The Village of Irenke
by Joaquin MenchacaI have recently started with the module T1: Village of Hommlet, and I made this the "Village of Irenke". Irenke was mentioned in one of the PoorWizAlmanac/Joshua Almanac books. Interestingly, the unholy symbol, supposedly of Greyhawk's Zuggtomoy, represents a flaming eye. IMC, I made this an Egyptian-like eye symbol, given the feel of Nithian. This shows how old the evil cult goes back. Also, as it is an eye, so I naturally use Arik. This is an excellent fit.
I made the cult seemingly more "grey", than just a pure evil group. They present themselves as the saviours of Traladaran people, and hope to oust Thyatian dominion over the lands, naturally with themselves and religion residing over the kingdom. I had one of the main villains present himself and his order like this.
I gave the citizens of Irenke (Hommlet) either Traladaran or Thyatian names, depending on their background. As a sample, these are some of the names I localised in AD&D2e days:
Zert (F2)
Tiberiu Balan
Agent (F2)
Ion Cazacu
Rufus (F6)
Romanius Dermokaites
Burn (MU8)
Belisarius Ibuzir
Lareth (C5)
Licinius Calaphates
Spugnoir (MU2, evoker)
Serban Nemescu
Guard (F3)
Kraag
Guard (F3)
Bashik
Brigan leader (F3)
Basil
Calmer (C3)
Crispus Justinian
Terjon (C6)
Tiberius Stylian
Elmo
Emil Andrescu
Herdsman (F2)
Bogdan Kolchak
Rannos Davl (T10)
Romanos Damascus
Greemag (T7, Ass kit)
Germanus Arcadius
Smith (D3)
Stephan
Jaroo Ashstaff (D7)
Janos Andrei
For my latest adventures, I am slowly re-documenting them as D&D3e characters. Here's one I did recently:
-------------------------------------------------------
Licinius Calaphates, Priest of Arik, Leader of Moathouse Operation: Male human Clr5; CR 7; Medium-size humanoid (human); hp 50; Init +7; Spd 30 ft.; AC 21 (touch 13, flatfooted 18); Atk +7 melee (1d8+5/x2, mace), +6 melee (1d6+5/x2, staff); SA spells; AL NE; SV Fort +7, Ref +4, Will +8; Str 18, Dex 17, Con 16, Int 18, Wis 18, Cha 18.
Skills: Bluff +8, Concentration +11, Diplomacy +12, Heal +12, Knowledge (Arcane) +12, Knowledge (Religion) +12, Spell Craft +12, Spot +8, ; Feats: Ambidexterity, Improved Initiative, Two-Weapon Style, Weapon Focus (Mace)
Spells Prepared (5/4/3/2, base save of DC = 14 + spell level): 0-Cure Minor Wounds, Guidance , Light, Resistance; 1st-Bless, Bane, Cause Fear, Magic Weapon*, Sanctuary; 2nd-Darkness, Desecrate*, Hold Person, Silence; 3rd-Animate Dead, Blindness, Magic Circle versus Good*, Prayer.
Equipment: Breast plate +1, masterwork heavy mace, Phylactery of Freedom of Movement, Ring of Protection +1, Staff of Power
Languages: Thyatian, Traladaran
Tactics: In the Moathouse, Licinius will prepare well placed Glyphs of Warding with a sonic attack inside and outside area ([insert area number]). The glyphs will be triggered by those not having a cloak with the eye symbol. Licinius will prepare self-enhancement spells at the sign of the battle if time permits and will later enhance his troops with Bless, Prayer, and Magic Circle versus Good. During the battle, Licinius will attempt to take out spell casters and instruct his troops to do the same, and will also attempt to neutralise noticeably power PCs.
Development: Licinius is very confident of his religion and organisation to the point of arrogance. Any player's that attempt to flatter him or his organisation will gain a +5 circumstance bonus when trying to get information from him through Diplomacy.
If player's show genuine interest, or make a successful Bluff check feign interest, in his religion or order, or display interest in joining his organisation, the player's will get an additional +5 circumstance bonus to extract information through Diplomacy.
Licinius' arrogance and pride stem from his devotion and sacrifice toward accomplishing the goals of his Immortal. As such, attempts at Intimidation will suffer a -5 circumstance penalty.
Once every twenty days, Licinius leads expeditions to a meeting rendezvous with others of his order. He will travel with a troop of 4 - 6 guards, his lieutenant, and a few gnolls. The bugbears will remain near the moathouse in order to scout the area on continual patrol during these expeditions.