Wicked Fantasy Factory #0: Temple of Blood (OGL)

3.30/5 (based on 4 ratings)
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A Level 1 Adventure

An ancient temple. A sinister villain. And plenty of kobold ass to kick! The king’s latest wife has gone missing. In an effort to rescue her and other young lovelies, the heroes descend beneath the city streets 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 complete his vile rituals. The heroes confront vicious kobolds, giant vermin, and the magic of the ancient temple. The Temple of Blood needs cleaning—and there’s plenty of bad guys that the heroes can use to mop the floor!

Your adventures are already exciting... characters explore dungeons, crush monsters, and score loot. But maybe you want your adventures to be more. 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!

Reviews:

  • EN World Fan Review: 4 stars. "I just really liked the cheerfulness of the product... I think most D&D fans will get a kick out of it—both running it and playing it."
  • EN World Fan Review: 3 stars. "...it would be a good thing to use for those days when you want some beer-and-pretzels roleplaying."

Writer: Luke Johnson
Cover Artist: Slawomir Maniak
Graphic Design: Alvin Helms
Interior Art: Nick Greenwood
16 pages

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Average product rating:

3.30/5 (based on 4 ratings)

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A Nice Try

3/5

Wicked Fantasy Factory was a series of adventures where its gimmick to set it apart from other adventures was that it was XTREME!!!
It came across as lame in my opinion.

Maybe I am to old for the product...but the content of the adventure was kinda silly.

There is a new rule that gives the PCs the ability to do over-the-top finishing moves. The adventure encourages every player to invent their own colorful finisher such as firing off 3 arrows, one in each eye and one in the crotch or ripping off an opponent's arms and smashing his head to pieces with them.

The modual uses terms such as "Phat Lewt" to describe the most valuable treasure in the adventure.
The kobolds encountered are from the "Pissed Lizards" tribe.
You get the idea.

The main villian is actually very cool as far as his physical description (but I dont wish to spoil)..but other than that it's not that great of an adventure. But then again its a dollar so I cant complain to hard.

But really its so short and simple you really didnt need someone to write this adventure. If you want a fast session with no prep time any DM could put an adventure like this together off the top of his head easily.


Fun for D&D characters, better with Iron Heroes...


This is a fun short adventure of only 15 pages 16 if you count the license page. This is an adventure you carry with you at all times and if your regular game can't happen you pull it out and game. The DM needs about 10 minutes of prep time which she can easily do while players are making characters. With the new finishing move idea and more cinematic play style Iron Hero characters work very well for this adventure instead of D&D 3.5. As mentioned by another reviewer a few kobolds or lizards that could last a round or two longer would have made things a little more fun. The adventure also gives a few fun ideas to make sure a boss encounter is a boss encounter. Surprisingly there are two small things that make the adventure more than pure hack and slash which is a fun surprise to the players. Over all well worth the two bucks I paid for this adventure and more than one group will get fun out of this adventure.


A good fun evening for two bucks

4/5

I ran this module tonight when one of our regulars couldn't make our normal campaign. I liked it a lot. We played it with three players and six characters using the 1st level RPG stats from some D&D miniature cards.

The layout of the dungeon is very simple and the game is easy to run and can be easily played in three hours.

My players and I enjoyed the cinematic feel but we couldn't get into the outrageous killing moves. The free Cleave and Rapid Shot was fun but it moved us to cheat a little bit (oh what the hell, give it another roll!)

There are a few things I didn't like.

1. Too many kobolds and they are way too easy to kill. Even twelve of these guys died in a single round.

2. There isn't a good readable introductory text for the players other than the intro to the adventure which gives a lot away. I wanted to read something that set the stage and theme.

3. A bit too silly. We liked it, but it was definitely a goofy night.

4. No pregen characters. Short adventures like this are begging for some simple pregen charaters to get into the fun.

I liked this adventure a lot and I would love to see a whole pile of $2 to $4 short 16 page adventures instead of the longer multi-night 32 page epics. I want something I can play without any prep time at all when a bunch of friends happen to be over. If I want something more than that, I'll write it myself.

Still, for $2, this was a great time.



Does anyone have any information about this product? I went on to the Wicked Fantasy Factory website, and it doesn't even appear to me that the first product is out, nevermind any mention of the other two listed here on Paizo.

Paizo Employee Chief Technical Officer

Ambush wrote:
Does anyone have any information about this product? I went on to the Wicked Fantasy Factory website, and it doesn't even appear to me that the first product is out, nevermind any mention of the other two listed here on Paizo.

Try the Goodman Games site instead. #1 came out in May. #2 will be out in August, and #0 is due in September.


This was one of Goodman's offerings for Free RPG Day. It's comes across as a cross between D&D and Mortal Combat. The story is a basic "rescue the kidnapped damsels" one. If you like hack & slash gaming (or X-Crawl), it might be enjoyable.

Paizo Employee Chief Technical Officer

Carlson wrote:
This was one of Goodman's offerings for Free RPG Day. It's comes across as a cross between D&D and Mortal Combat. The story is a basic "rescue the kidnapped damsels" one. If you like hack & slash gaming (or X-Crawl), it might be enjoyable.

Our distributor says that it's "a $2 version [of the] module previously available only on Free RPG Day"—so I don't know if there are any differences between it and the freebie.

Sczarni

Carlson wrote:
This was one of Goodman's offerings for Free RPG Day. It's comes across as a cross between D&D and Mortal Combat. The story is a basic "rescue the kidnapped damsels" one. If you like hack & slash gaming (or X-Crawl), it might be enjoyable.

it is a very basic crawl, good for newbies to learn from, and a good excuse to use all those D&D minis kobalds - as IIRC almost every bad guy is a kobald (although they are part of a clan with its own template, and some of the later ones have class ranks) in my opinion it had the second best art in the free RPG day material.(DO blew that category away)


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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Ambush wrote:
Does anyone have any information about this product? I went on to the Wicked Fantasy Factory website, and it doesn't even appear to me that the first product is out, nevermind any mention of the other two listed here on Paizo.

I picked this up for free on Free RPG Day (along with D0). Overall, it's a solid adventure or "module" as we old-schoolers say.

Temple of Blood is a D20/OGL dungeon crawl adventure for 4 to 6 first level characters.

I'll start with the negatives first. In its attempt to set itself apart, this module has occasional expressions and turns of phrase that seem forced and awkward, and that make it seem more geared toward 14 year olds than adults. For example, the introduction says, "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!"

Wicked sick? Who talks like that? Okay, okay, I've been known to say things like "wicked-cool" but posting on a message board and writing for an adventure are two different things. I don't know, it just felt like they were trying too hard at times to be hip and young.

Another thing I wasn't crazy about was...

Spoiler:
The wall of force initially protecting the BBEG. I was thinking there was only one way to deal with it, but looking at the module again I see that there are *two* ways. But something about the whole wall of force and giving the BBEG a chance to deliver a monologue just struck me as video gamey.

I wish the back inside cover was used for something other than a full color advertisement. Some more of that neat artwork would have been nice.

And my last criticism is that part of the "reward" seems to be winning the gratitude of the ladies they have rescued. My suspicion is that this might be something of a turn off for female players--especially if this were used to introduce them to the game. It's kind of sexist. On the other hand, it is also kind of old-school, so I'm conflicted.

Now, on with the positives. The artwork, including the full color dungeon map on the inside cover is really pretty decent. I like most of the artwork throughout (including the aforementioned ladies-fawning-over-the-heroes), although nearly all of it is black and white. Still, it is pretty solid old-school type art and I like every single illustration in it.

It is 16 pages, counting two pages to detail a new magic item and new monsters and one page for the OGL legal stuff.

It is a straight-forward, no BS dungeon crawl and it is solidly delivered.

There are a couple of new optional rules type components, and here is where the module really comes into its own and sets itself apart from the competition. One is that this adventure (and supposedly, all WFF adventures) has a piece of "Phat Lewt," which is a piece of loot that is worth at least as much as the rest of the adenture's loot combined. ("Maybe in the boss's stash, maybe in some secret room.") "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." I actually like this idea. I know, I know, the campaign world is a delicate ecosystem and blah blah blah, but when you're a player, sometimes it is fun to find a really great piece of treasure. And it can always be hidden so that maybe the players don't find it. And it may be over the top, but that's how these adventures are intended, I think. And it really fits with the whole "beer and pretzels" feel they deliver.

They also have rules to allow a player character to execute a "finishing move," which I won't go into, other than to say I think it is kind of a neat idea and I think the rules are solid for the sort of game-play the authors intend. It reinforces the concept that the PCs are the bad-ass rock stars of their campaign world.

They also have special rules for dealing with Mooks (again, calculated to demonstrate that the PCs are special and to allow for some cinematic, "everybody's kung fu fighting" action). The flip side of this is that they have special rules for the BBEG which makes him even tougher.

The adventure even has a couple of situational options to allow the PCs to pull off cool tactics with cinematic results

Spoiler:
(Can you say, "barrels full of lamp oil"?)

In all, I'd give Temple of Blood an Eight out of Ten. I would say Seven out of Ten, but it is so rare to find a module I really like, I think they get a slight bump. This adventure delivers a brief yet solid, old-school, beer and pretzels dungeon crawl. The artwork combined with the (admittedly cheesy yet intriguing) optional rule components pushes this adventure a solid notch or two above most of the competition.

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