Restoration of Peace in the Lands of Baron von Steiglitz

Here is a series of encounters that are the culmination of the Castle Stieglitz adventure, and that, if the player’s hearts are true, will result in peace and reconciliation.

These encounters are the second climax and the resolution of the adventures surrounding Castle Stieglitz. Below are presented the camps of the rogue lieutenants of Baron Stieglitz, where the players must go to confront them. In each case, there is the option to attempt to bring the rogue commanders of the Baron’s fractured army to heel under the command of the Baron or Anna. Failing that their commanders must be defeated in order to consolidate power. Anna or the Baron are magnanimous in their victories, and offer amnesty to soldiers who will return to the Stieglitz army.

In either case, the task becomes easier as the lieutenants are recruited. If the Baron still lives and has been redeemed, convincing the other Lieutenants to join his army again is at a +2 bonus on the Diplomacy checks. Also, each lieutenant other than Anna recruited gives the party an additional +2 on the diplomacy check.

If the party comes into conflict with the lieutenants and fighting breaks out, the low-level warriors on both sides will fight each other while the Lieutenant in question and the party fight it out. Assume that there are approximately equal casualties on either side among the low-level warriors.

Anna’s Approval

Here in Talook, Anna, mayor Orlay Petronova and the visiting clergyman are all very interested in what the players discovered in the castle. If the players have redeemed the Baron, all three are relieved and declare their support of him. If the Baron is dead, the three soberly turn to the matter of succession. As Anna červená has the clear support of Orlay and is the only one of the four who did not abandon their duties, she is the obvious choice. The visiting pointiff will happily coronate Anna as the Baroness of Stieglitz the next day.

Either way, the conversation turns to subduing the other lieutenants-turned-bandits; Karl Underharl, Yevgeny Divoký, and Petry Pokrm. The party is asked to help once more, by accompanying Anna or the Baron as their honor guard and champions. If they are reluctant to help they are offered 1,000 gold coins for their assistance.

Development: From here the party will journey, along with Anna, her troops, and the Baron if he is present, down the road from Talook to Onuago. Along the way they will first confront Karl Underharl at his camp in the mountains. It takes two days for the troops to be ready to go, so the party has a chance to rest before they leave.

Karl Underharl’s Mountain Camp

As the party nears the camp a lookout on a tall crag sounds a note on his horn.

Further up mountainous the trail past pine trees and shrubs there is a small, rocky camp. Several wooden shacks and patched tents stand in a small circle in this mountain clearing. A few empty-looking barrels and crates stand near a small cooking fire in the center of the camp, where a couple of small pheasants are roasting on a spit.

Several dozen armed men in mail stand at the ready here. Karl walks out and begins to parley with the group, “What do you want?”

Karl’s dislike of women makes convincing him to re-join the army difficult if Anna in the new ruler of the Stieglitz lands. If she is in charge, his attitude is unfriendly, and the diplomacy check is DC 25, and a result of less than 5 results in Karl flying into a rage and ordering his men to attack. If the Baron has been redeemed his attitude is indifferent and the DC is only 15. In either case, offering new supplies or good wages (excess of 1sp per day per man) gives a +2 circumstance bonus.

If Karl refuses to rejoin the Stieglitz army, Anna or the Baron will set their jaw and declare that if he will not join them, they are outlaw bandits. The two sides will then join battle.

Creatures: Karl, and a handful of stout warriors will fight with the party while both side’s lower-level fighters do battle.

Karl Underharl: HP: 64
5th level fighters (4): HP: 32, 22, 29, 26. AC 18. For other stats see DMG. All have bastard swords, large shields, chain mail and heavy crossbows.

Tactics: Karl and his four knights will approach in formation and fight side by side with sword and shield.

Treasure: One of the wooden shacks contains the band’s treasury: a single lock box, to which Karl has the key. It contains the proceeds of the toll the group has been exacting: nearly 3000 gold worth of mixed coin. Anna or the Baron will offer to split these monies with the party for their help in handling Karl.

Development: If badly wounded, Karl will yield and ask for mercy. At this point he can easily be compelled to rejoin the army, or failing that will agree to exile or whatever is necessary to save his life.

From here the party has the choice of going to Onuago to confront Petry or into the wilderness northeast of Onuago to treat with Yvnegy.

The Dish-Eater’s Camp

Here, a mile north of the road from Onuago to Talook and castle Stieglitz, in the midst of weedy, abandonded fields, stands a large manor house. Above, its windows loom dark and broken over a raised proch. Steps lead up to the open door, where Petry Pokrm the Disheater leans upon the jamb. Leering, dirty men in leather and mail grin down from the porch and windows, fingering the hilts of their blades.

When the party arrives, the Petry will greet them from the steps of the manor house he has set up in. Surrounded by a gang of theives and warriors, he will negotiate with the Stieglitz representatives.

Petry’s initial attitude is unfriendly, and a DC 25 diplomacy check is required to convince him to join with the Stieglitz forces again. A result of 5 or less will cause him to become hostile, and he will order his men to attack. The usual bonuses apply: +2 for each other captain brought back into the fold, and +2 if the Baron has been redeemed.

If Petry cannot be convinced, Anna or the Baron pronounce him an outlaw and order an attack.

Creatures: The Dish Eater, a couple of fighters, and a pair of rogues will fight with the party while the armies clash around them.

Petry Pokrm HP: 120
5th level Fighters (2) HP: 40, 37 For additional stats see DMG
5th level Rogues (2) HP: 25,16 For additional stats see DMG

Tactics: Petry will fly into a rage and attack wildly, using his various weapons to trip and disarm his opponents. His men will move to flank and separate opponents, ganging up on them if possible.

Treasure: His recent career of organized looting and thievery has landed Petry with much of the wealth of Onuago. Arrayed around his chambers in the manor there are 324 platinum coins, 2563 gold coins, 3,400 silver pieces, and 21,548 copper coins in chests and sacks. In addition, there are 2,650 gold worth of art objects and 4,000 gold worth of gems to be recovered. Finally, among the treasure, there is a Ring of Force Shield and an arcane scroll with cloak of the sea and mage’s sword inscribed upon it.

Anna or the Baron may be slightly reluctant to part with all this wealth, and a DC 15 diplomacy check is required to convince them to give half of it to the party. Even if the party fails to convince them, they will begrudgingly give 1/4 of the wealth and the magic items to the party as their share of the spoils of war.

Development: Petry will fight to the death, but for the most part his men will surrender of flee if he falls.

Yevengy and the Wyndm

Here, between the swamps surrounding the lazy river to the west, and the rocky crags of the Cyruk Mountains to the east, on a broad, flat hilltop is the camp of Yevgeny the Fierce.

Gathered around the sides of the hill are many small tents and huts. Going about their daily business are families of the nomadic Wyndm people, apparently drawn to this place and forming some type of settlement.

A group of men with bows slung across their backs and swords at their hips approaches from the hilltop. At their center, frowning, and with a wolf at his side is Yevgeny the Fierce.

Yvengy and his Wyndm are not interested in fighting against or joining with the Steiglitz army, regardless of who is in charge. Instead he wants to protect his people, the Wyndm folk.

As Yevgeny is indifferent, an easy diplomacy check (DC 15) is all that is required for him to agree with a non-aggression pact with the Baron or Anna. He will agree that the Wyndm people will not encroach on their lands as long as they are left alone to live in peace. A DC 30 diplomacy check can convince him to re-join the Stieglitz army. He will not fight unless attacked.

However, another DC 15 diplomacy check by the party is required to convince Anna or the Baron to agree to this non-aggression pact. Even if they do not agree, there is no real grounds for conflict here, and only a major botching of the situation by the party should result in combat.

Creatures: If it somehow comes to a fight, Yevgeny and his best rangers will fight against the party.
Yevgeny Divoký the Fierce HP: 68
5th level rangers (4) HP: 29, 20, 24, 25. See DMG for further stats.

Tactics: If pressed into combat, Yevgeny and his rangers will lead a retreating skirmish, firing their bows as they drop back, covering the retreat of the people gathered here and drawing aggressors up the hill and away from the Wyndm.

Ad Hoc XP: If the party manages to negotiate a pact between the Wyndm and the forces of Castle Stieglitz, it represents a major accomplishment for peace in the region. In addition to being awarded XP for and EL 10 encounter, the party gains the trust and respect of the Wyndm folk, and eventually regional fame for their part in negotiating a lasting and fruitful peace between the old and new peoples of the area.


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Character: Yevgeny Divoký the Fierce (CR 8)


Yevgeny Divoký the Fierce, an ethnic Wyndm-folk, took charge of one of the four factions created by the Baron von Stieglitz’ power vacuum. His followers mostly include other Wyndm-folk. He intends to round up even more by visiting the refugee camps hidden deep in the marsh. His main motivation is the protection of his people.

Yevgeny Divoký CR 8
Neutral good Male Human (Wyndm) Ranger 8
medium humanoid
Init: +3 Senses: lowlight vision
Listen +10, Spot +9

Languages: common, wyndm, giant

AC: 23
HP: 68 (8d8+16 HD)

Fort: +8 Ref: +9 Will: +4

MV: 30ft.
Attack: +11/ +6 with + 1 longsword, +13/ +8 with +1 longbow
Full Attack: +11/+6/+11 with +1 longbow
Space / Reach: 5ft/5ft
Base Attack: +8/+3 Grapple: +10

Abilities: Str: 15 (+2) Dex: 16 (+3) Con: 14 (+2) Int: 12 (+1) Wis: 14 (+2) Cha: 10

Feats: dodge, mounted combat, mounted archery, weapon focus (longbow), rapid shot*, many shot*

Skills: climb +8, handle animal +6, heal +7, hide +11, jump +6, knowledge (local) +6, knowledge (nature) +7, listen +10, move silently +9, profession(mercenary) +7, ride +8, search +6, spot +9, survival +7, swim +7, use rope +5

Class Features: track, wild empathy +8, animal companion, endurance, combat style* (archery), improved combat style* (archery), woodland stride, swift tracker
Favored enemies: human/ giant

Spells Prepared or Available: 2/1: Summon Nature’s Ally I, entangle, barkskin

Posessions: Leather Armor +4, long sword +1, long bow +1, 50 arrows, sack of dried meat, scroll case filled with various poems written in forest wyndm, 400gp.

*Detailed Special Ability or Attacks (type): Combat style archery grants him the rapid shot feat. Improved combat style archery grants him the many shot feat.

Minions: Yevgeny is sometimes seen with a Wyndm wolf named Zami, which means “wild one” in forest wyndm.

Zami (CR 4): wyndm wolf


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Character: Petry Pokrm the Dish-eater (CR 8)


Petry Pokrm the Dish-eater is a man of unknown origin who fought himself out of the slums of Onuago when he was brought to the town to work as a slave as a young boy. His present-day followers are mostly of thug origin, and seek to disrupt the powers that be. It is said that he is part orc, which comes out in his violent language and actions when he drinks. His men have been seen harassing people in Onuago. His name comes from a time, after outslugging a man in a duel, as tribute he ate not only his opponent’s meal, but the wooden dish it was served on. Then he took his money, and has been a thug ever since.

Fighter 3, Barbarian 5
Petry Pokrm (CR 8)
Chaotic Neutral Male Human/Quarter-Orc Barbarian 5, Fighter 3
medium humanoid
Init: Senses: normal
Listen Spot
Languages: common, orc, some Mountain Wyndm

AC: 16 (+4 armor, +2 dex)
HP: 5d12+20 + 3d10+12 (HD) 120 hp.
Fort: +7 Ref: +2 Will: +2

MV: 40′
Attack: +11 halberd 1d10+4 (x3) plus trip
or +11 falchion 2d4+4 (18-20, x2)
or +? whip disarm or trip
or +10 throwing axe 1d6+3
Full Attack: +11 / +6 halberd 1d10+4 (x3) plus trip
or +11 / +6 falchion 2d4+4 (18-20, x2)
or +3 / -2 whip disarm or trip and +2 throwing axe 1d6+3 (adjust for 2 weapon fighting)
or +11 / +6 throwing axe 1d6+3
Attack Options: Rage
Space / Reach: 5′ / 5′, 10′ (halberd), 15′ (whip)
Base Attack: +8 Grapple: +11

Abilities: Str: 17 Dex: 14 Con: 18 Int: 12 Wis: 11 Cha: 13
SQ: Fast Movement, Uncanny Dodge, Trap Sense +1, Improved Uncanny Dodge
SA: Rage 2/day
Feats: quick-draw, dodge, mobility, spring attack, power attack
Skills: +7 climb, +12 intimidate, +7 jump, +5 listen, +8 survival, +14 swim

Posessions: chain shirt, halberd, falchion, whip, 2 throwing axes.

Rage (ex): +4 str, +4 con (+16 HP), +2 will, -2 AC for up to 25 rounds.

Tactics: A wild fighter, Petry will run circles around his foes, charging in and out in a rage, droping one weapon to draw another and leaving the field of battle littered with his weapons and the limbs of his foes.


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Character: Karl Underharl (CR 8)


Karl Underharl, an ex-knight turned robber baron when his wife left him for a more famous knight. When the Barony splintered, similarly cuckolded men followed Karl.

Fighter 8

The eldest son of Gundar Harl, Karl was groomed for knighthood from an early age. Sadly, he never fit his life’s role, and he fell out of favor with his family, disgracing them on his 15th birthday by having sexual relations with a young harlot, then an older one (Mme. Babushka) in a very public place. He doesn’t take very good care of himself, and often loses money, forcing him into his life as a mercenary. He is quick to anger and holds a grudge, two traits perhaps not best suited to his line of work. Despite these traits, he thinks he deserves knighthood, and is quick to convince any naysayers of his honor, which is usually what gets him into trouble. He finally settled down and married, only to become cuckolded by his wife.

Karl Underharl (though he goes by Karl Harlot, turning the name and the blame on his father) CR 8
CN Male Human Fighter 8
medium humanoid
Init: +1 Senses: normal
Listen: +4 Spot: +4
Languages: Common

AC: 20 (+9 Armor, +1 Dex) touch 11, Flat-footed 19
HP: 64 (8d10+8)
Fort: +7 Ref: +3 Will: +3

MV: 20′
Attack: +12 Morning Star (1d8+4) or +12 Lance (1d8, x3)
Full Attack: +12 / +7 Morning Star (1d8+4) or +13 /+8 Lance (1d8+7, x3)
Space / Reach: 5’/5′
Base Attack: +8 Grapple: +11

Abilities: Str: 17 Dex: 13 Con: 13 Int: 12 Wis: 13 Cha: 11
Feats: (9) Cleave, Die-Hard, Endurance, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (Lance), Weapon Specialization (Lance)
Skills: Handle Animal +6, Intimidate +6, Listen +4, Ride +12, Spot +4

Posessions: +1 Breast plate (1000 gp), +1 Large Steel Shield with Cresent Moon enameled (1000 gp), +1 Morning Star (2000 gp), +1 Lance (2000 gp), 300gp. He has lost or spent all the rest.

He is currently mountless, having lost his war horse in his last drunken encounter on the road east of Onuago Port-Town.

Detailed Special Ability or Attacks (type): Dirty fighting


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Character: Anna červená (CR 9)


Anna červená is a tall, hardy woman who has fought her way up through the ranks to be the second-in-command in the Baron’s militia, where she was often called “the Baronness” in jest by men whose respect she hadn’t earned. All those men are dead now. She always provided a voice of reason to the Baron, before he became overly corrupted. Her closest followers are those who were most loyal to the Baron himself, when he was more honorable.

“The Baronness” Anna červená (CR 9)
Medium female Fighter 9
Lawful Neutral with good tendencies humanoid
Init: +2 Senses: normal
Listen +3 Spot +3
Languages: common

AC: 20 (8+ Armor, +1 Dex, +1 sheild)
HP: 73 (HD 9d10+18)
Saves: Fort: +8 Reflex: +5 Will: +3

MV: 20 ft., 50 ft. mounted
Base Attack: +9 / +4 Grapple: +11
Attack: +12 battleaxe (1d8+4) or +12 shortbow (1d6+3) [+1/+1 under 30 ft.]
Full Attack: +12 /+7 battleaxe (1d8+4)
or +12 / +7 shortbow (1d6+3) [+1/+1 under 30 ft.]
or +10 / +10 / +5 shortbow (1d6+3) [+1/+1 under 30 ft.]
Face / Reach: 5 ft / 5 ft
Attack Options: spring attack, ride-by attack

Abilities: Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 11 Cha: 9
Feats: 5 bonus, 5 normal Power Attack, Dodge, Mobility, Spring Attack, Point Blank Shot, Percise Shot, Rapid Shot, Mounted Combat, Ride-By Attack, Mounted Archery
Skills: 48 sp Climb +6+3= +8, Handle Animal +6-1= +5, Intimidate +12-1= +11, Listen +3, Ride +12+2= +14, Spot +3

Gear: 12,000 gp worth of gear: heavy flail, +1 battleaxe (2,310 gp), masterwork mighty composite shortbow (str +3) (525 gp), +2 full plate (5,650 gp), light wooden shield +1 (1,153 gp), big honkin’ warhorse named Pinky (400 gp), studded leather barding (100 gp), 2 potions of cure moderate wounds (600 gp), 1,226 in coin and gems.

Heavy Warhorse
: HP: 31 AC: 17 MV: 50 ft


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Character: Baron von Stieglitz (CR 12)


“Baron von Stieglitz” is a title referring to the current ruler of the Barony of Stieglitz.

von Stieglitz lived his life a baudy drunkard, leading a militia of seventy from an isolated castle deep in a valley in the Cyrűk Mountains. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.

Baron Von Stieglitz CR 12
Medium Male Wight Fighter 7, Rogue 2
lawful evil Undead
Init: +2 Senses: Darkvision 60 ft
Listen +7 Spot +10

AC: 22 (+6 Armor, +2 Dex, +4 natural) touch 12, flatfooted 20
HP: 72 (HD 7d10 and 2d6 and 4d12)
Saves: Fort: +6 Reflex: +8 Will: +6
Defensive Options: Hide +11 Move Silently +14, Combat Expertise
Immunities: All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

MV: 20 ft. (50 ft hasted)
Base Attack: +10 Grapple: +13
Attack: +13 slam (1d4+3 plus energy drain) or +15 bastard sword (1d10+6)
Full Attack: +13 slam (1d4+3 plus energy drain)
or +15 / +10 bastard sword (1d10+6)
or +13 / +8 bastard sword (1d10+6) and +11 slam (1d4+3 plus energy drain)
Face / Reach: 5 ft / 5 ft
Attack Options: energy drain, sneak attack +1d6

Abilities: Str: 17 Dex: 14 Con: 8 Int: 13 Wis: 10 Cha: 12
Feats: (5 and 4 bonus, 1 undead) Leadership, Two-Weapon Fighting, Exotic Weapon Proficiency (Bastard Sword), Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Skills: Languages: common, draconic/dwarf. (Skill points 18 rogue, 30 fighter, 20 wight): Bluff +3+1=+4, Climb +10+3-4=+9, Diplomacy +3+1=+4, Hide +10+2+5-4=+13, Intimidate +12+1=+13, Listen +7, Move Silently +10+2+8-4=16, Ride +10+2-4=+8, Sense Motive +3, Spot +10.

Gear: 12,493 gp worth of gear: +1 bastard sword (2,335 gp), masterwork throwing axe (308 gp), +1 breastplate of shadows(5,100 gp), cloak of resistance +2 (4,000 gp), Potion of Haste (750 gp).
Special Qualities: Darkvision 60 ft., undead traits, trapfinding, evasion.
SA: Energy Drain, Create Spawn, Sneak attack +1d6.

This grizzled warrior’s skin and hair are a shocking, sickly white. Blue veins are clearly visible beneath the leathery-looking skin. Gauzy, black-yellow eyes glare out from beneath his wiry eyebrows. Claw-like fingernails tip the ends of his powerful, gnarled digits. His breastplate is tarnished and stained but still sturdy, his cloak is dusty and a fine bastard sword and throwing-axe hang from his belt.

COMBAT
If Attacked Herr Stieglitz will attempt to flee combat to attack again from surprise or with his family at his side.
Given opportunity he will quaff his potion of haste, which will last for 5 rounds.
If able to sneak up on an opponent he will approach the weakest-looking one and attempt to perform a full attack with bastard sword and a slam attack as his off-hand weapon. His hope is that this will slay them and they will rise in 1d4 rounds as a wight to fight at his side.
If fighting with his family he will try to spring attack the party from behind their ranks.

Create Spawn (Su): Any humanoid slain by the Baron becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by the Baron’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Undead do not breathe, eat, or sleep.


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