F04

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Cult of Hanspur Reborn
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Scout by Land (DC 10): Periodically a corpse tumbles down the river rapids. Most are animals but a few appear to be stripped humans.
Scout by Air (DC 25): High up on the rapids, hidden in a rocky outcropping amidst the trees, is some form of wooden mill that appears to have a church steeple.
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This watermill doubles as a temple of Hanspur, and the local cleric, Vilfus, and his acolytes have busy work ahead of them, knocking out passers-by and then drowning them in a slow-lowering cage powered by the waterwheel. The building, built like a bridge over the river, is 80 feet long and 60 feet wide, and consists of a lattice of catwalks every 20 feet between which the river flows. Vilfus and his acolytes attempt to weaken and knock unconscious the PCs, the better to drown them, but won’t hesitate to bull rush the PCs off the 10-foot ledge into the 15-foot-deep rapids instead. When the PCs or NPCs are knocked into the river, they are underneath the building, and must make a DC 20 swim check every round to not be pushed 30 feet down the river, and, if they fail, a DC 15 Reflex save to not get dashed on the rocks and take 3d6 points of damage and 1 bleed, which accumulates.

Father Vilfus: Use “Death Priest” from the NPC Codex, but with a +1 Trident attack.
Cultists (6): Use “Tavern Champion” from the NPC Codex, but lower natural armor by 1, and sub out Improved Unarmed Strike for Weapon Focus (Sap), and add +2 to sap strikes to represent this and masterworking.

6 chain shirts, 6 masterwork saps, 3 potions of barkskin, 3 potions of enlarge person, +1 chainmail, 7 daggers, light crossbow with 20 bolts, cloak of resistance +1, headband of inspired wisdom +2, pearl of power (1st), ring of protection +1, bone unholy symbol, unholy water, 7 black onyx gems worth 50gp each, silver dust worth 25gp, , +1 trident, 456 gold pieces, and a set of really nice fancy boots worth 50 gp.

F04

Totally Not GG TwoDee