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FIENDISH CULTS
The following tables can be used to generate randomcults dedicated to fiends. Roll on the tables in the orderin which they appear to build up the cult's traits.- CULT GOALS
d6 GoalPolitical power, control over the local area2 The death of a hated enemy or rival3 Control of a guild or similar institution4 Recovery of an artifact or magic item that could proveuseful in the Blood War5 Revenge for an insult , wrong, or past defeat6 Personal power and comfort for its leaders; the rankand file are disposable- CULT RESOURCES
d6 ResourceThe cult uses a respectable guild, business, or institu-tion as a front.2 The cult thrives through the support of generations ofa powerful noble family.3 The cult contro ls the local officers of the law.4s
6The 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 evadeits enemies.CHAPTER I I THE BLOOD WAR3· CULT ORGANIZATIONd6 OrganizationConspiracy. Members use passwords anddouble-blind communication.2 False Front. The cult puts on an elaborate deceptionto appear as a harmless civic group.3 Criminal Enterprise. The cult is organized through athieves' guild.4 Network. The cult has a secret alliance of memberswho have infiltrated the lower ranks of every organiza-tion of note in the region.S Cult of Personality. The cult leader is a beloved figurerenowned for great, benevolent deeds.6 Entrenched. The cult is part of the local culture, a tra-dition that established decades ago and kept secretfrom outsiders.4· CULT HARDSHIP
d6 HardshipThe 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 impulsesin order to remain undetected.4 Murder and betrayal leads to a constant turnover incult leadership.5 The cult leader is a figurehead. The real power is acrime lord behind the scenes.6 The cult is a d isposable pawn manipulated by itsmaster.