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Weary from their long journey back home, our heroes stopped at the
threshold of Old Hogge’s Tavern at the edge of town. Climbing the rickety
old porch, they spotted the now-too familiar sigil of the Cult of the Eternal
Flame carved deeply upon the tavern’s door. Though it was not the first time
they had seen the red sigil, it was its presence here on the door of their
familiar old stomping ground – the very tavern that brought them together
those many years ago – that gave them pause.
The Cult had only grown in number since the end of the war, and now
it seemed to be everywhere. Its temples were growing in number, and
everywhere the great, ever-burning fires could be seen towering above the
city walls.
Morinn, the party’s ranger, reached towards the door, only to find it
pulled opened from the inside by a strange robed man. Pausing to inspect the
group of weary travelers with discerning eyes, he shook his head, making a
gesture with his tattooed hand. With a dismissive tone, he warned them off.
“Be gone, outsiders. Only those who bear the mark may come within
these walls. Seek out your own kind in lands where the Warmth of Holy Fire
is unknown…”
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I. Cults
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guarding a castle on the border regions of your realm. They are fiercely and
zealously loyal to their master Zeon, a fallen priest who believes that the end of
the world is approaching, and wants the men to ready themselves by secretly
building an army to help guard them and their families.
Aims: Zeon uses his position and influence to get the soldiers in this castle
to direct any unwary travelers or PCs to their doom towards the nearby caves,
enticing them with tales of treasure or ancient magic. The unwary victims make
their way into the caves, where wave upon wave of undead and traps await them.
They fight their way as far as they are able, finding whatever treasures or items
they were told would be there. Once they make their way back towards the castle,
Zeon springs his own trap – an ambush by skilled Grey Brothers who slay the
unsuspecting victims, turning their fresh corpses over to Zeon for reanimation.
Their weapons, armor, and whatever magical items they brought with them then
become part of the Grey Brothers’ hoard.
Strength: The Grey Brothers number about 30 of the castle’s garrison of
100, though they are among the highest-ranking and most skilled soldiers in the
keep. Their influence is such that a word from any of them would see nosy or
troublesome PCs clamped in irons by the others, accused of banditry or theft. The
captain of the castle’s forces is unaware of their presence, and will be
assassinated if he ever suspects anything of them, to be replaced by Zeon himself.
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Aims: The aim of the Sect of Aenris is the utter genocide of an entire people
by any means possible. Their religious zeal has turned them against these people
for any number of reasons, but regardless of specifics their hatred burns brightly,
and they will stop at nothing to see their aims fulfilled – no matter how many
innocents have to suffer along the way. They are just as happy slaying people by
the hundreds as they are at any real attempt at conversion.
Strength: The Sect of Holy Aenris consists of several hundred (though in
larger campaign settings, this could well be thousands) knights and priests bent
on slaughtering their foes and taking their lands. They are served by a great
number of less zealous but easily motivated soldiers and lay-followers who see
the profit in the Sect’s crusade.
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8. The Carrion-Eaters:
Overview: This is a grim cult devoted to the macabre idea that eating the
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flesh of one’s enemies grants you their powers. To this end, the cult embraces the
idea of cannibalism not merely as a preferred option but as a religious necessity.
Aims: Their beliefs stem from a powerful and rare magical spell that grants
a person who consumes the flesh of another human/elf/dwarf/etc. some of that
person’s Experience/Level/Spell/Combat abilities. The leader of the cult found this
Chthonic spell in an ancient ruin, and now leads his followers on a quest to
become all-powerful through the consumption of great heroes and sorcerers
throughout the realms.
Strength: Their numbers are small for now, but each member of the cult
has consumed enough people to grant themselves a good deal of additional
strength and abilities – the specifics are left to the GM/DM’s imagination.
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may well be mad – or simply power-hungry, using the zealous faith of their
underlings to wage a bloody inquisition against the people – both common, and if
necessary – noble born.
Strength: The Order consists of several hundred priests, inquisitors, and
paladins, as well as an equal number of zealous soldiers attached to the order
who serve as its military arm.
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only being the latest of more than a dozen names they have gone by over the
centuries. The cult itself is led by a pair of immortal liches who are bent on
animating a dead dragon into a draco-lich. Every generation or so, when their
true identities are discovered, and the leaders of the Cult go into hiding –
allowing all of their followers to be massacred or driven off. After waiting a few
years, they form a new cult under a new name, and start all over again. In this
way, they keep their true aims and methods secret from those that know their real
purpose.
Aims: As their true aims are kept a secret from all but the two immortal
liches who lead the cult, few of the members have any idea what is really going
on. The gathering of components for the spell to animate the dead dragon is done
in a very secretive and compartmentalized fashion. The cult today passes itself off
as a harmless group of religious fanatics worshipping a black stone on an altar –
sacrificing livestock in return for magical blessings. Slowly, and by use of the
foolish zealots that make up the cult, the two liches draw ever closer to their goal.
Strength: The Keepers number about 30 or so, and have very little in the
way of wealth or power. All of the power lies with its two leaders – powerful
liches who possess the vast magical abilities and wealth necessary to complete
their centuries-long quest.
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material possession.
Aims: The possessions of the devotees are not destroyed by the fire – rather,
they fall through a secret hole in the brazier to a chamber below, where they are
sorted by the high priests. This wealth is used to build even more temples, as well
as to strike out at other religions and cults that compete for the same pool of
wealthy and gullible followers. Recently, the wealth of new initiates and faithful
has proven to not be enough, and the cult now encourages its more zealous
followers to steal the wealth of the rich and greedy, to be brought to the temples
and ‘burned’ amid great spectacle and ritual.
Strength: The Guardians of the Eternal Flame now number in the hundreds,
and every temple has priests, fanatic temple guards, and zealous devotees. Whole
manors and palaces have been stripped and even burned to the ground by the
zealous, and the priests are able to hire skilled assassins and send them after any
who get in their way.
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all suffered attacks by the race, and in their despair and grief have come to
believe that the non-human race is somehow divine or ordained.
Aims: The Black Fang wants to set off a great war between the free races
and their chosen deity’s people, and in order to do this must find a powerful
symbol that the race lost long ago. With this symbol (a horn, banner, artifact,
etc.), they believe that they can unite the non-human race and watch as they slay
all of the free races (the cultists included) and burn the entire world in their
righteous fury. Their leaders believe that this is how the world will be reborn, and
that if they fulfil the deity’s wishes, they will be reborn into it, along with their
fallen loved ones.
Strength: The Black Fang is not a particularly numerous cult, but their
knowledge of how to unite the non-human race against humanity is, apparently,
quite accurate.
18. The Scarlet Brotherhood… aka The Cult of the Great and Mystical Hat.
Overview: The Cult of the Great and Mystical Hat is a strange, befuddled
little group of religious fanatics who spend their days worshipping a plain, plaid
hat of unimpressive quality. These are people who in their former lives were
scholars, skilled tradesmen and even philosophers who have apparently fallen
under the sway of the Great and Mystical Hat. They believe the Hat speaks to
them, and tells them to do various seemingly mundane tasks and chores that
don’t really seem to harm anyone. Their devotion is rather shocking to those who
are not members of the cult, and most people dismiss them as nothing more than
mad or deranged.
Aims: The Hat itself is nothing more than a perfectly mundane hat; and the
cult was created as a clever ruse meant to help to cover the Scarlet Brotherhood’s
true activities. The Brotherhood drains the thoughts and memories of their
victims, leaving them addled and eventually quite insane. These thoughts and
memories fuel the Scarlet Brotherhood’s master, a wizard who has learned to
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draw magical energies from such things. The only problem is that he needs
specific victims for his spells to work – intelligent, productive, and active people
who are involved in various academic trades and skills. Criminals, simple-
minded folk, and street urchins are simply not possessed of the correct
combination of mental energies.
Fearful that their victims’ families will come looking for answers, they
created the Cult of the Great and Mystical Hat as a way of drawing attention
towards – rather than away from – the victims themselves. In doing so, they place
the apparent blame of the victims’ madness on a perfectly normal (and very non-
magical to all forms of spell detection) hat.
Merciful GM/DMs may rule that once the master of the order himself is
defeated, the victims will slowly regain most if not all of their memories and
sanity; merciless ones are advised to do as they wish…
Strength: The Cult of the Hat itself is made up of some very unfortunate and
very addle-brained individuals, and they possess little to no power, wealth, or
influence – spending their days wandering the city talking to themselves or
bowing to the Hat. The Scarlet Brotherhood on the other hand consists of 3
wizards who serve the Order’s Master, whose jobs are to convince the newly-
drained victims of the divinity of the Hat, sending them out into the city to begin
their sad existence.
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and nobles who vowed to never again sheath their blades until their enemies
were enslaved or eradicated - permanently. They are unhappy with the terms of
the peace (perhaps tribute is paid, or not enough concessions were granted – the
specifics of their grievances are left to the GM/DM) and would like nothing better
than to see the war rekindled by any means necessary.
Aims: They seek to once more drive the two lands to open warfare; this time
they intend to finish the job. Using whatever political or military resources are
available to them, they will continually throw fuel on the fires of war for both
sides of the conflict, though due to the terms of the treaty they must do so in
secret and with great caution. Wary of being branded traitors, their hatred of the
old enemy is so strong that they would gladly see innocents suffer in order to
advance their cause. Night raids into enemy territory to stir up trouble, and black
flag operations in their own lands to rally the people to demand vengeance and
retribution are the sort of tactics they intend to use. In the halls of the royal court,
they will plot and scheme against any who stand in the way of renewed warfare –
including the King or Queen, if necessary – after all, these men see their own
rulers as traitors for ending the war the way they did.
Strength: The Brandished Blades hide themselves well, but consist of 50 to
100 knights and nobles and their households. They will have a number of
retainers (spies, saboteurs, etc.) to aid them in their task as well, and will likely
serve a single ambitious noble who promises them that if he were to one day be
crowned king, he would never submit to such a shameful peace…
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Aims: Realizing their own king cared little for his people, the militia leaders
banded together and decided they would hit the king where it hurt the most – his
pockets. The contacted the various bands of outlaws and brigands in the area and
made them a deal – stop terrorizing the common folk and the militia leaders
would help the brigands to target the larger and better-protected merchant
caravans passing through the roads. They would give them specific information
on numbers, cargo, schedule and roads taken, and in return they would receive a
small portion of the loot to help the towns protect themselves from the
orcish/goblin/nonhumans. Though this began merely as a way to help pay for
militia forces, it has since become a lucrative source of wealth for the militia
leaders as well, and some of them now participate directly in the often deadly
assaults on merchant caravans. They also help to lead astray any royal constables
or sheriffs who come to investigate the robberies however they can – killing them
or sending them into ambushes if necessary.
Strength: The Sons of Iul are twelve in number, but each can call upon not
only his local militia forces, but those of the various allied bandits and brigands of
the area as well.
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enter the service of whatever villains currently hold power in your campaign
world in order to advance their own aims.
Aims: The Second Sons are extremely ambitious, and would like nothing
better than to plot the eventual overthrow/murders of their elder siblings so that
their fathers’ lands and titles can one day be theirs. Having known one another as
young children growing up in the cut-throat world of the royal court, the Second
Sons parted ways upon adulthood, and most of them have gone off to try and win
some fame, wealth, or glory for themselves as hired swords in the dangerous
border regions of the kingdom. The three most influential nobles among them are
currently trying to hatch a plot to quietly take over the various mercenary outfits
and companies in the realm, and unite them in an effort to carve out their own
lands and titles, leaving however bloody a trail they need in order to accomplish
this.
Strength: 30-40 skilled warriors, armed and armored as per the knights or
lesser nobles of your campaign setting, spread across about a half dozen smaller
mercenary or privateer outfits. Some of them currently wield a minor level of
influence within their respective mercenary units, and each can likely call upon
at least a half dozen sell-swords if the need arises.
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Strength: Their numbers are relatively small, but they are well-enough
placed and funded to achieve many of their aims through assassinations, lies,
forged documents, and bribes to the right people.
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order works towards the eventual recovery of a powerful magical artifact which
has been lost for many ages.
Aims: The members of the Quill have long taken a ‘generational’ outlook on
their task, as they’ve been around for centuries. Slowly piecing together bits of
information over a hundred or more years of study and research, they draw ever
closer to their goal. Now that the artifact seems within their grasp, they will stop
at nothing to retrieve it – including killing anyone who gets in their way or tries
to take it for themselves.
Strength: The Golden Quill counts among its numbers perhaps a hundred
scribes, researchers, wizards and scholars, though now that the artifact they have
so long sought is within their grasp, cracks are beginning to appear in the
group’s solidarity. Some of the members want it not only for the order, but for
themselves, while others have perhaps begun to question whether the artifact is
too dangerous for anyone to find at all. As the GM/DM, you should exploit these
different opinions and motivations, showing your players more than one facet of
the Golden Quill as the adventure unfolds.
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Aims: The Wolves feel slighted by the new king, and their anger and sense
of betrayal over his refusal to honor the old king’s Last Will adds fuel to the fire.
The Wolves – once good men – are now led by a sense of betrayal, and are
stirring up a great deal of strife among the borderlands where their fame is
greatest. Their actions are leading the kingdom down the path of civil war, and
they will happily light the fires that start one, if necessary.
Strength: They number only about 30 or so, but as aged adventurers are
possessed of great skill and many allies from their old adventuring days.
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city – most of whom believe they are actually doing a service for their kingdom.
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banditry. Using their great skill for murder and violence, the Forlorn have
become one of the most dangerous groups of outlaws in the kingdom, forcefully
freeing other men condemned to the gallows with offers to join their band.
Strength: The survivors of the original mission numbered about 30, but this
number has swollen with new ‘recruits’ freed from hangman’s nooses or
headsman’s axes. Roving the badlands and up country of the kingdom, they are
growing into a small army (+/-200) of vicious, condemned criminals and violent
madmen.
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Overview: The Home Guard is best used in a campaign setting where the
majority of a land’s forces are away at war. They were created as a freeman levy
during the war, and their purpose was to bolster the kingdom’s defenses in case
of invasion while the king and his army were away. They were also created to
help enforce the will of the king’s tax collectors and aid in the conscription of
more levy forces to send to the king’s banner. In this role they acted as law-
keepers and vigilantes, chasing down criminals, guarding roads, and generally
keeping the peace.
Aims: As with all things, the Home Guard eventually turned their aim from
peace keeping to ruling over the lands with an iron fist. With the majority of the
kingdom’s forces away at war, they have more or less taken over, and the officers
of the Home Guard rule as de-facto warlords over their appointed domains. The
Home Guard heavily recruits its members from the most vicious or violent of
applicants, and often frees criminals from dungeons to bolster its membership.
Many Home Guard warlords and officers have ambitions to become lords
themselves, and as long as the king and his armies are away, continue to
consolidate their control over the lands through threats, intimidation, extortion,
criminal enterprises, and outright banditry.
Strength: Numbering anywhere from several hundred to several thousand
(depending on the size of your campaign’s primary kingdom), the Home Guard
are ill-disciplined but more or less stand as the only real military force left in the
lands. Individual officers in command of Home Guard forces are unsurpassed in
their ability to make, enforce, or ignore the laws they were originally created to
keep.
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places where they don’t belong. After all, the temples always overcharge for
healing services, sending all but the wealthiest of clients to the Chirurgeon’s
Guild…
Strength: The Chirurgeon’s Guild will have a number of surgeons, doctors,
and apothecaries who will be quite adept at handling corpses – as well as making
corpses of any patients they choose. They will also have access to poisons and
herbs of all varieties, instruments of murder and torture, and finally a good
number of grim corpse-bearers and grave diggers when they need a little muscle.
If those aren’t enough to get the job done, perhaps a few freshly-animated
undead will help their cause…
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Particularly ambitious leaders within The Guild now desire to use these
same tactics to make a puppet of the most powerful King in your campaign
world, forcing him to declare a war that would leave tens of thousands dead – but
the pockets of The Guild full.
Strength: The Guild boasts some of the largest merchant caravans and trade
fleets in the world, and protects them with the largest private army ever
assembled. Although exact figures are a closely guarded secret, there are those
who claim that The Guild has between 5,000 and 10,000 hired soldiers and
guards in their employ during the summer trading seasons, though of course
these are spread out over many thousands of square miles.
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between a land that produces rare and expensive spices – and a wealthy land that
consumes them at great cost.
Aims: The Spice Seekers are not content with merely controlling the
lucrative spice trade, but all trade that passes through their domain as well. To
this end, they now force all others who would use their trading routes to pay
tribute to them, with the threat of bandit/pirate/raider attacks for those who
don’t. They have even begun to delve into the slave trade, and are poised to make
themselves into a veritable empire built on coin and trade.
Strength: The Spice Keepers themselves number but a few, but as they are
vastly wealthy are able to afford to hire the very best swordsmen money can buy.
They own or operate a number of caravansaries, merchant ships or convoys,
caravan guards, individual traders and even pirates, warlords, or raiders along
the trading route.
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death of their leader – high-ranking lieutenants might well turn the docks into a
war-zone in their efforts to consolidate, or rival gangs might take advantage of
the confusion and make their move on the Brookery Boys’ territory.
Strength: The Brookery Boys number about 200 in total, and just about
every one of them is an able and fit dockworker, more than capable of throwing
down with the best brawlers in the city. Their real power comes from the fact that
at their heart, they are a union of dockworkers – licensed and paid by the various
merchant guilds to load and unload the many ships that trade in the port. Every
politician, guild master and merchant in the city knows that their livelihoods
depend on the Brookery Boys, so there is a high level of tolerance of their less
savory deeds and excesses.
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illegal trades and businesses under the guise of being its protectors.
Aims: The Watchmen, as the city’s official police force, are entirely corrupt,
and run all manner of racketeering and extortion games throughout the city.
Their motive is simple profit, though some of the leaders of The Watchmen
actively enjoys whatever bit of violence and bloodshed happens to occur along
the way.
Strength: The Watchmen comprise the entire constabulary of a medium to
large-sized town or small city in your campaign world. They are corrupt,
powerful, and have entirely intimidated the leaders of the city.
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Thieves’ Guilds decided that – rather than unite formally – they would form a
council between the twelve Guild Masters to resolve such disputes.
Aims: The Syndicate, having seen the value of this informal alliance
between guilds (greater protection from the authorities, less strife, and vastly
increased resources for particularly dangerous or complicated jobs), now seeks to
take on a larger criminal organization nearby – something none of the smaller
guilds could hope to do on their own. They know this will be difficult, but their
ambition currently outstrips their desire for caution. Assassinations, black flag
operations to destroy their rival’s public or legal support, and methodical
encroachments on the larger guild’s territory will all be carried out by the twelve
smaller guilds, acting under the Syndicate’s umbrella.
Strength: Each of the smaller guilds that make up the Syndicate possess
several dozen thieves, burglars, spies, and assassins, as well as a network of
legitimate business ‘fronts’, bribed officials, etc. at their call. Together, they have
the resources to hire much more powerful allies and ‘muscle’ than any single
Thieves’ Guild in their number.
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are some of the city’s most prolific pickpockets and spies, giving her information
on any number of potential enemies or competitors.
Strength: Madam Thania possesses no real strength herself, apart from one
or two hired bodyguards. Her real strength lies in the many noble and wealthy
backers who do not want to lose their money-launderer. In times of need, such
men have provided the Madam with a number of skilled soldiers and retinue for
a job or two – no questions asked.
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surprising levels of skill at burglary and stealth. Of course, Ethaine herself has
access to her father’s fortunes and followers, and could thus summon a good
number of knights and soldiers to her cause, should the need arise. Whether the
members of the Bruised Thorns know the truth behind Ethaine’s capers or not is
left to the desires of the GM/DM.
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the end result is always the same – a number of his devoted assassins will be sent
out to kill the interpreted target of the vision. The aides of the Grandfather are the
ones who do the ‘interpretation’ and their own motives have less to do with
religious zeal and more to do with perceived monetary or political gain.
Strength: The Brotherhood number somewhere in the hundreds, but are
usually spread relatively thinly across one or more kingdoms – having been sent
out to kill their various targets. They are extremely skilled assassins, and have a
reputation for fanatical courage and skill.
V. Other
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are infected by a symbiont who has drained their previous host’s life force, and
they ‘join’ the circus for a few months, until they too are slowly drained by the
symbiont and a new host is required!
Strength: There are about a dozen active symbionts in the circus at all
times, including Pete T’Farnum, who also has to search for a new host from time
to time. Astute observers will note one or two performers who seem weak or
malnourished from time to time – soon after, someone will be kidnapped and that
performer will simply disappear, with the new host taking their place. Pete
T’Farnum is careful to stagger the hosts of his symbionts so that they all do not
require new hosts at the same time. He is also careful to replace the hosts with
people who show some sort of talent – great strength, magical talent, agility,
beauty, strangeness, etc. – so the circus is able to keep a steady stream of
enjoyable performers.
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xenophobic, hating outsiders as much, if not more so, than they themselves are
hated. Their ultimate goal is the retaking of their ancestral lands from those they
believe stole it from them, and their leaders will stop at nothing to make this
happen.
Strength: They number only a few hundred, but are fiercely loyal to one
another, and possess a great variety of skills and trades amongst their number.
Their life of wandering has also given them knowledge of many secret places and
ways unknown to most men.
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