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THE C U L TS N D T H E W A R C U L T C A M P AIGN TH M E S
The war and its aftermath created a fertile breeding Cults of the Dragon Below make versatile villains in a
ground for the Cults of the Dragon Below. In this time campaign. They can be introduced as a threat early on,
of uncertainty and fear, it's easy for people to gravitate in the form of low-level cultists and small, disorganized
toward a group that provides a sense of purpose or a cells. As the campaign moves through the tiers of play,
promise of security. This mindset is intensified by the stronger aberrations and fiends become viable antago
spread of refugees in the wake of the Mourning, and by nists, as well as more powerful cult leaders who serve
the lingering animosity that continues to divide people. the daelkyr, the Lords of Dust, or other dark entities.
In the Mror Holds, the conflict with Dyrrn the Corruptor The cults can also serve different styles of play. One
has begun to leave its mark, with new cults appearing would be perfect for a slowly unfolding investigation that
throughout the nation. In general, the chaos of the war starts out seemingly mundane, but slowly delves deeper
has left behind ample areas of shadow in which new into otherworldly influences and dark magic. Allies
cults can form and thrive. become suspect, and perhaps even erstwhile enemies
become necessary bedfellows.
T
C U L TS OF H E Alternatively, a cult can burst explosively onto the
N
D R AGON BELOW P C s scene with a spray of gore and a horde of shrieking
dolgaunts. Such an incident leaves no doubt about the
Some Cults of the Dragon Below are bizarre yet harm cultists' evil nature, making them the obvious villains of
less, but most of them are dangerous and destructive the story.
forces that prey on innocents and vulnerable people.
Some cultists are aware of the true nature of the be C U L T ADVENTURES
ings they serve, but many are delusional; cultists might
perceive their mind flayer master as a wise and gen The Cult Adventure Hooks table offers suggestions for
tle priest. story opportunities involving the cults.
V
CU LT N P Cs CU LT AD E N T U R E H O O K S
d8 N P C d8 Adventure Hook
A monstrous aberration (such as a beholder, a mind Children throughout town begin reciting the same
nursery rhyme, adding increasingly disturbing de
flayer, or a gibbering mouther) lairs beneath a popular
scriptions as the verses progress. No one knows
inn, from where it twists the thoughts and dreams of
where they learned the rhyme.
those sleeping above.
2 The headmaster of an exclusive magic academy is ac· 2 Shadows around the old asylum take on a deep, inky
tually a cult leader who is indoctrinating the students cast, and things move just outside the light. Then the
whispered laughs begin.
into a cult of Sul Khatesh.
3 A wizard found mad scrawlings hidden in a library 3 A seemingly healthy noble dies of heart failure
brought on by extreme terror, but with no clear
book, used the writing to make contact with a daelkyr,
source. The noble recently had an exquisite portrait
and began creating aberration servants.
painted. Every other person portrayed by the same
4 A mind flayer serving Dyrrn dominates a magistrate
artist has also died in a similar fashion.
and takes control of the city watch using intellect
devourers. 4 In a remote village, the local herbalist is condemned
for practicing dark magic against the villagers. They
5 An assassin mixes mind-altering poisons laced with
the whispers of a dark entity. swear their innocence to the characters and beg to be
exonerated before their scheduled execution.
6 A dragonmarked heir whose fortunes were ruined in
5 Magic items begin exhibiting strange side effects,
the Last War founds a cult within their house.
causing minor warping of their users' flesh, or fraying
7 The local thieves' guild turns from u n dane orga
m
nized crime activities to bizarre m u r ders and acts of their users' sanity.
6 Strange bounty hunters stalk the characters, seem
chaos.
ingly aware of all their secrets and loved ones. Odd
8 A respected noble behaves more erratically as time
goes on, treating their servants and family with ran lumps writhe beneath the hunters' cloaks.
7 A crazed hermit wanders into town and commits
dom and escalating cruelty.
suicide in a grisly fashion. All the food in the village
spoils instantly, and aberrant creatures attack every
m i dnight thereafter.
,
8 Several caravans have gone missing over the course
of months. The authorities hire mercenary help after
an aberration attacks while wearing the signet ring of
a missing caravan master.
CHAPTER 4 I BUILDING EBERRON ADVENTURES
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