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Choppers Isle
An adventure for 3rd-level characters.
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Choppers Isle
Adventure Background not scouring the city and coast for any sign of his son, for
When the runewell below Sandpoint flared to life years not stopping the Chopper sooner, for most any infraction,
ago, among the innocents tainted by the surge of wrath was these days. Das despises adventurers especially, simply for
Jervas Stoot, a timid artist known for intricate bird carvings. not being around when needed. Haunted by memories of
When the magic of the runewell woke Jervas in the night, his dead wife and the ghost of his missing child, neighbors
decades of repressed childhood abuse consumed him, politely whisper of Dass screams in the deep night, a cry
turning his thoughts to exacting a horrible revenge against for salvation, redemption, or deliverance.
those who had wronged him. But, when during one of Dass public nightmares, a boy
The murders that followed came to be known as the work is seen outside Dass house, flitting through the shadows
of the Chopper for the horrific way in which the deaths and disappearing from sight, the angry smith demands an
occurred: carved to bits. investigation of the Isle, even turning to Sandpoints local
Not even Jervas Stoot could remember what wrong Das heroes to get it.
Korvut had done him, but whenever the artist saw the
blacksmith, the surpressed wrath roiled anew. When Jervas Adventure Synopsis
came upon Madellin and Simon in the street outside the Whether naturally curious or persuaded by Das, the
Korvut home, they werent adventure starts with Sandpoint at the
his intended victims, but, adventurers backs, nosy citizens looking
in a flash of malicious Need a Hook? on from the cliff above Junkers Way. The
brilliance, Jervas saw the If you need to give your players a push to Isle, undisturbed for five years, holds clues
agony he could inflict on get them to explore the Isle, have Das Korvut to the awakening of nefarious magic in the
Das by taking his wife and be the catalyst. area, the presence of the Sandpoint Devil,
child. At any time after the heroes explore the and the haunt of Simon, protg of the
Just as the bird hides Catacombs of Wrath, the party is persuaded Chopper.
within the wood, waiting by Das to investigate Choppers Isle for any
for Jervass skilled hand sign of his son, lost five years ago during the Section I: Choppers Isle
to draw it forth, the Late Unpleasantness and assumed to be a A true island at high tide, Choppers Isle
Chopper saw the potential victim of the Chopper. He offers no reward, is a craggy cliff that at its closest point is
for murder and mayhem but until the party agrees he withholds about 80 feet away from Junkers edge.
in young Simon. After his blacksmithing services and spends an The 120-foot cliff face has been rounded
dispatching Madellin in inordinate amount of time decrying the off by erosion over the years making
front of the boy, Jervas general usefulness of adventurers. climbing it difficult (Climb DC 15), but the
took Simon under his site where the wooden stairs once climbed
wing, forcing him to cut up the side provides ready hand-holds
bird shapes into his own flesh as well as that of the murder (Climb DC 10), though it is still a dangerous proposition
victims. The boy soon succumbed to insanity, becoming a given the height of the cliff.
willing assistant to the Choppers crimes.
Jervas was eventually caught, after a telling battle in the
The Clifftop
streets and at his home atop the isle overlooking Sandpoint.
The surface of Choppers Isle is roughly two acres of
The remnants of twenty-five victims
were found in the house, but no sign
of Simon nor evidence of his
involvment was ever found. In the To
aftermath of what later became known Broken Stair
S
an
as the Late Unpleasantness, the house
dp
3
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Choppers Isle
pit traps. Moving some of the loose debris
around (Perception DC 10) reveals the outline of
a stone slab covering that served as a hatchway,
leading to a the ruins below the house (S). A
Perception check (DC 15) to search the rubble
yields a set of masterwork artisans tools for
wood carving, worth 100 gp.
5
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Choppers Isle
The books were Jervass attempt to understand his visions (treat as summon monster III).
and dreams; they contain a number of passages detailing
Pazuzu and his minions. If they have not already done Concluding the Adventure
so, the party can identify Pazuzu and the Sandpoint Devil In order to put the spirits in these ruins to rest, the party
with additional Knowledge (religion), (planes), and (local) must properly bury Simons remains. Presenting him with
checks, respectively. either the body or the stuffed toy will put Dass haunting
nightmares to rest. Dass general attitude toward life
C. Haunted Stair CR 3 hardly lightens up, but as reward he offers each player a
This spiraling stair is nondescript, save for the first masterwork weapon of their choice.
character to traverse it. After clearing the Isle of its lingering evil, the PCs may
At the edge of the shadows you see a man wearing a hooded be interested in purchasing the land for their own uses. The
cloak of feathers, mumbling and knocking his head against Sandpoint Mercantile League is eager to sell the property,
the blood-smeared wall. He turns to you, showing hollow,
bloody eye sockets, blood dripping from his mouth. He
haunts or otherwise, for 2,000 gp. A bit of bargaining
pulls a small knife out from under his bird feather cloak and (Diplomacy DC 15) can lower this price to 1,000 gp.
charges!
D. Simons Prison
The heady air waifs the scent of mildew and rot in this
dingy room. Tiny bone carvings of horrific winged creatures
lay scattered about room. A moldy blanket in one corner
indicates this room was once inhabited. Leathery papers lay
scattered amidst the rubble and shards of bone.
If the party hasnt yet encountered Simons whispering
spirit, he follows the party to this room. He takes no action
until someone disturbs the blankets that were once his bed.
Beneath the blankets Simons skeletal remains lay curled
in the foetal position. A successful Perception check (DC
12) finds a tattered and moldy stuffed hound doll, similar in
color to Das Korvuts dogs.
The papers contain more inane writings and sketches in
worship of Pazuzu, A successful Knowledge (arcana) check
reveals that one of the papers is actually a magic scroll that
if used will summon a winged fiendish constrictor snake
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