My original content-Chopper's Isle


Rise of the Runelords


It's not much, but I've gotten so much from these messageboards it's only fair I contribute something back. In my campaign, the Sandpoint Devil is very prominent, and actually works for Mokmurian (Malfeshnekor is also much more powerful). Early in # 2, Hemlock recommends the party scour the rubble of Chopper's isle. He knows they won't find anything, but it will help placate the townfolk, who are terrified chopper has returned. Unbeknowst to him, the basement torture chamber Chopper used still exists.

Spoiler:
Chopper’s isle
o On way, Sandpoint devil swoop in, grab horse in distance, fly away
o “Ahead of you lies a large swath of scorched ruins overlooking the sea. Small pieces of wood and cloth suggest this used to be inhabited, but now all that is left is stone ruins”
 Take 20 reveals nothing, but attracts 3 goblin snakes (3 CR 1)
o Eventually Sihedron rune glows as walk north, putting it on certain spot opens up stairs going down
• Room 1-“The stairs eventually give way to a room that looks like it was taken out of a nightmare. Bones covered with dust and grime lie in haphazard piles across the room, lying next to jagged metal tools whose use you can only guess. Musty, stale air hangs heavily around you, the only witness to the atrocities that were likely committed here. Featureless metal doors lie to either side of the room.”
o Room is 20 square feet
o After 2 rounds, hear children crying
o Will save DC 17-failure means you see a child crying, beckoning you into room # 3 (W)
• Room 2-“Crude living quarters span the majority of this rectangular room. In one corner a rusty metal frame holds a moldy, torn mattress, while along the opposite wall a variety of benches, carving tools, and small wooden figurines sit.
o DC 10 search reveals one of the carvings is a sandpoint devil on the end of a flute, one of Malfeshnekor, recognized if either have been encountered before
o SPD one is cold to touch, blowing flute summons him in inaudible pitch in 5 minutes
• Room 3-“The whimpers in this large room reach an cacophony, deafening you just long enough to distract you from the numerous shadowy silhouettes moving across the walls.”
o 2 attic whisperer, 2 sinspawn
o Body parts and moldy bags reveal 37 gp, a dull ring with a glazed over eye (ring of the evil eye (dragon compendium), this is how SPD kept tabs on Chopper)
o DC 20 listen to hear crackling fire to the SW
• Room 4-“This cramped alcove glows with a strange blue radiance. Unfamiliar runes are carved all across the walls, giving off an eerie cobalt glow. Though you don’t recognize the symbols, you can tell they are the same pattern of symbols, repeated across all 4 walls.”
o 1 minute after entering loud shrieks can be heard—DC 15 fortitude save or flatfooted, 2 smoke haunts appear out of thin air
o CR 5 if they burn the place or somehow exorcise it
o The runes are the 7 Thassilonian ones seen on the giants in # 4


Apparently no one cares :)


Speaking only for myself, it's been a busy week. I have the brainpower to idly chat about stuff, but I just haven't had the time to evaluate detailed content. I've filed away the fact that Chopper's Isle details have been posted, and I plan to make sure that I pore over them at some point before my players are likely to explore there.

Please don't take it personally. :)


Well I'll be running it this saturday, hopefully it goes well

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Ebolav wrote:
Well I'll be running it this saturday, hopefully it goes well

Please let me know how it goes. I'll be working on my sidetrek this weekend, I'll write it up and let folks know how it goes too.


Thanks for the cool ideas. A couple players have already voiced wanting to investigate there and else where just from looking at the local area maps I provided. I hadn't had time to detatil anything yet and we start this coming Sunday. It certainly gets my mind perkulating. Again Thanks


I forgot to mention, the 'monsters' are the twisted spirits of the people slain by Chopper; I thought smoke haunts and attic whisperers were thematically appropriate. Plus I like trying to figure out how to use the bestiary critters that aren't built into the adventure...

AND, room # 4 is hidden behind a bolted bookcase, requiring a search check-this is where chopper had his little shrine to thass. baddies...

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