|

The
Village of Camiram
Episode
Four: Darkness in Camiram
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
The second episode
of The Village of Camiram gives us a tour of the village proper.
In episode one
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 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.
The
Tribe of the Crescent Moon
One danger facing
Camiram is the presence of a mixed tribe of human and half-orc barbarians
near the frontier. The Tribe of the Crescent Moon is made up of nomads,
living off the land and following the migration of local animals in
search of food. They've conflicted in the past with the local orcs,
after breaking away from them generations ago, and the tribe has been
known to raid settlements for food and supplies during lean times when
hunting was poor.
The legends and
oral history of the Tribe of the Crescent Moon say their ancestors were
once human and lived in the land where Camiram now stands. The humans
who settled Camiram long ago made peace with the tribe and all enjoyed
a time of plenty, but the people of Camiram eventually betrayed the
tribe, which united with a band of orcs to drive out the intruders.
Over time, the orcs and the humans mated, but the tribe eventually broke
from the orcs in a bloody rebellion, rejecting their foul and honorless
ways, and making the two tribes enemies ever since.
Now people have
settled in Camiram again and the barbarians fear that their hunting
lands will be taken from them once more, forcing them to move farther
into the lands inhabited by savage humanoids and other creatures. They
have raided the outlying lands of Camiram, but these forays have only
strengthened the resolve of the villagers. The chief of the tribe, Sollek
Silver-Axe, has gone to negotiate with the villagers, but his people
seem doubtful regarding the outcome. Most believe war is inevitable,
a war they must win if they are to survive.
The
Skull-Smasher Tribe
The Skull-Smashers
are a tribe of orcs that live in the rugged lands to the north and west
of Camiram. Their ancestors were among the orcs that drove out or killed
the original settlers of this land and destroyed what they had built.
Later, a conflict with their human barbarian allies provoked a war that
the Skull-Smashers lost, forcing them farther away from Camiram. But
the orcs haven't forgotten, or forgiven, their losses of so many years
ago. They would like nothing more than to overrun Camiram and put it
to the torch, and its people to the sword.
But the Tribe of
the Crescent Moon stands between them and their prize, and the orcs
are not eager to face their former allies in battle again, particularly
since the barbarians are fierce fighters. Fortunately for them, and
unfortunately for the people of Camiram, the orcs have help in achieving
their goals:
Seligg the Sly:
CR 3; Medium shapechanger; HD 4d8+4; hp 22; Init +1 (Dex); Spd 30
ft.; AC 15 (+1 Dex, +4 natural); Atk 2 slams +4 melee (1d6+1 slam) or
by weapon; SA detect thoughts; SQ alter self, immunities; AL N; SV Fort
+5, Ref +5 Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13.
Skills and Feats:
Bluff +12, Disguise +12, Listen +11, Sense Motive +6, Spot +8; Alertness,
Dodge.
Special Abilities:
Detect Thoughts (Su): A doppelganger can continuously detect thoughts
as the spell cast by an 18th-level sorcerer (save DC 13). It can suppress
or resume this ability as a free action. If it can read an opponent's
mind, a doppelganger gets a +4 circumstance bonus to Bluff and Disguise
checks.
Special Qualities:
Alter Self (Su): A doppelganger can assume the shape of any Small or
Medium-size humanoid. This works like alter self as cast by an
18th-level sorcerer, but the doppelganger can remain in the chosen form
indefinitely. It can assume a new form or return to its own as a standard
action. While using alter self, a doppelganger gets a +10 circumstance
bonus to Disguise checks.
Immunities (Ex):
Doppelgangers are immune to sleep and charm effects.
Possessions:
A collection of 1,200 gp and various gems and jewelry worth 800 gp,
mostly hidden in its lair in the wild lands.
The
Cliffhanger
The prime mover
behind the events unfolding in Camiram is a doppelganger (see the Monster
Manual for
more details) called Seligg the Sly. It has recently wandered into the
wild lands near Camiram and spied on the local happenings using its
alter self abilities. In so doing, Seligg has seen the opportunity
to pit the factions in and around Camiram against one another for its
amusement, and a chance to become very influential in the region. Part
of its plan begins with the player characters, although they don't know
it yet
.

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.
|