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Dorkistan.

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sidetrek adventure

Choppers Isle
An adventure for 3rd-level characters.

By James B. Cline & Thomas Baumbach


Choppers Isle
A Rise of the Runelords sidetrek adventure for four 3rd-level PCs.

Author James B. Cline


Development & Design Thomas Baumbach
Special Thanks to Moonbeam of the Paizo.com messageboards for inspiration.

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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

was burned to the ground, and the


oin

stairs to the Isle demolished.


t

Choppers Isle, as it is now called, has


remained uninhabited in the five years
since that dreadful time. For most, the Choppers Hut
Late Unpleasantness is an unpleasant
memory, best left on the deserted Isle
and in the fading past.
For Das Korvut, the Isle is a painful
reminder of all he lost: his wife,
Cliff Edge (bones)
Madellin, his son, Simon, and his
vigor for life, for in the face of losing
his family, Das became an angry,
abusive drunk, clinging in isolation to a
memory of love and community. Choppers Isle
Das blames everyone for his loss, for

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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.

Camouflaged Pit Trap CR 3


Type mechanical; Perception DC 25; Disable
Device DC 20
T Effects
Trigger location; Reset manual
S Effect 30-ft.-deep pit (3d6 falling damage); DC
20 Reflex avoids; multiple targets (all targets in
a 10-ft.-square area)

Section II: The Ruins of


Wrath
The ruins were once part of the catacombs
beneath Sandpoint, but the connecting tunnels
have long since collapsed. A Knowledge
(dungeoneering) or (engineering) check (DC
15) reveals the architecture is the same as that
Choppers Hut found in the Catacombs of Wrath. The Chopper
decorated the walls of these ruins with drawings
1 square = 5 feet of deadly and monstrous birds and hangings of
feathers, beads, and bones.
land that is unfit for farming. The heavy moss sags from
the branches of old oak trees. Nearly every tree has limbs A. Main Chamber cr 4
that have been carved in the shape of hawks, eagles, and A steep and winding staircase leads down into a
vultures; a few long dead trees have been shaved down dark antechamber, with walls of hewn stone decorated
haphazardly in primitive paintings of vicious birds. Two
leaving only delicately carved cranes that seems to have stone doors, each bearing a strange symbol that resembles a
aged well enough over the past five years. There are few seven-pointed star, stand closed on the eastern and western
significant landmarks on the island aside from the remains walls. The room is dominated by a looming, man-shaped
of Choppers House. wooden statue, with legs and talons of a giant eagle, two sets
of eagle wings, a twisted, gem-studded avian head, and a
A careful search (Perception DC 12) reveals some strange snake in place of genitals.
claw marks in the hard earth that lead to a cliff edge, where
a cache of bones, mostly animal, but some human and A Knowledge (religion) or (planes) check (DC 25) reveals
goblin, is nestled in a pile of rocks . A Heal check (DC 10) the statue is of Pazuzu, the abyssal lord of flying creatures.
reveals that the bones have been gnawed on by a toothy An Appraise check (DC 20) values the onyx gems in the
mawed creature with a strong jaw and the remains appear statues eyes at 20 gp each.
at least a month old. The tracks are from the Sandpoint Creatures: Hiding in the shadows of this room is the ghost
Devil who once a month returns to this island with its kills of Dass son Simon. A Perception check (DC 12) is enough
on the full moon. A Survival check (DC 15) reveals the to hear alternating whispered sobs and laughter. Its entirely
tracks are from a three-clawed quadruped of Large size possible the party will move on from this room without
that can probably fly. After a successful Survival check, a meeting Simon; spirit keeps out-of-sight with superior
Knowledge (local) check (DC 18) will tie the description of Stealth checks and invisibility. Simon doesnt attack the PCs
the creature with what is known of the Sandpoint Devil. until they attempt to remove his physical remains (see area
D) or when he is attacked.
The Burned House Even if the spirit is defeated, until the childs remains (see
The burned-out remnants of this once quaint cottage sag area D) are returned to his father, the manifestation reforms
beneath a growing tangle of weeds and vines, the charred
after one hour.
timbers and collapsed slate roof show signs of having once
been intricately decorated in pastoral scenes of birds in flight.
You can even make out a ruined pigeon coop amidst the Simon Korvut, Whispering Spirit CR 4
detrius.
The remains of Jervass house are precarious, with fire XP 1,200
damaged timbers now overgrown with briars and vines, NE Small undead
creating pitfalls for the unwary (T) treat as camoflaged Init +8; Senses darkvision 60 ft.; Perception +12
Aura aura of sobs

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Choppers Isle
DEFENSE
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1
size)
hp 45 (6d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits
OFFENSE
Speed 20 ft.
B
Melee bite +8 (1d41 plus steal breath), touch +3 (steal
voice)
Spell-like Abilities (CL 6th)
3/dayghost sound (DC 13), invisibility (DC 16), minor
image (DC 15)
STATISTICS
Str 9, Dex 19, Con , Int 14, Wis 16, Cha 17
Ruins of
Base Atk +4; CMB +2; CMD 16
Feats Dodge, Improved Initiative, Weapon Finesse (bite) Wrath
Skills Bluff +9, Climb +8, Knowledge (local) +8, 1 square = 5 feet
Perception +12, Sense Motive +12, Stealth +17
Languages Common
SPECIAL ABILITIES
Aura of Sobs (Su) All the voices Simon steals linger
around him in an invisible but audible aura of unnerving
often child-likewhimpers, limericks, songs, and sobs.
This aura surrounds the whisperer in a 10-foot radius. Any
sentient living creature that enters this area loses the benefit
of any bardic music ability and takes a 1 penalty on all
attack rolls, damage rolls, and Will saving throws. Simon
can suppress or reactive its aura as a free action. A
Steal Breath (Su) A creature damaged by Simons bite
attack must make a DC 16 Will save or become fatigued for
1 hour. A fatigued creature affected by this attack becomes
exhausted for 1 hour, while an exhausted creature falls
unconscious for 1 hour. This sleep is magically induced,
and a sleeper can only be roused by a targeted dispel
magic (dispel check DC 17), remove curse, or the spirits
destruction. The save DC is Charisma-based.
Steal Voice (Su) Any creature hit by this touch attack must
make a DC 16 Will save or lose its ability to speak for 1
hour. During that time, the creature cannot talk, cast spells
C
with verbal components, use bardic music, turn undead,
or use any other skill or ability that requires speech. This
ability has no effect on creatures incapable of speech. The
save DC is Charisma-based.
Once Simon has stolen a creatures voice it can perfectly
mimic that voice (or any other he has previously stolen) at
any time, even after its victims voice has returned. While
mimicking a voice, the whisper can speak in any language
the voices owner knew, regardless of its prior knowledge
of the language. Those familiar with an individuals voice
can make a Sense Motive check opposed by Simons Bluff
check to realize a mimicked voice is not authentic. D
B. The Offerings Room
This room is a ghastly scene. The entire wall is covered in
small alcoves although only half are filled with numerous
pairs of preserved eyeballs humanoid tongues, remarkably
preserved. In one corner of the room there is a pedestal with
a dusty tome filled with pictures of bird demons. Scattered
about the pedestal are similar unbound writings.

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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!

There is a rusty knife lying on a step, one of the Choppers


carving tools. Only the first character looking down the
hallway encounters the haunting presence of the mass
murderer. The stair continues down to sea level; the floors
on this bottom level are moist with saturated rock.

Remnant of the Chopper CR 3


XP 1200
CE haunted area - obsessed; Caster Level 4th
Notice Wisdom DC 13 (to notice the knife both on the floor
and it the haunts hand)
hp 8
Effects
Trigger proximity; Reset automatic (24 hours)
Effect As the Chopper lunges the haunted PC, she must
make a DC 15 Will save to shake off the vision and regain
her senses. If she fails, the Chopper lays into her and begins
carving vicious bird forms into her skin. Observers see the
haunted PC jerk and thrash in the air as if she were being
stung by a dozen bees, then suddenly deep red wounds
in bird shapes appear on her flesh. The haunted PC takes
4d6 points of damage from the assault (half on a DC 16
Fortitude save) and must make a DC 15 Reflex save or fall
down the stairs, suffering 1d6 nonlethal falling damage for
every 10 feet of stairs yet remaining. The haunt typically
appears at about the half-way mark (50 ft.).

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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