The Enemy of Your Enemy Plot in Worldbuilder's Roundtable / Adventurer's Forge | World Anvil

The Enemy of Your Enemy

A Pathfinder 1e Adventure for 5th Level Characters

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The world is a harsh and unforgiving place. The surface is uninhabitable to mortal elves and humans. Many years ago, the the Spellburn drove them underground, since to remain on the surface meant suffering the mutagenic effects of the Blight.

Once underground, the survivors found they could not grow enough food to sustain their populations. Crops could still be grown on the surface, but elves and humans could not plant, tend, or harvest them. To solve this problem a ritual was devised that would offer protection from the mutagenic effects of the surface, but that ritual had a price. Those subject to it were indeed able to return to the surface without ill effect, and as an added benefit, they essentially ceased to age, becoming immortal. But they were also turned into creatures that could not benefit from the crops they would tend--blood became their only source of sustenance. They were turned into Vampires.

There were many underground enclaves of surviving elves and humans around the world. Many of these were once dwarven citadels, but over time, the dwarves were driven nearly to extinction as the fast-breeding humans and longer-lived elves displaced them. But each of these enclaves existed in isolation. The dwarves and other creatures of the World Below had carved many tunnels connecting these enclaves, but they were little traveled. The elves and humans were not bred to live in total darkness, They shunned these passages, considering them dangerous, as indeed they were. Thus, even enclaves separated by but a few miles were isolated from each other, and so each developed its own new culture.

In Aszaryn, the mortal elves and humans have subjugated the Vampires. Vampires are not citizens; they are little more than slaves. In return for their labors in the fields of the World Above, they are given rationed allotments of the blood they need to survive--but never enough that they can seriously entertain any thought of rebellion. Vampires are minimally educated, and cannot possess weapons. Mortals who commit sufficiently serious crimes are turned into Vampires. The blood needed to feed the Vampire workforce is collected from the recently deceased, or from criminals as punishment for their crimes. Capital punishment is carried out with a method known as "Death by Bloodfeast": the guilty are given over to the Vampires to be drained dry in a feeding frenzy.

Creatures other than Vampires do survive and thrive on the World Above, though. These creatures, all mutated forms of what they were long ago, have for ages been feral, wild creatures. But now, for the first time, they are organizing under a powerful leader. They wish to wipe out those in the World Below, and will soon make their move to do so.

In this adventure, the party--a collection of Vampires from Aszaryn--discovers that the mutants are organizing and threatening the World Below. They must figure out how to get the rival factions of those in the World Below to join forces to face the mutant threat of the World Above together.

Plot points/Scenes

Scene 1 - The Assault on Aszaryn
While working the fields in the World Above, the farm is overrun by a surface mutant attack. The attacking force is overwhelming and the only real choice is to run -- leaving the farm (and the route back 'home') behind. Something should happen here to make it clear that this attack is just the beginning of an "invasion" - the mutants are coming for everyone in the World Below!

Scene 2 - The Journey Through the World Above
The adventuring party forms from the few survivors that manged to escape. They join up and strike out across the wilderness of the World Above. During the journey, they encounter some of the feral mutants that thrive in the World Above.

Scene 3 - The City of Kapazand
The party comes across another farm - and this one has Vampire guards bearing weapons! After getting over that surprise, the party approaches and explains what happened to them. They must first convince the vampires of this new culture that there is a threat from the mutants. The vampires will then help them persuade the elves and humans of their city that there is a threat. In these discussions, though, it becomes clear that the more socially conscious society lacks the weapons to defeat the Mutant Horde -- but the oppressive culture from which the party hails does have the needed weapons.

Scene 4 - Journey Home Through the Darkness
The party journeys home - but must do so in the World Below because the Mutants will still be in control of the city access points back home. They are accompanied by representatives of the socially aware society - at least one vampire and one human/elf. There should be a "random encounter" along this road.

Scene 5 - Confronting the Old Ways
The party arrives home. The city is aware of the threat above - they've been without new food supplies since the farm was lost! The city leaders are wary of the newcomers and their progressive thinking. They must be persuaded to give up a culture in which vampires are subjugated and denied weapons since it is vampires that will have to do the fighting in the World Above. The vampires need to be persuaded not to use this as an opportunity to overthrow their "masters", since in reality, both vampire and "living" need each other to survive.

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