their
home, for example).
way. It’s also nice because it outlines the stakes clearly:
The queen is missing! (To raise the stakes even higher, This hook is best for parties that enjoy combat. It’s also
mention that the queen was a “gift” from a neighboring nice because it begins with action, which is always a good
nation, which now threatens war unless she reappears.) thing, and it allows heroes to test their finishing moves
and mook-fighting capabilities — which is especially nice
¤ Bodyguards. Several of Belzin’s kobolds, eager to im-
if this is their first Wicked Fantasy Factory adventure. An-
press their master and not knowing that he already has
other option is to make Alyssa a player character (or re-
all the women he needs, plan to capture a noblewoman
place her with an appropriate hero).
named Alyssa Silkwater. As a young, beautiful woman
of good birth, she is concerned about kidnappers and
hires the heroes to act as bodyguards while she attends
a friend. (She hires them instead of her parents’ guards The Sewers
because she needs bodyguards who are discreet, based he adventure begins when the heroes, clued off to
on the nature of her friend — wink, wink.) T head into the sewers, encounter a Pissed Lizard patrol
not far from the ancient temple. The patrol rounds a cor-
Four Pissed Lizards leap out of the shadows (or from a
sewer) and attack — use the statistics from area 1. The ner and runs into the heroes. When you are ready to
important thing in this encounter is for the heroes to be- begin, proceed to area 1.
come interested in where the kobolds came from and
AREA 1: PISSED PATROL (EL 2/3)
Two creatures round the corner in front of you.
They are small, humanoid, and reptilian: kobolds!
But these don’t look like your ordinary kobolds —
they look pissed off. White paint on their faces picks
out the images of angry lizard heads, complete with
slanting eyebrows.
When the kobolds see you, they shout in rage and
the paint flares with red light.

Bad Guys: A pair of Pissed Lizards patrols the area around


the temple. Allow the heroes DC 10 Listen checks (the
kobolds are taking 10 on their Move Silently checks) to
avoid 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. (hide
armor — base 30 ft.); AC 12, touch 9, flat-footed 12; Base
Atk +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 a
scroll of sound burst (1d8; DC 13) that he took from a kid-

6 T EMP LE OF BLOOD
napped victim; he doesn’t even know what it is, but thinks ¤ The heroes could use the scroll of sound burst they (pre-
it’s cool. sumably) found on the patrol in area 1. Since the Pissed
Lizards here are spread around an area about 40 feet in
SQ—Light Sensitivity (Ex): Kobolds are dazzled (–1 on at-
diameter, the spell catches half of them. Remember that
tack rolls, Search, and Spot checks) in bright sunlight or
they’re mooks, so it deals maximum damage.
within the radius of a daylight spell.
¤ The heroes can simply let loose with ranged attacks.
Tactics: The Pissed Lizards charge in rage and stab over
They have a height and (probably) range advantage; if
and over with their spears. They fight to the death.
and when the Pissed Lizards charge out of their fortifica-
tions to confront the heroes, the heroes have a round or
AREA 2: MAIN DEFENSE (EL 5) two before they arrive.
The heroes encountered the kobold patrol not far from Bad Guys: Most of the Pissed Lizards defend the Temple
the temple entrance. of Blood here. Their defenses are dubious, since they’re
generally too angry to used ranged weapons, but they do
You round a corner a find yourselves looking down carry javelins.
a long, sloping hall, perhaps 100 feet long. Shad- PISSED LIZARD — RAGING (12-1D2):
ows cloak the length of it, but at the far end, at the Init –2, Spd 20 ft.; hp 6, AC 12, touch 9,
bottom of the slope, are a number of torches on flat-footed 12; Atk/Full Atk +5 melee
poles. Crates and barrels are set up in a crude bar- (1d6+4/x3, spear).
ricade amid these torches, and small, kobold- See area 1 for complete statistics.
shaped shadows move around or stand sentry.
Beyond this defense is a hole knocked into the PISSED LIZARD — NOT RAGING (1D2):
sewer’s brick wall, leading into flickering shadows. Init –1, Spd 20 ft.; hp 6, AC 13, touch 10,
flat-footed 13; Atk/Full Atk +4 melee
Near the kobolds, on the right wall, is a closed (1d6+3/x3, spear) or +1 ranged (1d4+2,
metal hatch of the sort that spews sewer water. javelin; range inc. 30 ft.).
Immediately to your right are half a dozen barrels Pissed Lizard Kobold (Not Raging), War1: CR 1/3;
set up in what might be a makeshift guard post, Small humanoid (reptilian); HD1d8+2, jp6; Init –1; Spd
though it is unmanned. On the wall near the barrels 20 ft. (hide armor – base 30 ft.); AC 13, touch 10, flat-
is a metal wheel. footed 13; Base Atk +1; Grp –1; Atk/Full Atk: +4 melee
(1d6+3/x3, spear) or +1 ranged (1d4+2, javelin); SA lizard
A lot of kobolds mill about below – perhaps a dozen – rage (suppressed); SQ low-light vision, light sensitivity; AL
enough that taking them out in a simple assault is not a CE; SV Fort +2, Ref –1, Will –2; Str 15, Dex 9, Con 14, Int
good idea. The heroes have several opportunities to make 10, Wis 7, Cha 6.
the battle easier.
Skills and Feats: Hide +5, Listen +0, Move Silently +1, Spot
¤ The wheel to the heroes’ right is rusted, but a DC 13 +0; Alertness.
Strength check gets it moving. Cranking it causes the
Possessions: Spear, hide armor, javelin.
metal hatch near the kobolds to open, spewing long-
trapped sewer water into the camp. Half the kobolds SQ—Light Sensitivity (Ex): Kobolds are dazzled (–1 on at-
(six) are washed away into the stream of effluent, while tack rolls, Search, and Spot checks) in bright sunlight or
the rest spend a couple rounds avoiding the stream and within the radius of a daylight spell.
shouting angrily. They also vacate their defenses.
Tactics: The Pissed Lizards make DC 20 Will saves (Will –
¤ The barrels near the wheel are filled with lantern oil; the 2, but a 20 always succeeds) to suppress their lizard rage
kobolds stole them from someone’s basement and and hurl their javelins. If they fail, they charge screeching
thought they’d make excellent walls. (They don’t even toward their opponents. If you don’t want to roll for every
know what’s inside them.) The heroes can roll the barrels kobold, you can assume that 1d2 of them make their
down the slope: they make normal ranged attack rolls saves — unless the heroes have already killed a bunch, in
for them, and barrels ignore the kobolds’ cover (the bar- which case none of them do.
rels just crash into it and knock the defenses down on
Loot One of the kobolds carries a wand of cure light wounds
the kobolds’ heads). A better tactic is to light the barrels
with 17 charges. He took it from one of the captured
on fire first; in this case, each barrel explodes when it
women as a trophy and hasn’t told anyone about it.
crashes into something. Since the barrels the kobolds
use for defenses are also full of lamp oil, the effect cas- Development: The hole knocked into the sewer wall leads
cades and soon the air is filled with flaming oil, smoking to a short series of soggy tunnels that connects to the
barrel pieces, and screaming kobolds. The kobolds all Temple of Blood.
take 3d6 points of fire damage (DC 13 Reflex half).

T EMPL E O F B L O O D 7
he has included small (1-inch diameter) holes in the wall
The Temple of Blood of force so that he can still hear outside it (though he takes
he temple is old and ruined. A few dank tunnels (made a –4 penalty on Listen checks to do so).
T by natural streams of water and widened by kobolds)
connect it to the city’s sewer system. It is crumbled and
Development: The heroes (probably) cannot affect Belzin
at this time. Theoretically they could cast spells or push
soggy. harmful objects through the listening holes, but to do so
Sputtering torches light most areas; they are present un- they first must discover those holes (requiring tactile inves-
less noted otherwise. Ceiling height is 10 feet. The doors tigation), and Belzin can fill them in with a simple com-
in the temple were made of wood and have long since rot- mand.
ted away. However, Belzin is more than willing to talk to the heroes
Walls: 1 ft. thick; hardness 7; hp 80; break DC 30; Climb — at least for a little while. He thinks it’s amusing that
DC 18. they’ve arrived in time to see the completion of his ritual.
He first finishes one line of a rune before turning to speak.

AREA 3: SANCTUM 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 lit
with flickering torchlight. Inside is an upright stone
Belzin is confident. He invites the heroes to watch while he
slab, tilted backward. Chained to the slab is a
completes the ritual. (“This is the last one, and shouldn’t
woman. She is young and blond, with the remains
take me more than an hour or two; if you like, you can
of fine clothing wrapped in tatters around her. Her
observe the results with me!”) He also relates the basics of
hands are manacled above her head, and her bare
the adventure background, though he gets bored quickly
forearms are chafed and covered in blood. She lies
and turns back to his work.
limp, though her chest still rises and falls.
The most important piece of information Belzin must give
Against the far wall are four more women in similar
the heroes in this exchange is that he has tricked the an-
states: young and lovely and slumped in uncon-
cient powers of this temple into believing that he worships
sciousness, their shackles holding them upright.
the blood goddess. He might reveal this piece of informa-
Their clothing has been partially torn away, reveal-
tion by saying:
ing the tops of their chests, where a jagged rune is
painted in red. A few kobold guards stand nearby,
spears raised. “Do you like it?” The creature holds its horrible
hands toward the invisible wall. “Not entirely my
Standing near the stone slab is a humanoid shape doing. You can thank the Blood Goddess for it. This
cloaked in a dark gray robe of rags. The robe’s is her temple, and as far as she’s concerned I am
hood casts the creature’s face into shadow. A rusty, her devoted follower. A lie, of course — my master
spiked mace hangs from its rope belt. The figure is He-Who-Dwells-in-Secrets. But the temple
holds a golden bowl in one hand, and with the doesn’t know that. Clever, eh?” He taps his head.
other it draws a symbol in glistening red liquid
upon the woman’s chest. At first glance you think
the figure wears dark gloves, but a second look Belzin can reveal this information in some other way as
reveals that the “gloves” are in fact composed of well; he might be more subtle about it, if you think your
living vermin: Small beetles, spiders, and centi- group can pick up on its importance.
pedes crawl about, revealing occasional patches After speaking with the heroes for a few minutes, Belzin
of pale skin. becomes eager to get back to work and turns to the cap-
The robed figure chants something in a raspy tive woman.
whisper as it works. At the end of the adventure, the heroes return to this
room and breach the wall of force; see “Returning to the
The robed figure is Belzin Darr. He has fooled the powers Sanctum,” below, for more information, including Belzin’s
of the temple into thinking that he worships its goddess of statistics.
blood, and thus has taken control of some of the temple’s
ancient enchantments. The most important one allows
him to conduct the blood-cursing ritual. Another allows
him to erect a wall of force separating this chamber from
the surrounding hall so the kobolds do not disturb him
during the ritual. However, since he still wishes to hear re-
ports from them (or know if his temple is under attack),

8 T EMP LE OF BLOOD
AREA 4: KOBOLD RESTING AREA PISSED LIZARD (2): Init –2, Spd 20 ft.; hp
6, AC 12, touch 9, flat-footed 12; Atk/Full
(EL 1) Atk +5 melee (1d6+4/x3, spear). See area 1 for
complete statistics.
A number of fur blankets — which look to be
composed of stitched-together dire rat hides — lie Kralnak the Always-Mad, male Pissed Lizard kobold
on the ground amid bones and refuse. Spears lean Brb1: CR 1; Small humanoid (reptilian); HD 1d12, hp
against the walls. A couple angry-looking kobolds 20; Init –1; Spd 40 ft.; AC 11, touch 8, flat-footed 11;
are in this room; they start up from their rest. Base Atk +1; Grp +0; Atk/Full Atk +7 melee (1d10+8/19-
20, greatsword); SA lizard rage, rage 1/day; SQ low-light
vision, light sensitivity; AL CE; SV Fort +6, Ref –1, Will
This is the kobolds’ main living chamber. Those not on
+0; Str 21, Dex 8, Con 18, Int 10, Wis 6, Cha 11.
duty spend their time eating, wrestling, sleeping, or stitch-
ing together rat hides.
Bad Guys: Two Pissed Lizard kobolds are here when the
heroes arrive. Since they aren’t expecting trouble, they take
Finish Him!
a –4 penalty on Listen and Spot checks. The players probably want a chance to use their finishing
moves — and you should give it to them! When Kralnak
PISSED LIZARD (2): Init –2, Spd 20 ft.; hp drops to 0 or fewer hit points, instead of just tipping over
6, AC 12, touch 9, flat-footed 12; Atk/Full and dying, consider having him drop his weapon and
Atk +5 melee (1d6+4/x3, spear). See area 1 for wobble, clearly finishable. At least one hero can get in a
complete statistics. good finishing move, and if you’re feeling particularly
generous, maybe poor Kralnak survives long enough to
Possessions: Each kobold carries a potion of cure light give everyone a chance!
wounds, labeled in Common.
Tactics: The Pissed Lizards howl in rage and charge. They
fight to the death.
Development: The kobolds’ leader, Kralnak the Always-
Mad, is in area 5. The Pissed Lizards wrestle and fight with
each other often, so he at first doesn’t take notice of com-
bative noises in this chamber. However, after a couple
rounds, or if he hears decidedly non-kobold sounds, he
rushes in to see what all the fuss is about.

AREA 5: KRALNAK’S CHAMBERS


(EL 2)
This room is slightly neater than the last. A large
pile of rat blankets lies in one corner. A few barrels
sit about for use as chairs and tables.

This is the lair of Kralnak the Always-Mad, the Pissed


Lizards’ leader. He leaves the grunt work (patrolling and
guard duty) to the normal kobolds; he spends most of his
time here, attempting to woo his two favored female
Pissed Lizards. (Pissed Lizard courtship rituals involve
headbutting and howling; this relationship hasn’t pro-
gressed quite that far, and the kobolds are still kicking
each other in the shins.)
Bad Guys: The female kobolds are just as vicious as the
males. Kralnak wields a rusty greatsword scavenged from
the city’s 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, touch
8, flat-footed 11; Atk/Full Atk +8 melee (1d10+9,
greatsword).

T EMPL E O F B L O O D 9
Skills and Feats: Climb +9, Intimidate +4, Jump +9, Swim AREA 7: SACRIFICIAL CHAMBER (EL 3)
+8; Toughness.
This area is unlit.
SQ—Light Sensitivity (Ex): Kralnak is dazzled (–1 on attack
rolls, Search, and Spot checks) in bright sunlight or within
This room is eerily quiet, save for an occasional,
the radius of a daylight spell.
faint drip, as of blood falling into a pool. Several
Possessions: Greatsword, studded leather armor. walls are covered with faded murals of bloody
sacrifices, and dusty, tattered curtains hang in
Loot: Kralnak has stashed away a portion of the kobolds’
places. Carved frescoes run along the walls near the
payment: 56 gp lie under his bed. Also, there is a small
ceiling. A stone altar, splattered with stains, stands
gold statuette of a severed hand (150 gp), which Kralnak
in the middle, near the far wall. A large, bowl-
found in the temple and has not revealed to Belzin. A DC
shaped depression is carved in the altar’s center.
10 Search check locates these items.
The air shimmers, and a spectral shape appears
next to the altar. It is a pale, slender woman with
AREA 6: VERMINOUS ROOM black hair, naked save for the blood that coats her.
(EL 1) A dark holy symbol hangs from her neck.

This room is dark, but chipped and defaced bas- “You are in the temple of our Lady of Blood,” she
reliefs adorn the walls. says. “The high priest is Belzin Darr, servant of the
Blood Goddess. Kneel and pay your respects, for
you are on holy ground.”
The knights who raided this temple 50 years ago defiled
this room. (It is dedicated to an evil god, after all.) This
area is unlit. The bloody spirit is an ancient guardian of the temple,
charged with ensuring its sanctity and that its power is not
A DC 15 Search check reveals the secret door in the abused. Unfortunately, much of the spirit’s power and
north wall. Pulling a catch hidden in the bas-relief opens perspicacity has faded with time and neglect, and Belzin,
it, leading to area 7. using certain phrases and simple rites he uncovered in his
Bad Guys: Several monstrous centipedes dwell in this research, tricked her into believing that he was a priest of
chamber. Belzin has rebuked them so often that they the Blood Goddess.
know the kobolds are off-limits as food; as a result, they NPC: The spirit is not necessarily hostile; the heroes are
are ravenous. welcome to parley with her. She speaks to them willingly,
CENTIPEDE (4): Init +2, Spd 30 ft., climb 30 describing Belzin if they ask. If the heroes attack the spirit,
ft.; hp 2, AC 14, touch 13, flat-footed 12; desecrate the altar, or simply ignore her but remain in the
Atk/Full Atk +3 melee (1d4–3 plus poison, room (searching or whatever), she attacks.
bite); poison (DC 10, 1d2 Dex/1d2 Dex). SPIRIT: Init +1, Spd fly 30 ft.; hp 6, AC 15, touch
Small Monstrous Centipede: CR 1/4; Small vermin; HD 15, flat-footed 14; Dodge; +4 turn resistance, incorpo-
1/2d8, hp 2; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch real traits, undead traits; Atk/Full Atk +2 melee (1d6
13, flat-footed 12; Base Atk +0; Grp –7; Atk/Full Atk +3 and 1d4 ability drain, touch).
melee (1d4–3 plus poison, bite); SA poison; SQ darkvision Blood Spirit, female human ghost Clr1: CR 3; Medium
60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str undead (incorporeal); HD 1d12, hp 6; Init +1; Spd fly 30
5, Dex 15, Con 10, Int –, Wis 10, Cha 2. ft. (perfect); AC 15, touch 15, flat-footed 14; Base Atk
SA—Poison (Ex): Bite; Fort DC 10; initial and secondary +0; Grp –; Atk/Full Atk +2 melee (1d6 and 1d4 ability
1d2 Dex. drain, touch); SA corrupting touch, draining touch, man-
ifestation; SQ darkvision 60 ft., rejuvenation, +4 turn re-
Development: After the centipedes are dead, allow the sistance, incorporeal traits, undead traits; AL NE; SV Fort
heroes a DC 20 (or 15, if they are being quiet and at- +2, Ref +1, Will +4; Str 10, Dex 13, Con –, Int 12, Wis 15,
tempting to listen) Listen check to hear a drip from area 7. Cha 18.
If they hear this sound, they get a +5 bonus on the Search
check to find the secret door. 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).
SA—Corrupting Touch (Su): If the spirit hits a living target
with its incorporeal touch attack, it deals 1d6 points of
damage. Against ethereal opponents, it adds its Strength
modifier to attack and damage rolls. Against nonethereal

10 T EMP LE OF BLOOD
opponents, it adds its Dexterity modifier to attack rolls Item). It rests on a blood-red cushion with the word “san-
only. guine” stitched in gold (it’s worth 10 gp). “Sanguine” is
the command word. If used against a living creature, this
Draining Touch (Su): Whenever the spirit hits with a touch
rod dissolves everything except the creature’s blood, let-
attack, she drains 1d4 points from an ability score of her
ting it splash to the floor in lieu of the dust disintegrate nor-
choice (usually Strength). When she does so, she heals 5
mally leaves behind.
points of damage to herself.
If the blood spirit is on good terms with the heroes, she
SQ—Rejuvenation (Su): If the heroes destroy the spirit, she
describes the rod of dissolution and the command word
restores herself in 2d4 days and returns to this chamber
when the heroes find it.
with a DC 16 level check (1d20+1). Destroying the temple
dismisses the spirit for good. If the heroes place the gold bowl on the altar, a secret
panel slides open, revealing a blood-red pearl of power (1st
Development: The heroes have two basic options in this
level) on a white silk cushion (worth 20 gp).
room: destroy the spirit or convince her that Belzin is not,
in fact, a priest of the Blood Goddess. Convincing the Phat Lewt!: If you want to give the heroes some phat lewt,
spirit of this fact can be as difficult as you like, though if give the rod of dissolution additional charges. Each one is
the heroes are clever enough to think of it, they should be worth 3,000 gp.
able to do so fairly easily.
XP Award: If the heroes negotiate with the spirit to re-
The spirit is unwilling to believe them at first: “But… he move Belzin’s power over the temple’s magic, award them
knew the sacred words and rites. I gave him the power of XP as if they had defeated her in combat.
the temple!” When convinced of her folly, she grows
angry.
Returning to the Sanctum
The spirit lets out a cry of frustration. “I am grown
weak through neglect! For such a one to convince
me that he served the Mistress…bah. You — even
AREA 3: REVISITED (EL 4)
though I do not believe you are servants of the The heroes have either convinced the spirit to drop the
Blood Goddess either, I ask you to strike him down. wall of force or have procured the rod of dissolution so they
I would go myself, but I cannot leave this room. I can do it themselves; in either case, they probably head
can, though, remove his magic barrier. Go; slay this back to area 3.
creature, this Belzin Darr, and I will overlook your
trespass here. I will even grant you the Lady’s treas- Belzin is still at work. The women are moving now,
ure, that you may use it against the false one.” She but they are not conscious — they appear to be
holds a hand toward the altar.” And I will grant you trapped in torturous dreams. They shift and moan
a measure of her power.” She waves a hand, and in their manacles, faces contorted in pain. Belzin
you are momentarily washed with blood — then the holds the gold bowl of blood over the woman on
blood vanishes, and you feel restored. the slab, chanting loudly in his papery voice. A
reddish glow comes from the bowl.
The spirit has just healed the heroes of all lost hit points,
ability damage, and ability drain, as well as restored all
Belzin is nearing the end of the ritual, but the heroes
cast spells and spell slots. They are now at full capacity to
interrupt him just in time. He notices them outside his
confront Belzin! She has also dropped the wall of force from
sanctum — and when they breach it, read or paraphrase
area 3.
the following.
Belzin has a gold bowl sacred to the Blood Goddess. If
the heroes retrieve this bowl and place it in the depression Belzin stutters to a stop and takes a step backward.
in the altar, they hear a click, and a secret panel opens in “How did…” he stammers. At that moment the
the wall. women’s eyes blink open, and they gaze around in
Tactics: If combat ensues, the spirit attempts to destroy confusion. The woman on the slab has wide blue
the heroes to the best of her abilities. She cannot leave eyes, and they alight on Belzin, then flick to you.
this room, and so does not pursue fleeing creatures. The “Help me!” she cries, and struggles against her
heroes can placate her after an attack by apologizing ap- bonds.
propriately and saying nice things about the Blood God- Belzin snarls and hunches over his bowl of blood.
dess. “You have only delayed me. I will finish my work.”
Loot: In a secret compartment in the altar (DC 15 Search
check) is a rod of dissolution (see Appendix 1: New Magic
With that, the fight is on.

T EMPL E O F B L O O D 11
Bad Guys: Belzin’s Pissed Lizard guards rush to his aid. When the blood hits the ground (whether or not Belzin
They are a bit better armored than their companions, with hit anyone with it), it rapidly cools and expands, spread-
helmets and breastplates. ing out across the floor until the combatants are wading
in warm blood up to their ankles, splashing it about with
PISSED LIZARD (3): Init –2, Spd 20 ft.; hp
every step.
6, AC 14, touch 9, flat-footed 14; Atk/Full
Atk +5 melee (1d6+4/x3, spear). See area 1 for After flinging the blood, Belzin scampers backward, let-
complete statistics. ting his kobolds close with the heroes. He casts protection
from good on himself, then he either casts cause fear on a
BELZIN: Init +1, Spd 20 ft.; hp 18, AC 19,
likely character (probably a fighter type) or enters melee.
touch 11, flat-footed 18; DR 5/bludgeoning,
He prefers to go for characters with heavy armor (reason-
fast healing 1, immune to mind-affecting
ing that they’ll have low touch ACs); he casts all his 1st-
effects, +4 turn resistance; Atk/Full Atk +5
level spells as inflict light wounds before swinging with his
melee (1d8+3, heavy mace), or +4 melee touch (spell),
mace. He fights to the death, as do the Pissed Lizards.
or +2 ranged touch (2d4 fire, bowl of blood); spells
(cause fear [DC 16, frightened for 1d4 rounds], inflict light Note: This battle is the climax of Temple of Blood, and it
wounds [DC 16, 1d8+2], protection from good [+2 AC, +2 should feel appropriately epic. Emphasize the cool, over-
saves vs. good]), spontaneous casting (inflict). the-top aspects of the battle, like the insects on Belzin’s
form piecing him back together with fast healing, the
Belzin Darr, male human walking wormling Clr2: CR 3;
snarling, glowing lizard forms around the kobolds’ heads,
Medium undead; HD 2d12, hp 18; Init +1; Spd 20 ft.
the prisoners struggling and crying out, the warm blood
(chain mail — base 30 ft.); AC 19, touch 11, flat-footed
swirling around the heroes’ ankles, and the torchlit, ruined
18; Base Atk +1; Grp +4; Atk/Full Atk +5 melee (1d8+3,
temple sanctum.
heavy mace), or +4 melee touch (spell), or +2 ranged
touch (2d4 fire, bowl of blood); SA rebuke undead and Make sure this confrontation feels like the climactic final
vermin, spells, spontaneous casting (inflict); SQ darkvision battle in a great action movie. If the heroes are having too
60 ft., damage reduction 5/bludgeoning, fast healing 1, easy a time of it, more kobolds could charge in (they were
immune to mind-affecting effects, +4 turn resistance; AL on patrol). If the heroes easily eliminate Belzin the first
NE; SV Fort +3, Ref +1, Will +6; Str 16, Dex 12, Con –, Int time, maybe he’s tougher after his reincarnation — gaining
10, Wis 17, Cha 13. greater damage reduction and a poisonous, ranged touch
attack as scorpions fly from his arm.
Skills and Feats: Concentration +4, Knowledge (arcana)
+13, Knowledge (religion) +13; Greater Spell Focus Of course, the players should feel in danger, but they
(necromancy), Spell Focus (necromancy). should also, after a hard, awesome, and memorable fight,
come out on top. That is more important than anything
Possessions: Masterwork heavy mace, chain mail, bowl of
else.
blood.
Development: The heroes can bring Belzin’s bowl to area
Spells (4/4): 0—detect magic, guidance, read magic, resistance;
7 for an additional reward.
1st—cause 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).
SQ—Big Badass (Ex): Belzin is the big badass in Temple of
Blood. 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 creatures
scatter… then come back together, forming a body
formed entirely of their writhing shapes. In this form,
Belzin fights on.
Tactics: Belzin’s first act is to fling his bowl of blood upon
his enemies; the blood is at a mystical boil from the ritual.
It deals 2d4 points of fire damage on a direct hit and
splashes for 1d3 points of fire damage to all adjacent
squares (DC 13 Reflex save avoids splash). It has a range
increment of 10 feet.

12 T EMP LE OF BLOOD
VICTORY!
After the heroes defeat Belzin Darr, the adventure is over. know what happened to her, though, because
The women are free, a little shaken up and in need of new Belzin didn’t bother to keep it a secret, and can tell
clothes, but otherwise okay. The heroes earn the gratitude the heroes where to go next. This ending is a good one
of the prisoners’ families, especially their grandfathers, if you want to send the heroes on another adventure
who were indirectly responsible for their capture. The old right away — especially if that adventure is Rumble in the
knights are glad the temple’s evil has again been put to Wizard’s Tower, Wicked Fantasy Factory adventure #1,
rest. in which the heroes enter an old wizard’s tower,
searching for the missing queen and intending to stop
The heroes may have struck out at the kidnapper thinking
a warlord who plans to overthrow the kingdom!
that 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 could
indeed be one of the
trapped women.
In this case, her
grandfather was
from a neighboring
kingdom, and she
married the king to
secure a treaty. Her
recent arrival in this
kingdom was a
stroke of good luck
for Belzin — or
maybe why he chose
this time to instigate
his plot. If the
heroes rescue the
queen, they gain
friends in important
places.

¤ The queen is not


here, and none of
the women knows
about her. Her
disappearance is
unrelated to the
kidnapping.

¤ The queen was


here, but not
because she had any
connection to the
knights who brought
down the temple
years ago; another
villain simply
contracted Belzin
to kidnap her,
knowing of his skill
in such matters.
The prisoners here

T EMPL E O F B L O O D 13
4th–6th level), warband (10–24 plus
APPENDIX 1: 2–4 dire weasels), tribe (40–400 plus
plus 100% noncombatants plus 1 3rd-

NEW MAGIC ITEM level sergeant per 20 adults, 1 or 2


lieutenants of 4th or 5th level, 1 leader
of 6th–8th level, and 5–8 dire weasels)

Rod of Dissolution: Challenge Rating:


Loot:
1/3
Standard
This rod is made of black glass; the handle is wrapped in
red leather. When touched to an object or creature and the Alignment: Usually chaotic evil
command word spoken, it casts disintegrate on that object. Advancement: By character class
(12d6 damage; DC 19 Fort to reduce it to 5d6.) The rod of
dissolution can be used once before its power is exhausted. Level Adjustment: +0

Moderate transmutation; CL 11th; Craft Rod, disintegrate; This kobold looks royally pissed off. Painted tribal marking on
Price 3,000 gp. its 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 kobold’s mouth. It shouts
APPENDIX 2: incomprehensibly as it charges, froth flying from its mouth, bone-
studded spear raised.

NEW MONSTERS The kobolds of the Pissed Lizards tribe are like normal
kobolds, but much angrier. When they are newly hatched,
shamans decorate their faces with magic paint that glows
Pissed Lizard Kobold and grants power when the kobold is angry — which is most
of the time. Pissed Lizards participate in other primal activi-
Pissed Lizard, 1st-Level Warrior ties as well, such as piercing, ritual scarification, and tattoos.
Small Humanoid (Reptilian)
Hit Dice: 1d8+2 (6 hp)
COMBAT
Pissed Lizards kobolds charge and attack indiscriminately.
Initiative: -2 They have little patience for complex tactics (though
Senses: Listen +0, Spot +0; low-light vision they are smart enough to ambush prey and, on some
occasions, capture instead of kill). They never retreat,
Speed: 20 ft. (4 squares) (hide armor —
base 30 ft.)
considering cowardice worse than death.

Armor Class: 12 (+1 size, –2 Dex, +3 hide), touch 9, Lizard Rage: When a Pissed Lizard enters combat, he flies
flat-footed 12 into a rage. The painted markings on his face burst into
blood-red light. He gains a +2 bonus to Strength, a +2 morale
Immune: — bonus on Will saves, and a –2 penalty to Dexterity. He must
Resist: — charge and attack the nearest enemy. While raging, a Pissed
Lizard cannot use ranged attacks or skills and is capable only
Base Attack/Grapple: +1/+0
of rudimentary shouting — usually incomprehensible.
Attack: Spear +5 melee (1d6+4/x3)
These effects are already figured into the above statistics,
[+1 BAB +3 Str +1 size = +5] since the kobolds rage almost all the time. A Pissed Lizard
Full Attack: Spear +5 melee (1d6+4/x3) can suppress this ability by making a DC 20 Will save.
Space/Reach: 5 ft./5 ft. The effects of lizard rage (except the morale bonus on Will
saves) stack with those of a rage from another source,
Special Attacks: Lizard rage
such as the barbarian class.
Special Qualities: Light sensitivity
When not in a lizard rage, a Pissed Lizard has the follow-
Saves: Fort +4, Ref –2, Will +0 ing statistics:
Abilities: Str 17, Dex 7, Con 14, Int 10, Wis 7, PISSED LIZARD: Init –1, Spd 20 ft.; hp 6, AC 13,
Cha 6 touch 10, flat-footed 13; Atk/Full Atk +4 melee
Skills: Hide +4, Move Silently +0 (1d6+3/x3, spear).
Feats: Alertness Light Sensitivity: Kobolds are dazzled in bright sunlight
Environment: Temperate forests or within the radius of a daylight spell.

Organization: Gang (4–9), band (10–100 plus 100% Skills: Since Pissed Lizards are always angry, they take a
noncombatants plus 1 3rd-level –2 penalty on Bluff, Diplomacy, and Gather Information
sergeant per 20 adults and 1 leader of checks. They have a +2 bonus on Intimidate checks.

14 T EMP LE OF BLOOD
The Pissed Lizard warrior presented here had the following A walking wormling uses all the base creature’s statistics
ability scores before racial adjustments: Str 13, Dex 11, and special abilities, except as noted here.
Con 12, Int 10, Wis 9, Cha 8. Size and Type: The creature’s type changes to
Challenge Rating: Pissed Lizards kobolds with levels in undead. Do not recalculate base
NPC classes have a CR equal to their character level –3. attack bonus, saves, or skill points.
Size is unchanged.

PISSED LIZARD CHARACTERS Hit Dice: Increase all current and future Hit
Dice to d12s.
Pissed Lizard characters possess the following racial traits.
Armor Class: The vermin crawling on a walking
¤ +2 Strength, –2 Dexterity, +2 Constitution, wormling’s body act as living armor.
–2 Wisdom, –2 Charisma. A walking wormling has a +3 natural
armor bonus or uses the base
¤ Small size: +1 bonus to Armor Class, +1 bonus on creature’s natural armor bonus,
attack rolls, +4 bonus on Hide checks, –4 penalty on whichever is better.
grapple checks, lifting and carrying limits 3/4 those
of Medium characters. Special Attacks: A walking wormling retains all the
special attacks of the base creature.
¤ A Pissed Lizard’s base land speed is 30 feet.
Special Qualities: A walking wormling retains all the
¤ Low-light vision. special qualities of the base creature
and gains those described below.
¤ Racial Skills: A Pissed Lizard character has a +2 racial
bonus on Intimidate checks but a –2 penalty on Damage Reduction (Su): The vermin swarming over a walking
wormling’s skin provide a cushion, absorbing the force of blows.
Bluff, Diplomacy, and Gather Information checks.
A walking wormling has damage reduction 5/bludgeoning.
¤ Racial Feats: A Pissed Lizard character gains feats Fast Healing (Su): The vermin on a walking wormling’s body piece
according to his character class. it back together if it falls apart. A walking wormling has fast
¤ Special Attacks (see above): Lizard rage. healing 1.
Immune to Mind-Affecting Attacks (Ex): Though a walking wormling
¤ Special Qualities (see above): Light sensitivity. retains its intelligence, its mind fades away to something more
¤ Automatic Languages: Draconic. Bonus Languages: insectile than human. It is immune to mind-affecting attacks.
Common, Undercommon. Rebuke Vermin (Su): A walking wormling can rebuke and
command vermin as an evil cleric rebukes and commands
¤ Favored Class: Barbarian.
undead. The walking wormling’s cleric level is equal to its Hit
¤ Level adjustment +0. Dice for this purpose.

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

Walking Wormling Abilities: Increase from the base creature as


Some who follow certain dark paths — those who blow follows: Str +2. As an undead
the dust from sanity-blasting tomes, those who follow the creature, a walking wormling has no
God of Writhing Secrets — discover a way to extend their Constitution score.
lives, but at the price of their humanity. They draw Skills: The transformation into a walking
sustaining energy from the skittering creatures of the wormling fills a creature’s mind with
world: the roaches and spiders that outnumber humans forbidden knowledge. Walking
by the millions; the creatures that will remain alive and wormlings gain a +8 racial bonus on
thriving long after humankind has fallen to dust. Knowledge (arcana) and Knowledge
(religion) checks. Otherwise, same as
The people who undergo this process waste away to the base creature.
desiccated corpses, their lives falling away, but remain Environment: Any land and underground.
alive. Horrid vermin of all sorts — beetles, roaches,
centipedes, spiders, scorpions, locusts, and the like — Organization: Solitary or coterie (1 walking worm-
cover their bodies, crawling over their skin and in their ling plus 2–5 giant vermin).
mouths and eyes. Most walking wormlings wear heavy Challenge Rating: Same as the base creature +1.
robes to cover their forms and make sure not too many of
Treasure: Same as the base creature.
the little beasts supplying their vitality escape.
Alignment: Same as the base creature (which is
CREATING A WALKING WORMLING usually evil).
Advancement: By character class.
“Walking Wormling” is an acquired template that can be
added to any intelligent creature (referred to hereafter as Level Adjustment: Same as the base creature +1.
the base creature).

T EMPL E O F B L O O D 15
This printing of Wicked Fantasy Factory #0: Temple of Blood is done under version 1.0 of the Open Gaming License, version 5 of the D20 System Trademark License,
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
Gygax and Dave Arneson.
Wicked Fantasy Factory #0: Temple of Blood, by Luke Johnson, Copyright 2007 Goodman Games (contact goodmangames@mindspring.com, or see www.goodman-
games.com)

16 T EMP LE OF BLOOD

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