They are searching for a long-lost relic that will help them bring back a vanquished order of paladins of Baphomet. The party in my campaign, through their adventures, has come to realize that there is a group of hobgoblins who have broken off from their otherwise-ordered military society to form a cult of Baphomet based around tearing down ordered society and embracing the wild impulsive side of their personalities. They deal in murder, drugs, and human trafficking. But there's also another organized crime syndicate called The Myriad from a distant continent who is moving in. I may portray them a little more sympathetically than Matt Mercer does. There is a criminal organization called The Clasp who has been around for a long time and they are pretty ingrained in underground society. My campaign, like the show, takes place in the world of Exandria. I don't know if you watch the webstream Critical Role, but in case you don't, I'll give you a quick summary as it pertains to my campaign. It isn't exactly what you are looking to do, but it might provide some inspiration. My own homebrew campaign touches on both of your issues in a way where they work together. However if you keep those principles in mind, I think you should be able to come up with plenty of things on their "to do list" on your own, and some short term goals should become naturally evident from that. So to provide great short term goals, I'd really need to know the larger goals. Paying people to attack your own storehouses so it's not clear you're behind the storehouses belonging to someone else being attacked is another fine example. If you need the guard of a city depleted for a pending attack, paying mercenaries to make attacks up and down the coast it's on can ensure that your aims are met and that the goal remains unclear. If going after adamantite, mixing it up in terms of who you go after and ensuring it looks like "random" attacks makes it less likely adamantite vendors will clam up and start avoiding public roads and travel. Similar to the above but untargeted (most of the time), when working on a long term plan it helps to throw off chaff, and obfuscate the goal and / or your involvement in it. Whether through murder, being discredited, a "urgent issue" being revealed they know he'll go for and willingly leave the area for a while, or something else, it is in their interest to take steps to smooth the path or prevent their plan from being foiled.ģ) Disguise a larger goal. If their goal is to get a whole town to sacrifice themselves to the kraken or something, and a town leader is being vocal about how Pelor will save them and how they should resist the teachings of these cultists and blah blah blah, he's gotta go. Mark down what resources they need, what they already have, and breadcrumbs can be dropped (in many cases repeatedly) about what activities are linked to their efforts through a common theme.Ģ) Delay or remove impediments to that goal. So are laborers, enchanters, and so forth. If they have a long term goal of releasing some ancient horror from the far realms, and they need 500,000GP worth of adamantite to use to construct some machine to be used in that ritual, well, adamantite mines and shipments are on the agenda. Normally for me, it's important the short term goals achieve one of three things:ġ) Tick a checkbox towards a larger goal. When you say "Kraken cult", what do you mean? Short term goal should be to be released. Monstrous Compendium Vol 3: Minecraft Creatures
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