The Bloodsoaked Boudoir of Velkis the Vile

Click here to download “The Bloodsoaked Boudoir of Velkis the Vile” by Nick LS Whelan

I made a thing! It’s a free adventure called The Bloodsoaked Boudoir of Velkis the Vile, available on DriveThru RPG. The Bloodsoaked Boudoir started life as a section of my Dungeon Moon campaign. My players loved Velkis and his Boudoir, so I’ve written them up with all the info you’d need to include them in any campaign setting.

The art was done by my (at the time) 17 year old brother Ronnie Whelan. It’s got an old school, DIY feel to it. Like the best of Arneson’s doodles in the original three little brown books. It’s a good fit for the adventure.

So, funny story.

My players killed Velkis multiple times and raided his Boudoir in its entirety way back in December 2013. This module was written by the end of January 2014. The art was all completed and delivered to me by sometime in March 2014 at the latest. During this period I told more than a few blog readers that I had a PDF coming out ‘in the next month or two.’  Meanwhile, this project sat on my hard drive rotting away as I put off the dreaded task of making a pdf.

I’ve got this bug in my thinking where I feel like any time I don’t spend writing is wasted time. So if I need to spend an entire day learning how to use Scribus, piecing together pages of work that I’ve already written, then at the end of the day I’ll feel like a failure. It’s ridiculous. No matter how much I write, my writing is worthless if it’s just sitting on my computer.
A couple weeks back, I committed myself to working on more small projects. Finally getting Velkis out the door is the first step in that commitment.

So go download Velkis. Read it. Run it. Tell me what you think of it because mom and dad didn’t love me enough and I thrive off of the affirmation of others.

Reviews

“Bloodsoaked Boudoir is not an arrogant product, it’s small and can fit into another game with some ease, while still being interesting enough to give an evocative sense of it’s authors sort of game and game world that is different enough from the standard ‘orcs in a hole’ fantasy adventure to provide interesting ideas, and leave a reader with the sense that maybe they wouldn’t have thought of it themselves. With all these advantages the author is happy enough to simply publish his work as a pay what you want PDF, rather then promote it and clamber for your cash.” –Gus L. of Dungeon of Signs

“I keep playing the Trogdar lyrics in my head. Velkis the Vile is a man. I mean a undead man. I mean a demon man. I mean an evil wizard man. I mean … well. He’s a mystery … and that’s a good thing. NOT putting ah ard label on something, or describing it fully, or explaining the whys and hows of everything leaves room for mystery and that’s a powerful technique. The DM’s own imagination then run rampant and fills in the details. People call him “the undead man.” RUmors says he’s a demon or an evil wizard. All we know is that he’s tall, gaunt, sunken features and eyes that bulge. The entire description of him, from physical appearance to his speech patterns and topics is great and gives you an IMMEDIATE vibe of how to play him.” –Bryce Lynch of Ten Foot Pole.

Managing a Hub Town: Buying Equipment after first level

The second thing players want to do in town is exchange their money for useful stuff. In most games I’ve played in & run, the same problem starts to crop up after the players have had a few successful adventures: what do they do with all their money? The classic solution of buying property property and building a citadel doesn’t appeal to many players. The game needs a money sink.

Based on my thinking, the money sinks in a hub town can essentially be broken down into 5 groups:

  1. Equipment
  2. Services
  3. Nonspecific information / quests / hooks
  4. People.
  5. Property / Business

If you have any ideas which fall outside of these groups, let me know. I want to be as inclusive as possible here.

“Equipment,” which covers nearly all material goods, is obviously the broadest category. I’ve chosen to term it “Equipment,” instead of merely “goods,” because in this post I am only really concerned with what the players will find useful. Could they buy a dining room table and chairs in town if they wanted? Sure. But they probably won’t want to, because it’s a game about exploring dungeons and killing monsters. They’ll want to buy things which help them do that stuff better.

So what qualifies as useful? Obviously standard equipment like swords and armor is part of that list, but that stuff is cheap! Aside from plate mail, I’ve never played in a game where a player couldn’t purchase the standard equipment they needed with their starting money. So, obviously, this will not do as a money sink.

Players need easy access to equipment which costs a lot more than standard equipment. And it needs to be useful enough that they don’t feel like they’re being ripped off when they buy it. And both of those goals need to be achieved without resorting to any god damned magic item stores. *

I can think of two good ways to accomplish this. The first is to create items crafted with extraordinary materials or skill, that confer a small but significant benefit for a high price. For example, a 500sp length of rope which is just as light as normal rope, but is rated to 1000lb. Or a longsword made of extremely light materials, which thus does not require an encumbrance slot.

The second way would be to create fairly powerful items which have extremely limited usage. Like a 300sp smokebomb which, when used, allows the players to escape from combat without any chance of the monsters following them. A healing potion would also be a good example of this kind of thing.

I have an added advantage in Dungeon Moon, because it’s a post apocalypse. I’m allowed to make Standard Equipment much more scare. I’ve been thinking that standard equipment in Dungeon Moon is of extremely poor quality. If purchased at the normal prices, it has a -1 to its effectiveness, and breaks on a critical failure. For x10 price, you can get it with only a -1 penalty and no breaking chance. You’ll need to pay base price x100 to actually get a normal quality item.

*(I should mention that Courtney has one set of super cool solutions to this problem in his Numenhalla campaign, and a completely different set of even cooler solutions to it in his Perdition campaign. Unfortunately I don’t get to talk about those, I think. But I can be inspired by them!)

What's the best way to manage a small hub town?

In game terms, what do players want when they visit a town?

They want to exchange their loot for money, or they want to exchange their money for useful stuff.

These are not the only possibilities, but they are the prime functions of towns in my games.  I want to develop a good system for managing towns which will focus on these two points, and make both of them more interesting, without falling into the trap of burdening myself with an impossible amount of upkeep.

More specifically, I’m concerned with the town of Stockton in my Dungeon Moon campaign setting. Ostensibly, Dungeon Moon is the low-magic result of a high-magic apocalypse, where literally everything is scarce, and the areas outside of town are so dangerous that no one but the PCs dares to step outside at all. In practice, no game rules actually support that idea. So these posts will focus on addressing the specific needs of Stockton. However, I’m hoping to come up with something generally applicable enough that I can use it later without too much modification.

With that in mind, I’ll start by addressing the first function of a town: exchanging loot for gold.

When players succeed in getting their loot back to town, the total value of that loot is added to the town’s economy, and the town gains experience from it as a player would. The town uses the same experience track as the fighter, and “levels up” at every third level. So the town will reach level 2 when 4000sp has been recovered by the party, level 3 when 32,000sp has been recovered, level 4 at 256,000sp, etc. For reference, after 9 sessions of Dungeon Moon, this progression would make Stockton almost level 3, which is ’round about where the players are.

Each time a level is gained, only two things happen. First the referee should roll on a table of “town improvements.” They should roll a number of times equal to the town’s current level. Exactly what this table will include is yet to be determined, but it should be meaningful improvements to the town which will directly affect the second purpose of a town – exchanging money for useful stuff.

Examples of what might be on this table could include:

  • A trades person of a random type settles in town. The price of goods associated with their trade drops, and quality improves.
  • The town’s vendor saving throw is improved by 1.
  • A new type of service person arrives in town, such as a sage or herbalist, and they begin to ply their trade

The second thing which happens when a town levels up is that  a new batch of retainers become available. When a town levels up, it is not only a measure of how much wealth has been pumped into the town. It is also a measure of the player’s improving reputation as successful adventurers. As mentioned above, very few people on dungeon moon are willing to leave the towns. But if the players continue to succeed, more people will be willing to follow them.

At the start of play, Stockton has 1d4 – 1 people in it who are willing to hire on as retainers. Each time the town gains a level, 2d8 – [Deaths] people become willing to travel with the PCs. (Deaths include all PC and retainer deaths since the last time the town gained a level).

Another side effect of people being unwilling to leave the safety of Stockton is that there is no trade between it and other towns. The players may, if they choose, clear a path between Stockton and another town. Each time they do this, Stockton begins to trade with the new town, and the players may roll once on the town improvement table. So the players can improve the town in both active, and passive ways, without ever needing to do anything other than adventure.

The best part is that all of this should require very little upkeep from me. After the initial effort of finding / creating some tables to roll on, all I’ve got to do is record the total value of recovered treasure each session (which I do anyway), and make two rolls every 3-5 sessions when the town levels up.

I’m eager to hear some thoughts on this one. Is anyone aware of resources which could help me in this endeavor? Any input on how the above could be improved?