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.
ambushes in saventh-Yhi

- 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 |