Monday, August 3, 2009

D6 (The Clanhold)

In keeping with this conversion's theme of Barl creating horrid undead to cement his control over the Kreeg ogres, a spirit devourer created to keep a threatening watch over the slaves in the mining tunnels returns to the clanhold just as the party arrives. Terrified by the foul thing, the ogres - even the Kreeg taskmasters - fight especially bravely. While the PCs might be able to kill them, what the spirit devourer is capable of is far worse than mere death.

The spirit devourer attempts to trap the most obvious user of radiant energy, or the party defender. If it feels it can get away with it, it uses devour spirit three times each turn in order to maximize its chances of consuming a soul (and giving it a steady flow of hit points). A creature that enters or starts its turn in a forge pit takes 6d10 points of fire damage. I suggest the following encounter for a party of five adventurers:

  • 8 Ogre Thugs
  • 2 Ogre Savages
  • Spirit Devourer
Total: 3,200 xp (Level 11 Encounter)

Be sure to use the Monster Manual version of the Spirit Devourer - the version displayed in the D&D Compendium has incorrect text for the devour spirit power.

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