Thursday, 17 February 2022

d12 Cult Revenge Schemes
































Busy on some non-gaming stuff and writing. 
Possibly gaming dropping from no1 hobby to 3rd or 4th.
I might blow this up to a d100.

Please sacrifice comments and feedback to sate my needy jade god. 

Possibly I need this table as players have now destroyed two fish cult temples thousands of years old.

You could roll a low dice at first like a d4 and increase it as cult gets madder up to d12.
Wars with a hidden cult are awesome subplots.

d12 Cult Revenge Schemes
1 Cult pay crime guild to harass party when in urban areas with theft and stabbings
2 Leave cult graffiti signs everywhere the party goes even on their property
3 Hire bards or gossips to slander the party kingdom-wide to make the mob angry
The cult try and plant cursed items on a party (possibly planning to then attack
5 Cult hires a poisoner or plague carrier to contaminate enemy food and drink
6 Cult pay some bandits or thugs to murder enemies
7 The cult recruit kill team of assassins commanded by a specialist priest
8 Create fraudulent incriminating documents attributed to enemies and put in hands of nobility
The cult makes a deal with local monsters to kill the party and start a blood vendetta
10 The cult go on a quest for an evil relic to punish their enemies
11 The cult cake contact with an older, stranger and more horrible sect for aid
12 The cult pray to their patron powers and are answered

d12 Angy Cult Patron Action
1 Vermin of some type menace the enemies making them unwelcome everywhere
2 A monster crawls from some foul place dreaming of the enemy and location
3 An invisible spirit is sent to follow them casting curses daily on them
4 See waking dreamlike visions in shadows, mirrors, or water (or something appropriate to the power leaking through into our world). The presence will start subtle but eventually becomes commonplace like a tormenting evil alter ego 
5 Possesses a person in public using them as a mouthpiece to threaten the enemy
6 A non-human tribe gain visions of the enemies, slaying them gains you status after death
7 An invisible spirit is sent by a witch in service to the patron
8 An Imp or malevolent spirit is sent from hell to torment and prank the enemy
9 A succubi or incubi or changeling of some is sent to seduce enemies and break their hearts and kill them
10 A cult war band led by an evil hero is sent by the powers to lay waste to enemies lands demanding the deaths of the hero
11 Enemies are given the mark identifying them to cult and close allies worldwide on sight
12 Sends a demon hireling and if replaced a stronger demon replaces it

2 comments:

  1. Now you've gone and inspired me to have that cult torment my players!

    ReplyDelete
  2. "Leave cult graffiti signs everywhere" - this is great, and I'm pretty sure the players would get paranoid and think these signs are magic sigils.

    ReplyDelete

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