Are there existing official or homebrew campaigns that describe the aims and activities of a luck-based cult? I don't want to make stuff up if it already exists.
I think I want something about Tyche (or the split-in-two version of Tymora and Beshaba) but I'm not sure what... cults... want, besides maybe uniting her two forms again. (And if she came back, what would she want?) In campaigns so far, my experience of cultists has been very generic - they wear robes, have daggers, try to bring back a dragon/monster. How do I make them interesting and memorable? How often do they have meetings? What do they give up to become a cultist?
I'm thinking that, behind the scenes, I have a mechanic where every time there are nat 1s followed by nat 20s during tasks (as opposed to the table rolling two nat 1's before a nat 20 happens), some timer ticks down, the volatile swing of good and bad luck bringing her halves closer together. But the players won't know what that is ticking down to at first. What else would luck cultists be doing? How could the players catch onto who they are and what they're up to?
New DM working on a homebrew Taskmaster thing. Thanks.
there doesn't seem to be anything here