Saventh-Yhi - Rencontres Aléatoires

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Saventh-Yhi - Rencontres Aléatoires
Saventh-Yhi - Rencontres Aléatoires
The jonquil krait numbers among the deadliest vipers found along the Mwangi Expanse’s Buunta Flow. Favori ng the heat and moist shadows provided by the broad-leaf ferns that grow alongside the green waters , these flat-headed hunters collect in great numbers both to deter predators and to bring down prey none could hope to conquer alone. Especially during the coolest months of the year, when they pursue mates, upward of 300 kraits might congregate in knott ing s warms . Travelers should remain mindful of pits and hollows where these snakes might lurk, for although the bite of a single krait rarely proves deadly, the combined toxins of an entire nest can lay low any man or beast in seconds.
—Amilos H. Valk, Naturalist and Explorer


Beyond the jungle fringes lies a hidden world of wonder and danger. Beasts thought to be mere legends stalk a realm of endless menace, where even the most mundane creatures adopt deadly forms. Those that once might have been called humans take on a nightmarish aspect as well, reshaped by the brutal realities of this merciless world. This month’s entry into the Pathfinder Bestiary reveals a host of these creatures, beings of myth and mystery now roaming the lands surrounding the lost city of Saventh-Yhi. Yet as many consumed by the jungle learn too late, elusiveness and deadliness often prove to be one and the same.

disTricTs of savenTh-yhi

“The City of Seven Spears” sets the PCs loose amid the all-too-lively ruins of Saventh-Yhi. Here, among the broken stones and tarnished relics of the fallen metropolis, lurk innumerable threats and a society of dangerous new residents. GMs planning to generate random encounters for their PCs will find a wide variety of threats lurking in the ancient city. There is a 10% chance of a random encounter while exploring Saventh-Yhi. GMs should roll for random encounters four times per day—at dawn, noon, dusk, and midnight. Because of the size of Saventh-Yhi and its varied locales, not all of the encounters on the adjacent table work for every district, some being better suited to aquatic or outdoor areas. GMs should keep this in mind, and should feel free to reroll as often as they require.

Among the creatures on the Saventh-Yhi Random Encounters table, two encounter types bear special note.

District Patrols: The ruins of Saventh-Yhi comprise seven different districts, and within each, a separate power holds sway. While exploring these quarters, PCs might encounter servants of that district’s ruling faction. If you roll a random encounter featuring a patrol, look on the referenced page from the adventure. The patrols for Saventh-Yhi’s seven districts are as follows: an artisan district patrol is made up of 4 tribal hunters (see page 36), a farming district patrol is a group of 4 normal boggards led by a boggard subchief (see page 42), a government district patrol consists of 3 degenerate serpentfolk (see page 27), a military district patrol consists of a dire ape led by 2 charau-ka thugs (see pages 19–20), a residential district patrol is 8 advanced vegepygmies (see page 31), and a temple district patrol is 4 advanced troglodytes led by 2 acolytes of Achaekek (see pages 46–47). The mercantile district has no organized patrols; if an encounter with a mercantile district patrol is rolled, reroll for another encounter.

Rival Faction Parties: As the PCs explore Saventh-Yhi, the PCs might encounter members of the other factions exploring the city. If you roll a random encounter featuring a rival faction party, roll randomly to determine which faction the PCs encounter and look on the referenced page for details. A rival faction party consists of 2d6 guards from a given faction. The parties for the five factions exploring Saventh-Yhi are as follows: Aspis Consortium guards are Aspis mercenaries (see page 61), Free Captains guards are Shackles freebooters (see page 62), Pathfinder Society guards are Pathfinder agents (see page 63), Red Mantis guards are Red Mantis priests (see page 64), and Sargavan Government guards are Sargavan guards (see page 65).

Unique Monsters: Numerous unique creatures inhabit the ruins of Saventh-Yhi. Some play roles within the adventure, but are either peripheral enough to the plot to appear at random or otherwise destined to face the PCs in combat. Regardless of the creature’s part within the adventure, if it has already been slain, reroll for another encounter.

Saventh-Yhi Random Encounters

d% roll Result Avg. CR Source
1–6 1d4 dire bats 4 Bestiary 30
7–10 1d4 leopards 4 Bestiary 40
11–13 1 tiger 4 Bestiary 265
14–15 1 basilisk 5 Bestiary 29
16–19 1d6 boars 5 Bestiary 36
20–23 1d6 crocodiles 5 Bestiary 51
24–27 1d4 dire apes 5 Bestiary 17
28–30 1 gibbering mouther 5 Bestiary 153
31–32 1 mummy 5 Bestiary 210
33–36 Rival faction party varies see below
37–40 2d4 boggards 6 Bestiary 37
41–46 1d6 keches 6 see page 24
47–49 1d6 pteranodons 6 Bestiary 85
50–51 1d6 shadows 6 Bestiary 245
52–55 2d6 troglodytes 6 Bestiary 267
56–57 1d6 wights 6 Bestiary 276
58–60 1 chimera 7 Bestiary 44
61–64 District patrol** varies see below
65–67 1d6 venomous snake swarm 7 see page 82
68–71 2d4 charau-ka thugs 8 see page 19
72–73 1d8 degenerate serpentfolk 8 see page 27
74–78 1d8 deinonychus 8 Bestiary 84
79–82 1d4 girallons 8 Bestiary 154
83–86 1d4 jungle mantises 8 see page 48
87–89 1d4 camulatz 9 see page 80
90–91 Mokele-mbembe* 9 see page 84
92–94 Sarcosuchus* 9 see page 24
95–97 1d8 megapiranha swarms 10 see page 82
98–99 Yog’oltha* 11 see page 17
100 Green God* 13 see page 45
  • Unique creature. If this result is rolled a second time,

roll again.

    • See description.

Références