Roll up an evil cult or secret society for your campaign. It just takes a few d6s.
Name
| 1d6 | Name |
|---|---|
| 1 | The… (1d6: 1=Enlightened; 2=Veiled; 3=Hooded; 4=Masked; 5=Eternal; 6=Shadow)… (1d6: 1=Brotherhood; 2=Circle; 3=Alliance; 4=Order; 5=Seers; 6=Sodality). |
| 2 | The… (1d6: 1=Brothers; 2=Cordon; 3=League; 4=Men; 5=Oath-Keepers; 6=Servants) of the… (1d6: 1=Black Beast; 2=Blood-Drinker; 3=Fiery One; 4=Dark One; 5=Wrath-Bringer; 6=World-Eater). |
| 3 | The… (1d6: 1=Circle; 2=Coven; 3=Ring; 4=Augurs; 5=Sigils; 6=Oracles) of… (1d6: 1=Iron; 2=Judgment; 3=Gold; 4=Fire; 5=Fear; 6=Truth). |
| 4 | The… (1d6: 1=Winter; 2=Star; 3=Blood; 4=Ice; 5=Moon; 6=Iron)… (1d6: 1=Conspiracy; 2=Brethren; 3=Watchmen; 4=Society; 5=League; 6=Council). |
| 5 | The… (1d6: 1=Claw; 2=Hand; 3=Talons; 4=Tentacles; 5=Slaves; 6=Martyrs) of the… (1d6: 1=Deep Ones; 2=Dark One; 3=Great Ones; 4=Hideous One; 5=Nameless One; 6=Secret God). |
| 6 | The (color of their livery, below)… (1d6: 1=Mages; 2=Oracles; 3=Summoners; 4=Warlocks; 5=Conjurers; 6=Witches). |
Livery
A decent cult will have matching robes and headgear, a sacred symbol, and some sort of sinister flair dangling from a belt or necklace. Roll 1d6 for each. For the symbol, the odd or even result of the flair roll determines the exact one.
| 1d6 | Robes | Headgear | Symbol | Flair |
|---|---|---|---|---|
| 1 | Black with (roll again; 1=silver) trim | Pointed hat | ☊/₺ | Bones |
| 2 | Red with (roll again; 2=maroon) trim | Flat round cap | ※/⥉ | Skulls |
| 3 | White with (roll again; 3=gray) trim | Head wrap | ♅/₺ | Amulet |
| 4 | Purple with (roll again; 4=lavender) trim | Magierka | ⤀/⸙ | Feathers |
| 5 | Green with (roll again; 5=dark green) trim | Mask | ⛧/⊛ | Horns |
| 6 | Yellow with (roll again; 6=brown) trim | Hood | Ѫ/⛮ | Teeth |
Peerless Leader
Every cult needs a leader who can inspire the faithful.
The leader is a… (1d6: 1=cleric; 2=rogue; 3=wizard; 4=druid; 5=bard; 6=fighter).
| 1d6 | Conspicuous Trait |
|---|---|
| 1 | Inhuman freak… (1=Eldritch horror in disguise; 2=vampire; 3=doppelganger; 4=mind flayer; 5=githyanki; 6=beholder). |
| 2 | Corrupted body… (1=scales; 2=horns; 3=claws; 4=hooves; 5=tentacles; 6=tail) and hideous countenance. |
| 3 | Hideous countenance… (1=pointed teeth; 2=forked tongue; 3=snake eyes; 4=green skin; 5=diseased; 6=ghastly gaunt). |
| 4 | Unusual… (1=weird tattoos; 2=odd scars; 3=albino; 4=hook hand; 5=birthmark; 6=wild hair) |
| 5 | Nearly normal (male/female)… (1=gold teeth; 2=missing tooth; 3=long beard/fingernails; 4=pockmarks; 5=scar; 6=bald/shaved head). |
| 6 | Perfectly normal (male/female)… (1=gold tooth; 2=penetrating eyes; 3=pointed beard/heavy makeup; 4=huge mustache/very pale; 5=preternaturally attractive; 6=balding/white hair). |

Secret Identifiers
| 1d6 | Secret Identifier |
|---|---|
| 1 | Furtive hand gesture… (1=one hand, simple; 2=one hand, complex; 3=two hands, simple; 4=two hands complex; 5=involves the ear or nose; 6=involves the chest [drawing a sign]). |
| 2 | Private handshake… (1=one hand, brief; 2=one hand, complicated; 3=two hands, brief; 4=two hands, complicated; 5=involves the elbows; 6=involves the face). |
| 3 | Ornate signet ring… (1=cult symbol [from Livery table]; 2=snake; 3=dragon; 4=goat; 5=skull; 6=bat). |
| 4 | Weird amulet… (1=cult symbol [from Livery table]; 2=snake; 3=dragon; 4=goat; 5=skull; 6=bat). |
| 5 | Ritualistic scars… (1=cult symbol; 2=clipped ear; 3=short lines; 4=facial scar; 5=severed finger; 6=back flagellation scars). |
| 6 | Arcane tattoos… (1=cult symbol [from Livery table]; 2=snake; 3=dragon; 4=goat; 5=skull; 6=bat). |
Prime Mover
Something has to get you motivated to do evil every day. This may be the thing the cult worships or an important avatar, servant, henchman, principle, or conduit of it.
| 1d6 | Prime Mover |
|---|---|
| 1 | Eldritch horror with a… (1=squid; 2=octopus; 3=fish; 4=dragon; 5=humanoid; 6=insectoid) head and several (1=tentacles; 2=pincers; 3=legs; 4=wings; 5=eyes; 6=mouths). |
| 2 | Powerful demon with a (1=humanoid; 2=dragon; 3=goat; 4=ram; 5=bull; 6=wolf) head and more than the usual number of… (1=arms; 2=legs; 3=heads; 4=wings; 5=eyes; 6=mouths). |
| 3 | Undead… (1=humanoid; 2=dragon; 3=king/queen; 4=sorcerer/-ess; 5=high priest/-ess; 6=druid). |
| 4 | A giant serpent with… (1=wings; 2=tusks; 3=huge horns; 4=legs with claws; 5=arms with claws; 6=multiple heads). |
| 5 | Talking demonic… (1=bear; 2=ram; 3=goat; 4=wolf; 5=bull; 6=boar). |
| 6 | Mystic tome of… (1=secrets; 2=undead; 3=sacrifices; 4=sorcerers; 5=demons; 6=horrors) that writes its orders on its own pages. |

Dark Ambition
Everyone needs a purpose in life, even if you’re just doing the bidding of a terrifying hell-beast.
| 1d6 | Dark Ambition |
|---|---|
| 1 | Acquire power by… (1=creating powerful magic; 2=fomenting revolution; 3=assassinating nobles and religious officials; 4=raising an army; 5=collecting arcane knowledge; 6=summoning demons). |
| 2 | Transform themselves into… (1=powerful sorcerers; 2=eldritch horrors; 3=vampires; 4=wraiths; 5=mummies; 6=oozes) to please their vile god. |
| 3 | The destruction of… (1=all who oppose them; 2=knowledge; 3=the world; 4=opposed religions; 5=arcane spellcasters; 6=the social order). |
| 4 | Transform… (1=common folk; 2=livestock; 3=trees; 4=infidel clergy; 5=children; 6=all who oppose them) into… (1=animal hybrids; 2=eldritch horrors; 3=zombies; 4=ghouls; 5=monstrosities; 6=oozes). |
| 5 | Sacrifice the… (1=hearts; 2=heads; 3=virgins; 4=hands; 5=brains; 6=livestock) of their enemies to their blood-thirsty god for divination that gives them insight into dark secrets. |
| 6 | Hoard and perhaps trade… (1=secrets; 2=worldly pleasures; 3=treasure; 4=magic; 5=power; 6=slaves) to please their tyrannical god. |
Current Plot
How does one make the great crab-god’s ultimate goal a success? One plot at a time. Consider indicating or hinting that the cult uses torture, slavery, mind control, human sacrifice, bribery/blackmail, and/or cannibalism to terrorize, gain power, and achieve its aims.
| 1d6 | Current Plot |
|---|---|
| 1 | Gather components, knowledge, and sacrifices to summon a… (1d6: 1=demon; 2=nature spirit; 3=bulette; 4=elemental; 5=purple worm; 6=kraken) to do their bidding. |
| 2 | Reach out with gifts to convince a… (1d6: 1=beholder; 2=dragon; 3=lich; 4=foreign tyrant; 5=mad wizard; 6=different evil faction) to help them. |
| 3 | Make their leader more powerful… (1d6: 1=in influence with nobles; 2=in arcane magic; 3=in divine magic; 4=in wealth; 5=in legal authority; 6=in reputation among commoners). |
| 4 | Enhance the local… (1d6: 1=livestock health; 2=crop yield; 3=merchant trade; 4=wilderness growth; 5=weather; 6=birthrate)–to the detriment of others elsewhere–to gain esteem. |
| 5 | Wreck the local… (1d6: 1=livestock health; 2=crop yield; 3=merchant trade; 4=wilderness; 5=weather; 6=birthrate) for their own vile reasons. |
| 6 | Seek out… (1d6: 1=dark or shameful secrets; 2=a new understanding of the arcane; 3=a way to slay a troublesome monster; 4=a lost powerful artifact; 5=a portal to another realm; 6=a creature needed for a ritual). |
Base of Operations
Every cult needs a headquarters from which to launch its maniacal schemes.
| 1d6 | Base |
|---|---|
| 1 | Ruined ancient… (1d6: 1=bath house; 2=villa; 3=fortress; 4=monastery; 5=tower; 6=tomb). |
| 2 | Recently abandoned… (1d6: 1=manor house; 2=mill; 3=church; 4=monastery; 5=tower; 6=crypt). |
| 3 | Captured… (1d6: 1=manor house; 2=town; 3=church; 4=monastery; 5=tower; 6=coaching inn). |
| 4 | Purpose-built… (1d6: 1=tower; 2=tunnel complex; 3=ship; 4=fake ruins; 5=forest temple; 6=mountain temple). |
| 5 | Secret headquarters in an unassuming… (1d6: 1=house in a town; 2=house in a city; 3=manor house; 4=yeoman’s hall house; 5=warehouse at a city wharf; 6=sewer system in a big city). |
| 6 | Cellars under a working… (1d6: 1=moneylender’s house; 2=merchant’s house; 3=inn; 4=tavern; 5=gambling house; 6=guildhall) in a city. |

Sacred Site
You can make more noise and dispose of sacrifices more easily in a secluded location than you can in a secret headquarters.
| 1d6 | Locale |
|---|---|
| 1 | Grove of gnarled trees. |
| 2 | Ancient monument (ring of stones, henge, runestone, dolmen, giant statue, cairn). |
| 3 | Peat bog, marsh, or lake. |
| 4 | Wave-pounded beach (coast); island in a lake (lowlands); or hidden waterfall (highlands). |
| 5 | Strange rock outcropping. |
| 6 | Shallow cave in the hills. |
Did you count? Are there not 666 cults? You fool! You’ve fallen for my diabolical ploy!



Leave a comment