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The
Village of Camiram
Episode
Eight: The Power of Truth
by
Stephen Kenson

The village
of Camiram (kam-EE-ram) can serve as a safe haven for a group of low-level
D&D adventurers as they set out into the world for the first
time, seeking fame and fortune. It also can serve as a location for adventurers
to encounter in their travels, but it's primarily intended as a base of
operations and an example of how to build similar villages. You can place
it in the World of Greyhawk, another D&D campaign setting,
or a world of your own creation.
Background
In Episode
One of
The Village of Camiram, we presented a rundown of the areas
geography and history. Episode Two
offered a closer look around the village, while Episode
Three
introduced us to the locals. The fourth installment
brought us
face to face with some of Camirams neighbors, and the
fifth
saw the PCs
framed for a barbarian seers death. In the
sixth episode,
the PCs escaped
from Camiram and in the seventh they
sought the truth in the Wild Lands. This week, they finally expose the
true threat to Camiram.
The village of Camiram
is located along the frontier of wild and untamed lands where the rule
of law is no more than a distant idea. The village has faced a number
of threats in the form of barbarian raiders and local orc tribes, but
now it faces a greater threat -- a danger from within that may turn
the borderland tensions into a war that no one will win.
Vosta's
Tale
A mysterious figure
confronts the party, revealing herself to be Vosta the Veiled -- the
sorceress they are accused of murdering! Vosta chooses a place and time
when she can speak to the characters with little fear of being overheard
or discovered. She relates to them her story. Read the following out
loud to the players, modifying it as needed based on the events of the
adventure thus far:
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"I
was asked to attend a secret meeting in the ruined villa. Suspecting
treachery, I disguised a handmaiden in my clothing and sent her
in my place, intending to follow. However, Sollek delayed me and
I arrived too late to save her from the creature that slew her;
it was a doppelganger, a creature able to assume the shape of another
person. Before I could stop it, your arrival forced me to conceal
myself. Only Sollek knows it was not I who was slain. But with the
doppelganger loose, I did not know whom to trust, or whether the
creature might be in league with the villagers.
"That
is why I have come to you. I know you are not in league with this
creature, and you are the only ones who can help expose it, and
heal the rift between our peoples. Will you help me?"
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If the characters
agree, Vosta suggests they seek out the doppelgangers lair, defeat
it, and bring back proof that the people of her tribe and of Camiram
have been deceived. If the characters ask Vosta to put in an appearance
in the village to clear their names, she points out that she could be
arrested for the poisoning of the village's well. She requires their
help to clear her name before she can aid them.
The Lair of the
Doppelganger -- EL6
Seligg the Sly has
allied with the Skull-Smasher tribe of orcs in the Wild Lands, and now
lairs in an old ruin near their current encampment. The wily doppelganger
has rigged a number of small alarms and traps in the ruined building
it uses as a lair. Various nearly invisible wires connect to bells that
sound an alarm if anyone touches a wire. It takes a DC 20 Search check
to notice them, after which a character can easily avoid them. Two other
tripwires connect to crossbow traps.
Crossbow Trap:
CR1; +3 ranged (1d10/x3 crit); Search (DC 20); Disable Device (DC 20).
Finally, a tripwire
in the main hall of the building causes the ceiling to collapse, closing
off the hallway.
Collapsing Ceiling
Trap: CR1; +8 melee (2d6); Reflex save (DC 12) for half damage;
Search (DC 20); Disable Device (DC 20). Note: Affects characters within
5 feet of the tripwire.
Any significant
noise (such as setting off a trap or the alarm) brings a group of six
orcs to investigate. Seligg uses its alter self and detect
thoughts abilities to deceive the characters, pretending to be a
helpless prisoner or one of the party (if they get separated) to lead
the characters into a trap. The doppelganger tries to escape at the
soonest opportunity, blending in with the orcs and making itself almost
impossible for the characters to find. If Seligg dies, the creature
returns to its true form.
Seligg (doppelganger):
See description in Episode Four.
Orcs (6):
As in Monster Manual; hp 4, 4, 3, 4, 4, 5; 5 gp each.
The
Truth Revealed
If the party can
capture or kill Seligg without alerting the nearby Skull-Smashers, they
can take the doppelganger back to Camiram to prove their innocence,
particularly if Vosta accompanies them and tells her story. The barbarians
and the villagers form an alliance against the Skull-Smasher orcs and
the other dangers that might lurk in the Wild Lands, and the orcs think
twice about launching an assault on the village.
If the characters
alert the orcs to their presence, the Skull-Smashers decide to attack
Camiram. With Vosta's help, the PCs can convince the Crescent Moon barbarians
to come to the village's aid against the orcs, forging an alliance in
the midst of the battle. The characters can fight to help protect the
village, and any survivors are honored as heroes, the charges against
them dropped in light of the truth of their story. The defeated orcs
retreat back into the Wild Lands, but their threat is not stamped out
for good. Plus, other dangers lurk out in the wilderness, including
the possibility of other doppelgangers like Seligg.
For further adventures,
the mayor of Camiram might appoint the characters to explore and map
the Wild Lands, with an eye toward further civilized settlement in that
region. They can make forays into the monster-infested wilderness and
the ruins of old settlements, returning to Camiram for supplies and
to share tales of their adventures around the hearth of the Inn of the
Rose over a mug of ale.

Next
week: An all-new Cliffhangers adventure begins!

About
the Author
Steve Kenson
has been a freelance writer in the RPG industry for five years and a
gamer for far longer than he'd care to admit. He's written for a number
of games including Shadowrun, Marvel Super Heroes, and Dragonlance:
Fifth Age. His work appears regularly in Dragon
magazine. Steve maintains a website
with his gaming articles and information about his current projects.
You can email him at talonmail@aol.com.

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