Mordenkainen\'s Tome of Foes goodfileshare.com

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34·


FIENDISH CULTS


The following tables can be used to generate random

cults dedicated to fiends. Roll on the tables in the order

in which they appear to build up the cult's traits.


  1. CULT GOALS


d6 Goal

Political power, control over the local area

2 The death of a hated enemy or rival

3 Control of a guild or similar institution

4 Recovery of an artifact or magic item that could prove

useful in the Blood War

5 Revenge for an insult , wrong, or past defeat

6 Personal power and comfort for its leaders; the rank

and file are disposable


  1. CULT RESOURCES


d6 Resource

The cult uses a respectable guild, business, or institu-

tion as a front.

2 The cult thrives through the support of generations of

a powerful noble family.

3 The cult contro ls the local officers of the law.

4

s


6

The cult has access to a cache of powerful magic.

The cult can open a direct portal to the Outer Planes,

allowing fiends to intercede on their behalf.

The cult's leader is a renegade fiend seeking to evade

its enemies.

CHAPTER I I THE BLOOD WAR

3· CULT ORGANIZATION

d6 Organization

Conspiracy. Members use passwords and

double-blind communication.

2 False Front. The cult puts on an elaborate deception

to appear as a harmless civic group.

3 Criminal Enterprise. The cult is organized through a

thieves' guild.

4 Network. The cult has a secret alliance of members

who have infiltrated the lower ranks of every organiza-

tion of note in the region.

S Cult of Personality. The cult leader is a beloved figure

renowned for great, benevolent deeds.

6 Entrenched. The cult is part of the local culture, a tra-

dition that established decades ago and kept secret

from outsiders.

4· CULT HARDSHIP


d6 Hardship

The cult is wracked with infigh ting.

2 A rival cult strives to destroy this group and replace it.

3 The cult struggles to rein in its dark, violent impulses

in order to remain undetected.

4 Murder and betrayal leads to a constant turnover in

cult leadership.

5 The cult leader is a figurehead. The real power is a

crime lord behind the scenes.

6 The cult is a d isposable pawn manipulated by its

master.
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