Fernn |
My PCs have decided they want to explore Chopper's Isle. I like the Chopper's Isle encounter in Wayfinder. The problem is, the players are all level 5.
So I'm wondering if y'all have any good ideas on how to beef up the encounter for level 5 characters?
Thanks!
I am pretty sure I have read that the sandpoint devil comes to chopper's isle once per month during a full moon and foggy conditions to eat his unfortunate prey.
Fernn |
Aaron Gillespie wrote:I am pretty sure I have read that the sandpoint devil comes to chopper's isle once per month during a full moon and foggy conditions to eat his unfortunate prey.My PCs have decided they want to explore Chopper's Isle. I like the Chopper's Isle encounter in Wayfinder. The problem is, the players are all level 5.
So I'm wondering if y'all have any good ideas on how to beef up the encounter for level 5 characters?
Thanks!
Speak of the... DEVIL,
I found this laying around
http://paizo.com/threads/rzs2kp7j?Choppers-Isle-write-up
the Lorax |
Aaron - I jazzed it up with a few haunts - if I did it again, I'd add 1 or 2 more, perhaps one at the top outside the house,one of the early victims who lingered on longer than intended before Stoot became good at his murdercraft? Give them some names to make more connections with townfolk, and a reason for the guards to do such a slipshod job of sealing up the place.
Perhaps a pair of goblin druids who are using the perch as a place to spy on town?
Perhaps Naulia has a few human allies up there spying on the town - some Adepts and Warriors of Lamashtu?
Basillicum |
I ran the quest more or less as written (the one that Fernn linked), and it worked out quite well, even though the party was of course much too powerful for the attic whisperer (six players at level 4). For it to be a challenging encounter wasn't the point anyway, since I wanted to use the quest as foreshadowing for Foxglove's manor more than anything else.
They liked it, because I managed to do the horror thing decently enough.
As an example, when the party wizard examined the statue of Pazuzu and succeeded his Knowledge check to identify the deity, he subsequently explained Pazuzu to the rest of the group. At this point I stopped him, and told him that shivers suddenly went down his character's spine, and now he felt as though he had done something terribly wrong. I allowed his character to remember that you should not say Pazuzu's name out loud, and then asked him to roll Sense Motive (which returned as a hunch that something bad was going to happen to him).
Depending on your players and your general play style, you may not need to worry about the difficulty of the side quest. It may be interesting as something else entirely. And there is a lot of foreshadowing potential.
Additionally, if I end up incorporating Chopper's Ghost anywhere, the PC that encountered his haunt will be Chopper's focus.
Kittenmancer |
I ran this adventure last night for my players (4 PCs at 3rd level), pretty much as-written with some extra creepy elements. If I did it again I would add more haunts to up the challenge and foreshadow Foxglove manor (and to introduce the concept of haunts to my noob players).
Even if it wasn't a challenging encounter for my group, they enjoyed it. I added some super creepy nursery rhymes sung in a whispery child's voice - they freaked out the group's hunter quite badly. Here they are:
"Chopper, Chopper go away,
Slash and carve another day,
If you see us we'll fly away,
If we see you we won't say."
"Here comes a candle to light you to bed,
Here comes a chopper to chop off your head.
Chop-chop, you’re dead!"
"Can you hear him walking
Up above the stairs?
Can you hear him weeping?
Is he really there?
Can you say ‘I’m speaking?’
Are you saying naught?
Is it you who’s weeping?
Is it you he’s caught?"
The last was in the voice of the group's bard, after Simon's spirit stole her voice.