« Jungle hurlante - Rencontres Aléatoires » : différence entre les versions

De Wiki Pathfinder Lacrypte
Aller à la navigation Aller à la recherche
Aucun résumé des modifications
Aucun résumé des modifications
Balise : Révoqué
Ligne 119 : Ligne 119 :
|-
|-
| 98–100 ||  1 triceratops  || 8 ||  Bestiary 86
| 98–100 ||  1 triceratops  || 8 ||  Bestiary 86
|}
==ambushes in saventh-Yhi==
[[Fichier:Saventh-Yhi - Rencontres Aléatoires2.jpg|600px|droite|alt=Saventh-Yhi - Rencontres Aléatoires2|Saventh-Yhi - Rencontres Aléatoires2]]
:''You hear them all the time around here, the little sayings that come back from out there. “The jungle tells stories,” “The jungle guards its own,” “The jungle has fangs,” and on and on—seems every other explorer fancies himself a poet. For my coin, the jungle has a voice, and boy can it scream. You can’t deny it. Get to ground high enough some night and look out over the Expanse and you’ll see the shadows. Those aren’t just bats—they’re the jungle’s screams, and a hungrier, more soul-shaking howli ng you’ll hope to Desna you’ll never hear.
:''—Brelum Gaants, Sargavan Explorer
Untold mysteries lurk in the jungle shadows, creatures rarely seen by even the most experienced explorer or denizen of those deadly depths. Monsters that hide amid the grasping underbrush, the dense canopies, and languid rivers dart forth with grasping limbs or on nighted wings to claim the lives of those who intrude upon their savage dominions. This month’s entry into the Pathfinder Bestiary uncovers a few of these creatures of rumor and fireside legends. Whether ambushing jungle-delving adventurers or the denizens of darkened ruins, these elusive foes number among the wilds’ deadliest fangs.
In “Vaults of Madness,” the PCs find themselves thrust into the dungeon depths of Saventh-Yhi. In the darkness lurk a varied host of terrors, all too willing to claim the PCs’ lives along with their riches. Aside from the dangers within the vaults themselves, the PCs’ presence has not gone unnoticed within the city, and numerous hunters —either at the orders of rival explorers, by the will of territorial jungle lords, in the hope of proving their prowess, or merely trying to sate their bestial hunger—stalk the intruders, seeking to claim their discoveries or their lives.
Presented here are a variety of ambush encounters the PCs might face as they journey across Saventh-Yhi or delve into the darkness of varied dungeons. GMs looking for more general encounters suited to the lost city should look to the Bestiary of Pathfinder Adventure Path #39.
aspis consortium legionnaires (cr 10)
Greedy agents in the service of the Aspis Consortium patrol Saventh-Yhi, guarding their companions but also hunting for easy treasure and strange creatures they might poach and sell. Not appreciating rivals, upon encountering the PCs, these legionnaires do their best to take out the competition.
Aspis Consortium Legionnaires (5) CR 6
XP 2,400 each
hp 56 each (see page 15)
'''Charau-Ka Hunters'''
Deadly charau-ka savages prowl Saventh-Yhi, hunting for food and sport. While they likely bear the PCs no specific ill will—unless the explorers trespass upon territories they consider theirs—these mighty warriors and their hunting apes are quick to seek opportunities to prove their prowess. A group of three charau-ka and four dire apes is CR 11, while a group of eight charau-ka is CR 13.
Charau-Ka Savages (3) CR 7
XP 3,200 each
hp 90 each (see page 50)
Dire Apes (4) CR 3
XP 800 each
hp 30 each (Pathfinder RPG Bestiary 17)
Serpentfolk Seekers
Hunting for both the Pathfinder Juliver and the adventurers who have slaughtered their brethren, several groups of serpentfolk slink through the shadowed streets. Wary of the PCs’ prowess, these stalkers would prefer to follow and attack when their quarry seems most vulnerable. A group of four serpentfolk scouts is CR 11, a group of eight is CR 13, and a group of 12 is CR 14.
Serpentfolk Seekers (4, 8, or 12) CR 7
XP 3,200 each
hp 83 each (see page 36)
Wings of the Gorilla King
Agents of the Gorilla King, mighty winged apes with ferocious disposition, herald his coming to Saventh-Yhi. While initially only scouting the land in preparation for their lord’s coming, should they be attacked or insulted, these vicious hunters and other patrols of their kin prove deadly combatants both on the ground and in the air.
A group of four derhii scouts is CR 10, while a group of eight is CR 12.
Derhii Scouts (4 or 8) CR 6
XP 2,400 each
hp 76 each (see page 19)
==Ambushes in Saventh-Yhi==
{| class="wikitable"
|-
! d% roll
! Result
! Avg. CR
! Source
|-
| 1–8
| 1 tyrannosaurus
| 9
| Bestiary 86
|-
| 9–18
| Aspis Consortium Legionnaires
| 10
| see text
|-
| 19–28
| Wings
| of
| the Gorilla King 10 see text
|-
| 29–35
| Charau-Ka Savages
| 11
| see text
|-
| 36–43
| 1d4 dire crocodiles
| 11
| Bestiary 51
|-
| 44–47
| Serpentfolk Seekers
| 11
| see text
|-
| 48–55
| 1d4 brachiosaurus
| 12
| Bestiary 83
|-
| 56–65
| Wings
| of
| the Gorilla King 12 see text
|-
| 66–73
| Charau-Ka Hunters
| 13
| see text
|-
| 74–77
| 1 froghemoth
| 13
| Bestiary 136
|-
| 78–82
| 1 obambo
| 13
| see page 82
|-
| 83–87
| Serpentfolk Seekers
| 13
| see text
|-
| 88–93
| 1d4 stone golems
| 13
| Bestiary 163
|-
| 94–97
| Serpentfolk Seekers
| 14
| see text
|-
| 98–100
| 1 popobala
| 15
| see page 84
|}
|}



Version du 19 juillet 2026 à 15:13

Jungle hurlante - Rencontres Aléatoires
Jungle hurlante - Rencontres Aléatoires
La jungle ne connaît d'autre dieu que sa propre faim. Des bêtes puissantes y pénètrent et n'en reviennent pas, pas même les os. D'anciennes rivières se déversent sans fin et sont bues jusqu'à la dernière goutte. Même les esprits, abandonnés sous la canopée, sont pris au piège et emmêlés, entraînés par les racines et les lianes. Mais la faim de la jungle n'est pas une chose morte comme la mienne et la vôtre. La jungle garde ce qu'elle mange, en fait une partie d'elle-même, et devient riche, grande et toujours plus mortelle. Et au milieu de ses kilomètres de graisse et de ses membres lourds, ce qui était autrefois les fantômes de choses qui marchent et rampent ouvre de nouveaux yeux dans les broussailles, et connaît une nouvelle faim. Une faim semblable à celle de la jungle.
-Bahalos Voa, guide Mwangi

Les sauvages habitants de l'étendue de Mwangi rôdent depuis les profondeurs de la jungle dans le Bestiaire de Pathfinder de ce mois-ci. Les menaces des forêts tropicales sans fin et les habitants des côtes sauvages menacent ceux qui osent franchir les limites mortelles de la terre, des créatures sans pitié ni considération pour les fragiles attributs de la civilisation. Des essaims de moustiques mortels au héraut du dieu de la nature, rares sont ceux qui peuvent faire face à la férocité primitive et aux marées mortelles du monde sauvage, et encore plus rares sont ceux qui osent s'immiscer dans ces royaumes impitoyables et espérer survivre. [1]

Dans la jungle et hors de la jungle

Racing to Ruin conduit les PJ sur une route sinueuse à travers l'une des régions sauvages les plus meurtrières de tout Garund. Au-delà de la sécurité relative d'Eleder se cachent des chasseurs de la jungle, des tribus hostiles, des monstres féroces et une faune plus mortelle que la plupart des monstres. Les tables ci-dessous présentent aux MJ des rencontres adaptées aux deux types de terrain que le groupe traversera pendant la majeure partie de l'aventure : la dense forêt tropicale de la Jungle Hurlante et la savane tentaculaire des Plaines de M'neri. Les MJ qui souhaitent compléter les rencontres ici peuvent également se tourner vers Pathfinder Campaign Setting : Heart of the Jungle pour des menaces adaptées à l'étendue de Mwangi, ou le Core Rulebook ou le GameMastery Guide pour une variété de dangers environnementaux.

En plus des menaces courantes listées dans les tables de rencontres aléatoires, les PJ peuvent également rencontrer des menaces spécifiques aux événements du Grand Chemin d'Aventure.

Les tribus Mwangi : De nombreux peuples peuplent les étendues sauvages du Mwangi, certains mortellement cannibales, d'autres paisibles villageois. Si un MJ lance une rencontre avec des membres de la tribu de Mwangi, c'est à lui de décider s'il s'agit de chasseurs hostiles, de cueilleurs pacifiques ou de simples vagabonds. A la discrétion du MJ, une telle rencontre peut être une simple bagarre isolée ou avoir des ramifications plus tard dans le chemin d'aventure, lorsque les PJ auront de plus en plus affaire aux habitants de l'Étendue de Mwangi.

Agents de factions rivales : Au cours de l'aventure de ce volume, les PJ sont susceptibles de développer une rivalité amère avec un autre groupe de chercheurs de trésors. Tout comme l'interaction entre les adversaires fait partie des rencontres de l'aventure, les MJ peuvent ajouter des rencontres supplémentaires pour attiser cette dangereuse compétition. Ces rencontres peuvent aller de pièges laissés le long des chemins probables à des embuscades mortelles, en passant par le simple fait qu'un groupe rencontre l'autre au cours de son voyage. Voir page 9 pour plus de détails sur les factions présentes dans Racing to Ruin. [1]

Rencontres aléatoires de la Jungle Hurlante [1]

d% roll Result Avg. CR Source
1–6 2d6 monkeys 2 Bestiary 132
7–11 1 leopard 2 Bestiary 40
12–16 1d4 giant spiders 3 Bestiary 258
17–20 2d6 biloko 4 see page 82
21–25 1 botfly swarm 4 HotJ 591
26–27 1 chemosit 4 see page 86
28–32 1d4 gorillas 4 Bestiary 17
33–36 1d6 Mzali rangers 4 see page 35
37–43 1d6 venomous snakes 4 Bestiary 255
44–48 1 army ant swarm 5 Bestiary 16
49–52 1d6 charau-ka 5 see page 44
53–57 1d4 deinonychuses 5 Bestiary 84
58–62 1 giant frilled lizard 5 Bestiary 194
63–67 1 hippopotamus 5 see page 35
68–74 1d8 Mwangi tribesfolk 5 see page 202
75–79 1d4 rival faction agents 5 see page 34
80–83 1 ankylosaurus 6 Bestiary 83
84–88 1 bloodhaze mosquito swarm 6 see page 84
89–92 1d6 Eloko 6 see page 39
93–95 1 girallon 6 Bestiary 154
96–98 1 dire tiger 8 Bestiary 265
99–100 1 tyrannosaurus 9 Bestiary 86

1 Voir Pathfinder Campaign Setting : Le cœur de la jungle

2 Utilisez le bloc de stat pour les guerriers Ijo sur cette page.

M’neri Plains Random Encounters [1]

d% roll Result Avg. CR Source
1–5 1 cheetah 2 Bestiary 40
6–9 1 cockatrice 3 Bestiary 48
10–13 1 giant scorpion 3 Bestiary 242
14–18 1d4 bat swarms 4 Bestiary 30
19–24 1 botfly swarm 4 HotJ 591
25–28 1d4 monitor lizards 4 Bestiary 194
29–32 1 rhinoceros 4 Bestiary 235
33–38 1d6 venomous snakes 4 Bestiary 255
39–43 1d4 ankhegs 5 Bestiary 15
44–47 1 dire lion 5 Bestiary 193
48–53 1d8 hyenas 5 Bestiary 179
54–59 1d8 Mwangi tribesfolk 5 see page 202
60–64 1d6 lions 6 Bestiary 193
65–68 1d6 pteranodons 6 Bestiary 85
69–73 1d6 rival faction agents 6 see page 34
74–78 1d6 vultures 6 see page 30
79–82 2d4 ankhegs 7 Bestiary 15
83–87 1 elephant 7 Bestiary 128
88–90 2d6 giant ants 7 Bestiary 16
91–93 1 stegosaurus 7 Bestiary 85
94–97 1 dire tiger 8 Bestiary 265
98–100 1 triceratops 8 Bestiary 86

ambushes in saventh-Yhi

Saventh-Yhi - Rencontres Aléatoires2
Saventh-Yhi - Rencontres Aléatoires2
You hear them all the time around here, the little sayings that come back from out there. “The jungle tells stories,” “The jungle guards its own,” “The jungle has fangs,” and on and on—seems every other explorer fancies himself a poet. For my coin, the jungle has a voice, and boy can it scream. You can’t deny it. Get to ground high enough some night and look out over the Expanse and you’ll see the shadows. Those aren’t just bats—they’re the jungle’s screams, and a hungrier, more soul-shaking howli ng you’ll hope to Desna you’ll never hear.
—Brelum Gaants, Sargavan Explorer

Untold mysteries lurk in the jungle shadows, creatures rarely seen by even the most experienced explorer or denizen of those deadly depths. Monsters that hide amid the grasping underbrush, the dense canopies, and languid rivers dart forth with grasping limbs or on nighted wings to claim the lives of those who intrude upon their savage dominions. This month’s entry into the Pathfinder Bestiary uncovers a few of these creatures of rumor and fireside legends. Whether ambushing jungle-delving adventurers or the denizens of darkened ruins, these elusive foes number among the wilds’ deadliest fangs.

In “Vaults of Madness,” the PCs find themselves thrust into the dungeon depths of Saventh-Yhi. In the darkness lurk a varied host of terrors, all too willing to claim the PCs’ lives along with their riches. Aside from the dangers within the vaults themselves, the PCs’ presence has not gone unnoticed within the city, and numerous hunters —either at the orders of rival explorers, by the will of territorial jungle lords, in the hope of proving their prowess, or merely trying to sate their bestial hunger—stalk the intruders, seeking to claim their discoveries or their lives.

Presented here are a variety of ambush encounters the PCs might face as they journey across Saventh-Yhi or delve into the darkness of varied dungeons. GMs looking for more general encounters suited to the lost city should look to the Bestiary of Pathfinder Adventure Path #39.

aspis consortium legionnaires (cr 10)

Greedy agents in the service of the Aspis Consortium patrol Saventh-Yhi, guarding their companions but also hunting for easy treasure and strange creatures they might poach and sell. Not appreciating rivals, upon encountering the PCs, these legionnaires do their best to take out the competition.

Aspis Consortium Legionnaires (5) CR 6

XP 2,400 each

hp 56 each (see page 15)

Charau-Ka Hunters

Deadly charau-ka savages prowl Saventh-Yhi, hunting for food and sport. While they likely bear the PCs no specific ill will—unless the explorers trespass upon territories they consider theirs—these mighty warriors and their hunting apes are quick to seek opportunities to prove their prowess. A group of three charau-ka and four dire apes is CR 11, while a group of eight charau-ka is CR 13.

Charau-Ka Savages (3) CR 7

XP 3,200 each

hp 90 each (see page 50)

Dire Apes (4) CR 3

XP 800 each

hp 30 each (Pathfinder RPG Bestiary 17)

Serpentfolk Seekers

Hunting for both the Pathfinder Juliver and the adventurers who have slaughtered their brethren, several groups of serpentfolk slink through the shadowed streets. Wary of the PCs’ prowess, these stalkers would prefer to follow and attack when their quarry seems most vulnerable. A group of four serpentfolk scouts is CR 11, a group of eight is CR 13, and a group of 12 is CR 14.

Serpentfolk Seekers (4, 8, or 12) CR 7

XP 3,200 each

hp 83 each (see page 36)

Wings of the Gorilla King

Agents of the Gorilla King, mighty winged apes with ferocious disposition, herald his coming to Saventh-Yhi. While initially only scouting the land in preparation for their lord’s coming, should they be attacked or insulted, these vicious hunters and other patrols of their kin prove deadly combatants both on the ground and in the air.

A group of four derhii scouts is CR 10, while a group of eight is CR 12.

Derhii Scouts (4 or 8) CR 6

XP 2,400 each

hp 76 each (see page 19)

Ambushes in Saventh-Yhi

d% roll Result Avg. CR Source
1–8 1 tyrannosaurus 9 Bestiary 86
9–18 Aspis Consortium Legionnaires 10 see text
19–28 Wings of the Gorilla King 10 see text
29–35 Charau-Ka Savages 11 see text
36–43 1d4 dire crocodiles 11 Bestiary 51
44–47 Serpentfolk Seekers 11 see text
48–55 1d4 brachiosaurus 12 Bestiary 83
56–65 Wings of the Gorilla King 12 see text
66–73 Charau-Ka Hunters 13 see text
74–77 1 froghemoth 13 Bestiary 136
78–82 1 obambo 13 see page 82
83–87 Serpentfolk Seekers 13 see text
88–93 1d4 stone golems 13 Bestiary 163
94–97 Serpentfolk Seekers 14 see text
98–100 1 popobala 15 see page 84

Références

  1. 1,0 1,1 1,2 et 1,3 Pathfinder 1 - Adventure Path 07 - Serpent's Skull 2 - Racing to Ruin (PZO9038)