Welcome To The Rhine
Setting: Small Island off of Hermea (Prologue in Ustalav)
General Objective: Escape from the Island of Sulzire aka The Rhine
The PCs start in a small village north of Gallowspire. They are somewhat well known. A man approaches them one day asking them for their aid.
Hugo Jonsie: a short and sporadic old dwarf. His deception and sins are probably the highest in this city. He’s a drunk and a rather sad fellow.
Hugo approaches the party asking them if they are interested in a job. If they decline he would sit and beg, offering them large amounts of funds. The objective: He is the Prince of Spireloom, a small kingdom in Mendev, who's making his way to Magnimar. However, he was kidnapped by orcs on the road and is being brought to some place in the Holds of Belkzen.
The Kingdom of Spireloom is a small but wealthy place in Mendev. It’s known for its funding of small militias and interesting forms of rule.
The Prince is Joshua Luger, a well known and handsome prince whose name precedes him. He’s a poet and someone any young girl would swoon over.
Hugo explains the mission.
He has word the prince will be passing through a certain point on a road nearby.
He was captured by orcs and you must rescue him and bring him back, by saving his life you will be compensated greatly and Hugo will take a small cut as a finder’s fee.
The Truth: The Prince is being escorted by orcs, all knights of Spireloom. They used orcs as bodyguards to aid in the passage through large orc territories. Hugo told the authorities of Spireloom of an assassination attempt on the Prince that will take place in the same location as where the party will be hiding out.
The Party accepts, hopefully, and pushes on to the spot Hugo marked on their map.
They can explore around the village and do whatever that needs to be done.
At the spot:
When at the spot, the PCs can establish a small ambush or whatever they want to do.
A cart surrounded by five guards are as follows:
Half-Orc Ranger:
Orc Barbs (2)
Half-Orc Carpenter
Human Guard Officer
If the PCs attack, they will all fight to protect their prince, if they walk up and try to talk to the Orcs, the Human will talk to them about how they are escorting their Prince. “Leave, or die in the dirt where you stand.”
If they leave the cart will continue on to move. If they aren’t killed a man will ram the cart with another cart, both killing the Prince and some of the guards. If the PCs are talking too long or are in the way of the cart they must make a reflex save or be trampled by the cart.
After 15 rounds, whether they are talking to the Prince or still fighting. If the Prince is still in the cart he will be killed by the cart that slams into it.
If the PCs kill the orcs and begin to talk to the Prince, the cart will not show but after some time, a small figure can be seen in the distance, some time later a human-bane arrow will slam into the Prince, instantly killing him.
Moments later a swarm of guards would appear. Perhaps 10 guards all appear, archers too with Sleep Arrows, and a wizard that casts .
If the PCs want to fight, the knights will pour a liquid on their lances and begin to fight. Some knights will attempt to grapple and subdue.
If surrender, a man will walk up to them and say “As Captain Lonce of Spireloom, for the Murder of Prince Joshua Luger I sentance you all to 560 years at the Island of Sulzire.
If they run, they will be captured and similar things will happen as above. If they escape in some way and they aren’t chasable - Improv lol.
Upon Being Awoken:
PCs realize they’re on a boat and are greeted by a NPC
“Hey you, You’re finally awake.”
Bernard Zooking: A humble man that got caught in the wrong place at the wrong time. He’s a middle aged human just down on his luck that is with the party.
They’ll be in a dim lit space, and notice that they are bound and are moving up and down.
All PCs should be here, if large, will be polymorphed and in a cage.
Arrival
PCs arrive at the Island of Sulzire. They are stripped of all their possessions, there’s a large pit near the entrance of the island they can witness their stuff being tossed into.
A captain or two yells some lines at them “You sad poor little cock suckers. Here you are nothing but dust drifting across the ground. You will learn your place shortly, as for your things. They now belong to Sulzire. As do your souls as well.” The woman waves her hand at the guard. He looks at her and nods (roll sense motive [he’s terrified], then he begins to walk off towards the gates.
“Beside him stands a woman, with blazing blue eyes, blonde wavy hair with an immeasurable smile on her face. She speaks up and says ‘Welcome Swine, to the end of the world. Here you will find only walls, endless sea, and death. You will die, suffer, and be treated like the swine you are. Do not expect anything of those around you as dust brushed off of a hobo’s rotting cock does not care about the dust on the tip of his boots.’ She pauses and reaches out her arms “There is no death in The Rhine, but there are fates worse than it. You will know nothing but torment and hopelessness. As of now, your existence itself belongs to me.’ ‘Now, any questions?’ With a smile, she rises into the sky and wipes her existence clean, vanishing into thin air.”
“One Thing Rings in your head as you gaze into the horrible future that has embraced you “Objective: Escape””
The Rhine is run by its inhabitants, all who to varying degrees respect one’s reputation.
Action
Rep Effect
Outcome
Beating Sunboys
+1
Sunboys will be wary of you, spoils will like you more.
Beating Spoils
-1
Spoils will be wary of you, Sunboys will like you more.
Helping Spoils/ +Venders, + Warriors
+1/+2
They like you more and will give you harder missions with more rewards.
Helping Sunboys/ - Venders, - Warriors
-1/-2
They like you more and will give you harder missions with more rewards.
Helping Guards
+2
The guards will give you some leniency, prisoners will think you're soft
Hurting Guards
-2
Guards may beat you or not forgive certain actions → take your things away, prisoners will respect you more
More on the Spot
Rep Value
Effect
-50 - -31
A Devil of The Rhine
+6 Intimidate, +6 Dis Dev, +6 Stealth
+4 all Known Knowledge Checks +4 Acro +4 Disguise, +4 Bluff
Unlocks Tier 3 Quests
+2 To Saves Against Disease/Death Effects
+1 Ability Score
Massive Favor From The Sunboys, Negative Warriors, and Negative Venders
-30 - -21
Sun’s Chosen
+4 Intimidate, +4 Dis Dev, +4 Stealth
+2 all Known Knowledge Checks +2 Acro +2 Disguise, +2 Bluff
Unlocks Tier 2 Quests
+1 To Saves Against Disease/Death Effects
+1 Ability Score
Massive Favor From The Sunboys
-20 - -11
Sin Spitter
+2 Intimidate, +2 Dis Dev, +2 Stealth
Discounts from Negative Venders
Unlocks Tier 1 Quests
-10 - -5
Thug
+1 Intimidate, +1 Dis Dev, +1 Stealth
-4 - 4
Swine
You are Swine.
5 - 10
Softie
+1 Diplomacy, +1 Perfom, +1 Surv
11-20
Hope Bearer
+2 Diplomacy, +2 Perfom, +2 Surv.
Discounts from Positive Venders
Unlocks Tier 1 Quests
21-30
Lord of The Spoils
+4 Diplomacy, +4 Perfom, +4 Surv.
+2 all Known Knowledge Checks +2 UMB +2 Spell Craft, +2 Heal
+1 To Saves Against Fear/Emotion Effects
Unlocks Tier 2 Quests
+1 Ability Score
Massive Favor From The Spoils
31-50
The Saint of The Rhine
+6 Diplomacy, +6 Perfom, +6 Surv.
+4 all Known Knowledge Checks +4 UMB +4 Spellcraft, +4 Heal
+2 To Saves Against Fear/Emotion Effects
Unlocks Tier 3 Quests
+1 Ability Score
Massive Favor From The Spoils, Positive Warriors, and Positive Venders
Name
Occupation
Location
Quests
Icarus, The Scholar
(9043)
(Vender -) Keeper of the Library, Source of Info
Library Crypts
Tier 3: Escape Through The Crypt. Ascend From Darkness. Blow the Horn.
Tier 2: Get into the crypts, find the other half of the tower key, find the entrance.
Tier 1: Plunge Into the Darkness. Obtain Metal. Find the bottom of the Pit.
Hule Jonsie, The Woodsmith
(7434)
(Vender +) Woodsmith
Hule’s House
Tier 3: Siege The Tower. Under the Sun we shine. Blow the horn.
Tier 2: Find wood, strip the SunFort.
Tier 1: Obtain wood from the highest trees. Become Wooden Warriors.
Hugo Jonsie, The Opportunist
(6698)
(Vender -) Fixer
Hule’s House (Night)
Cronus, The Obsidian Samurai
(0576)
(Warrior +) Samurai of The Rhine
Courtyard
Tier 3: Defeat Dant, Obtain Cronus on Escape.
Tier 2: March into the Spoils, learn of Dant.
Tier 1: Duel him, honorably.
Lucy, The Juice Queen
(3573)
(Vender +) Provides Potions and other Elixirs, and Injections.
Library Crypts, The Bar
Tier 3: Break into Iron and steal some new elixirs (unlocks very cheap costs and high level magic items +6)
Tier 2: Steal magic leather off of Syllix (Just ask and have a good reason, she only lives for entertainment) (Unlocks +4 items and cure serious potions, etc)
Tier 1: Collect Ingredients (Gooch of The Spoils, Rust from Iron, Bark from the Sunfort) (Unlocks +2 items and cure mod potions)
Lenore, The Miracle
(1289)
(Dwi Luni Sigil)
Vender (+), Serves drinks at the bar. Used to be a Tree, but Syllix made her into a Human. Looks like a girl but has no gender.
The Bar
No Quests. But can potentially fight for her freedom.
She speaks Common, Terran and Tree Language
Also has a Dwi Luni sigil on her collar bone
Dant, The Cracklord
(8750)
(Warrior -) Alchemist of Acid
The Spoils
Tier 3: Defeat Cronus, Obtain Dant on Escape.
Tier 2: Find Cronus, Learn of his techniques and observe him.
Tier 1: Get him metal, perhaps beating people for it, killing a guard, etc
Lars, The Great Caper
(6494)
(Warrior -) Master Thief
The Spoils (Night)
Tier 3: Find and save him in the crypts, escort him out.
Tier 2: Go on a thieving lesson, steal something valuable from someone dangerous, either Cronus, Dant, or some high level bounty, No Killing!
Tier 1: Help him steal some things from the Sunfort
Syllix Wisp, Hand of The Warden
Anomaly
Iron/The Eye
Revives people every couple days, likes to toy with people
The Warden
Anomaly
Metalhigh
Final Boss of - Route
“There is no death in The Rhine,” says Syllix, “but there are fates worse than it.”
Death is common here, whether it be from natural causes, murder, amusment, etc. Syllix, Hand of The Warden, goes around every so often and revives those who die with either, Raise Dead or Reincarnate. Bodies are usually collected and brought into Metalhigh for fixing (if need be). Bodies are only brought into Metalhigh if they are truly mangled or unrecognizable, here Syllix will prepare and cast True Resurrection. After they’re brought back outside into a big pile where Syllix casts the spells.
At death, all buffs/enhancements are lost besides Rep, which will move in +3/-3 in the opposite direction the character is in.
Various things can be done to obtain the currency of The Rhine: Metal.
100 gp ~ 1 Metal
After Tier 1: 150 gp ~ 1 Metal
After Tier 2: 200 gp ~ 1 Metal
After Tier 3: 400 gp/450 gp ~ 1 Metal
The PCs can obtain different levels of buffs or enhancements that act as magical items:
Powders: Last Hours - 60% Cost of Magic Item
Pills: Last Days - 80% Cost of Magic Item
Injections: Permanent - 100% Magic Item
However: At death, all buffs/enhancements are lost besides Rep, which will move in +3/-3 in the opposite direction the character is in.
Action
Chance to Obtain
If killed: 100%
Value
Consequence
”-1, 0 Rep” (Lowers on consecutive attempts)
Stealing from Spoils
50% +5% Sleight of Hand over 15
1d4-1 Metal
-1, 0 Rep
Stealing from Sunboys
40% +5% Sleight of Hand over 15
1d4+1 Metal
+1, 0 Rep
Looting Guards
20% +5% Sleight of Hand over 15 // If killed: 100%
1d8+2 Metal // Appraise can be done on the armor to increase by 1 for every value over 15
-3, -1
Scraping the Iron
10% +5% with Strength/Dex Check over 15
1d10 +5 Metal
If over 10 metal is obtained, can anger The Warden (50%)
Crypt Hunting (With Light)
80% +1% with perception over 15
1d2+1 Metal
Can be obtained through perception checks of various rooms or looting enemies
Crypt Hunting (No Light)
40% +1% with perception over 15
1d6+2 Metal
Can be obtained through perception checks of various rooms or looting enemies
Generic Locations: A large building to the left, small huts on the right, a massive tower, a long building in the middle, a forest towards the back, a cryptic gate on the left, the pit near the gate.
The Gates
“Upon entering the massive gates, the wide expanse of the island is set before you. However it is cut short by the miserable buildings, huts, and tall walls that rise above all. Designated builds can be seen with various signs dangling and vandalized. People of all shapes and sizes are seen around, mingling, scrounging, fighting, anything to pass the time. In front of certain buildings are armed guards, with small bits of metal on their body as armor wielding batons and clubs. They are few and far between, but stand unwayvored by the blazing sun. Not too far away, your eyes are dragged towards a massive tower, with no gaps for windows or slits for arrows. The base is buried deep into the group, leaving only the last half to rise above all else in the prison. One side of the tour tip looks slightly discolored from the rest and slightly resembles an eye, but at a glance there seems to be no way into it.”
The Spoils
“This sad place is a collection of various small huts and shacks where people at the bottom of the food chain sleep. It smells of piss, shit and even semen, it burns your nostrils just looking at it. People can be seen sitting along the ground picking at the dirt and doing whatever qualms their fragile minds.”
The Library
“The Library strangely enough is one of the only places that looks well kept. The outside has one large marking on the outside, a large Sun. The inside smells of rot and the musk carries a strong sense of dread. The shelves contain few books that are all tattered and soiled, but all lead placed in a similar direction. At the end of the halls is a small hatch. In this hatch a long ladder down can be seen. At the bottom, bustling of prisoners drinking some liquid can be seen. A bartender scraped at wood making mugs for the customers who pay with various scraps of metal. At a large seat towards the end of the room is an old man, whose eyes are as white as his beard.”
Courtyard
“People can be seen passing time, whether they be training with their weapons, playing cards or gambling. A common occurrence is a large dark skinned man with a long plank of wood on his hilt.”
The Woods
“Towards the edge of the island is a small forest, the trees there are stripped clean of most branches and bark. Towards the tops of the trees some branches remain but it is frowned upon to bother those branches as they provide nice shade to whoever owns the spot at the time. Depending on the day various people can be seen gathering at the woods and enjoying the shade, or trying to find scraps of wood to call their own.”
The Suicide Hole
“This small and rusty gate is along the outskirts of the island, behind the large rusted gate leads only pain and despair, at least that's what people say. The path down is pitch black and smells of sewage and death.”
The Pit
“This pit seems almost endless if you peer into it. Depending on the time of day, small shines can be seen. This is where all the loot of those who come here is put. The glimpses of metal at the bottom of the pit is snuffed out as people try to reclaim their gear or fall in, both resulting in a swift death. Only when more people arrive at the rhine, can the shines be seen again.”
Hule’s House
“This small shack is boarded tightly, with expertly crafted statues, shapes, and small knick knacks bolted to the side. This place is also in decent shape.”
With a knock, the door will be opened. “Inside reeks of sawdust and smoke. This is Hule Jonsie, the woodsmith of the rhine. He fixes up everyone's weapons, armor, and any wood needs. He will trade wood for metal, which can be used as currency throughout the rhine.”
D6 days after arrival, the guards will have a monthly wood dump, where they will drop a mass of planks, junk, splintered swords and axes, furniture, anything.
There will be a frenzy in the courtyard, d8+5 amount of prisoners will be fighting over wood, Cronus will be watching silently in the distance as some of the older members are making bets.
PCs can enter the fray, doing so and fighting over wood will Lower Rep, or finding another solution that doesn’t have them fight like animals will Raise Rep.
There are 30 pieces of wood total and each sells for 1 Metal.
D6 days after arrival, Hugo and some more people will also get sent to prison. He can be interrogated for the truth, beaten, whatever. However if he is killed, it will Lower Rep, as Hugo is Hule’s brother. This will raise prices or Hule’s affiliation towards the party. If spared the opposite effect would occur.
Once and a while, Syllix will go around and see if anyone is interested in a challenge. Basically these challenges include fighting for her amusement as animals, creatures, or with various spells casted on you. Use encounter table to randomize "new" character sheets for PCs
The Crypts
Localisation:
The Pillars - Crypt East: Mountains/Plains/Forest
The Hobbles - Crypt West: Cities/Ruins
Lich’s Hold - Crypt North: Dungeon/Underground
Sloshfoot - Crypt South: Ocean/Seas/Bogs/Swamps
No one is safe in the crypts. Syllix’s reach does not get into the darkness of the crypts. PCs will stay dead if their remains are not extracted from the crypts. PCs can even become undead if their remains are left behind for more than 1d4+2 days.
PCs can venture into the crypts for metal, items, and XP. The layout is massive and a huge labyrinth, where every visit leads to a new experience.
The Scholar can also provide bounties for certain tough enemies in the crypts, which can provide more metal and magic items.
Gambling
In the spoils, PCs can gamble their metal and try to earn some money. The game of choice is “Kismet”. You bet a certain amount, and draw a large circle divided evenly in the dirt. A stone is spun and dropped and wherever it points is where you continue to roll from.
The Rules are as follows:
Contenders pick a value of currency to start at, they take turns rolling numbers lower than it. Whoever rolls a 1 loses instantly. (Ex: you bet 150 metal: roll a d150. Player 1 rolls a 65, player 2 rolls a 30. Both roll a d30, Player 1 rolls a 1 somehow and loses).
(+) Hule’s Quest: Sunfort Boss Fight
Sunboys become cyclops, they all kind of form together into this large amalgamation.
(-) Crypt Route Final Boss: Blow horn, Large dragon appears, Warden shows up and one shots it. Fight the Warden, earn freedom.
(+) Siege Tower Final Boss: blow horn, dragon appears, warden is busy, PCS fight dragon and use it to escape through the commotion.
The Scholar can provide bounties for monsters in the crypts
Hugo can provide bounties for people on the surface
Bounties provide methods of money, items, and rep for defeating tougher monsters or people.
If PCs are up to no good or piss some people off, they can get bounties on them as well. They can ask Hugo if that’s the case or not with a sense motive check.
Difficulty:
CR 4 is the basis at Three Stars
CR below and above that will add stars
Example Bounties:
Group of Hobgoblins
Location: The Pillars
3 Metal per Hob Head
✦✦✦✦
Zola Fitzgerald
Courtyard at Noon
2 Metal
✦✦✦✦
Events
Day
Event
Details
Reward
0
PCs Arrive
-
-
2
-
-
-
4
Hugo Arrival
Next Batch of prisoners, not too many, but noticeably Hugo
They can spare or beat the shit out of him, will adjust rep accordingly
6
Wood Dump
A large amount of wood is dumped into the wood, where 11 prisoners are fighting over wood. There’s 30 pieces of wood, each sells for 1 metal.
Whatever collected off the people, See sunboys and spoils loot. Fatguy has d4+1 metal, Viking has d12+2 metal.
8
Flyers for the next Syllix Challenge appear
Flyers around will be stamped up talking about the next Syllix Challenge. The Title is “From Bone to Flesh”
PCs can think to join or collect info on it.
11
From Bone to Flesh
The day is here, Syllix turns some poor fool into a large monster. PCs are revived every 5 rounds, kill him within 30 or so rounds to win!
Reputation in whatever benefits them, 3d6 metal, A Syllix Favor (Syllix Brands a large S on some part of their body, show it to Syllix to gain a favor.
12
Pishmis Arrives in bar
If the PCs go to the Library Bar. they will find Pishmis.
Perhaps she can give them some insight on Syllix or they can ask her to join them in a fight perhaps.
14