Jade Regent 2: Night of Frozen Shadows Additional Encounter

Jade Regent 2: Night of Frozen Shadows Additional Encounter

Hunting Dogs (CR 6)
After Asvig’s Farmhouse (pages 17-21).
The PCs can deal with Asvig’s Farmhouse in a variety of ways. Some will use stealth and subterfuge to sneak around the drunk sleeping Ulfen, while others may battle their way from room to room. Either way the battle with Asvig and Helva will be fierce. If for any reason they come away relatively unscathed the following encounter can be used to remind them how dangerous the Lands of the Linnorm King’s can be. It is also an opportunity to highlight the climatic change since leaving southern Varisia – the lands around the farmhouse are cold and boggy, patches of snow cover the slushy ground and thick fir trees with impassable foliage create eerie avenues and dead ends. Here and there fallen tree trunks cross semi-frozen streams.

The second group of Ulfen arrive at the farmhouse not long after the PCs depart. Since they arrive by the only road the PCs will be forced to hide or trek through the light forest and peat bogs. They find Asvig dead and Helva, if she survived; now hysterically trying to wake the drunken Vikings. They quickly organize a hunting party to avenge their fallen chieftain.

Low fog clings to the ground and a thin wispy mist hangs between the trees. Dim light is provided by a bright moon which casts long ominous shadows. Unseen animals crash through the underbrush and numerous natural hazards need to be negotiated. Play up the evocative visuals of the pursuit – barely glimpsed men with dogs in the fog, the sound of barking, shouts and oaths of vengeance as the dogs lead the Ulfen to the PCs.

Creatures: A group of 4 Ulfen Warriors and their elkhounds (large Nordic hunting dogs) pursue the PCs through the forest and marshlands. When the Ulfen finally locate the PCs the dogs are let loose and charge out of the mist. They are accompanied with a hail of thrown axes before the Warriors lumber forward swinging their battleaxes shouting battle cries for their fallen chieftain.

ULFEN WARRIORS (4) CR 1/2
XP 200 each
Male Human Warrior 2
CN Medium Humanoid (Human)
Init +0; Senses Perception -1


DEFENSE


AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 18 (2d10+5)
Fort +4, Ref +0, Will -1


OFFENSE


Spd 30 ft.
Melee Battleaxe +5 (1d8+2/20/x3)
Ranged Axe, Throwing +2 (1d6+2/20/x2)


STATISTICS


Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 10
Base Atk +2; CMB +4; CMD 14
Feats Toughness +3, Weapon Focus: Battleaxe
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Intimidate +5, Profession (Sailor) +4, Ride -3, Stealth -3, Swim -1
Languages Common
Combat Gear Axe, Throwing (2), Battleaxe, Chain Shirt, Shield, Light Wooden; Other Gear gold lion’s head arm-ring (worth 35 gp)

ELKHOUNDS (4) CR 1
XP 400 each

Male Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +8


DEFENSE


AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1


OFFENSE


Spd 50 ft.
Melee Bite (Wolf) +2 (1d6+1/20/x2)
Special Attacks Trip


STATISTICS


Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Skill Focus: Perception
Skills Perception +8, Stealth +6 Modifiers +4 to Survival when tracking by Scent


SPECIAL ABILITIES


+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Tactics: During Combat Ulfen warriors attempt to batter their opponents down through sheer strength of arms. They attempt to use their Intimidate skill to demoralize opponents at the beginning of battle, and employ little in the way of tactics unless commanded by a powerful captain.

Morale: If two-thirds of a warrior’s companions are slain, he attempts to flee, abandoning his comrades to their fate. The Elkhounds stay to fight for an additional 2 rounds before their master’s call them off with whistles and shouts.

Terrain and Hazards: It is likely the PCs will get to choose where they make a stand against their pursuers. However, the battlefield should have a combination of the following features.

Fir Trees: These thick pines have branches nearly to the ground and offer cover to any standing behind or crawling under them. They are thick with hoar frost and difficult to catch fire.

Peat Bog: Semi frozen and hidden by a thin lair of pine needles, any creature larger than Small standing on the surface will quickly sink into the thick bog. Traversing an area of peat bog is considered difficult terrain and poses no threat. However each turn a creature ends its turn on a square of bog they sink 1 foot and become entangled. As a move action they can attempt a DC 15 Escape Artist check. If successful, they pull themselves 1 foot out of the bog and 5 feet in any direction. A failure indicates they are still entangled and sinking. The entangled condition ends when the creature ends its turn on solid ground.

Fallen Tree Trunk: These provide partial cover to a standing creature and are considered difficult terrain to cross.

Jade Regent 2: Night of the Frozen Shadows can be purchased at the Paizo Store.
Monster Stat blocks prepared using HeroLab.