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The
Village of Camiram
Episode
Six: Escape from 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
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 this episode,
the PCs seek to escape from Camiram and prove their innocence.
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.
Accused!
-- EL 5
After seeing someone
poisoning the well in the village of Camiram (in
Episode Five),
the characters followed the doppelganger Seligg into a ruined building.
There they discovered the real Vosta's body just in time for Ekam Relles,
the Sheriff of Camiram, to put in an appearance with some of his guards.
To make matters worse, the murder weapon belongs to one of the characters
(stolen from them earlier by Seligg).
Confronted by the
law, the characters have three options: They can fight, try to run,
or surrender.
Ekam Relles,
Sheriff of Camiram, male half-elf, War5: SZ M (humanoid); HD 5d8;
hp 4; Init +0; Spd 20; AC 17 (+4 scale mail, +2 large shield, +1 dexterity);
Atk: longsword +6 (1d8+1) or crossbow +6 (1d8); Face 5 ft. x 5 ft.;
Reach 5 ft.; SV Fort +4, Ref +2, Will +1; Str 12, Dex 12, Con 12, Int
11, Wis 10, Cha 11; AL NG. Skills: Climb +4, Handle Animal +4, Jump
+4, Listen +2, Ride +4, Spot +3, Search +3. Feats: Weapon Focus (longsword),
Point-Blank Shot.
Guards (4):
SZ M (humanoid); HD 1d8; hp 4; Init +0; Spd 20; AC 16 (+4 scale mail,
+2 large shield); Atk: longsword +1 (1d8) or crossbow +1 (1d8); Face
5 ft. x 5 ft.; Reach 5 ft.; SV Fort +3, Ref +0, Will +0; Str 11, Dex
10, Con 11, Int 10, Wis 10, Cha 10; AL NG. Skills: Listen +1, Spot +1,
Search +1. Feats: Weapon Focus (longsword), Point-Blank Shot.
Fight! Attacking
the guards confirms the PCs guilt in Ekam's mind. Even if they're
not guilty of killing Vosta, they'll be held accountable for the deaths
of any guards slain in the fight. The sheriff wants to capture the characters,
if possible, but he and the guards will use deadly force in defense,
if necessary. Only if they are clearly outmatched will the guards retreat
-- but only to gather reinforcements to come after the characters again.
Run! If
the characters run, the guards pursue them on foot. There is nowhere
in the village for the PCs to hide, and the surrounding area offers
them little cover, although the darkness of the night can aid them somewhat.
The players should make Hide checks opposed by the guards Spot
checks to avoid notice. If they can evade the guards, the characters
can consider their next action.
Surrender! If
the party surrenders to the guards, the characters find themselves treated
well enough. Stripped of their weapons, they are placed under guard
in a locked room of the sheriff's office (location 5 on the
map).
The lock is a fairly typical one, but a character has to reach through
a small, barred window to try and pick it, increasing the DC to 20.
There is a small barred window in the room as well.
Flight
to Freedom
Seligg the doppelganger
has framed the characters well. More importantly, the creature has sparked
conflict between the barbarians of the Crescent Moon and the people
of Camiram. The villagers, angry about the poisoning of their well,
accuse the barbarians of sabotage, while the tribes Sollek Silver-Axe
is furious over the death of Vosta and wants the characters punished,
hotly denying any wrongdoing on Vosta's part -- or that of any other
member of his tribe. Negotiations are breaking down rapidly, and the
only way for the mayor to maintain peace is to hand the PCs over to
Sollek for execution.
Even if they tell
the truth, their story is in doubt, and no one in the village can verify
it magically. Although Jinna Yost can cast detect evil to determine
that the characters in the party are not evil, that doesn't necessarily
make them incapable of murder. Unless the group can escape the village
(either during the initial encounter with Ekam Relles above, or afterward)
they are doomed.
Let the players
come up with their own plan for getting out of the village and clearing
their names. They can use their various class abilities -- including
spells -- to find a way to slip out of the village before anyone knows
they've escaped. Skills like Bluff, Hide, Move Silently, and Open Locks
are quite useful here, as are enchantment and illusion spells. The Dungeon
Master should assign DC as dictated by the situation.
If the players have
a particularly difficult time coming up with a feasible plan, you can
offer them a little help in the form of one of the villagers. It could
be someone the characters befriended earlier, or someone who believes
in their innocence -- or at least maintains that something larger is
afoot. Having the characters free may be the only means of finding out
what's really going on. The wizard Evet Skarm is a good choice, as is
Jenna Yost, the local priestess. You should only play this card if the
players are really having trouble on their own, since they're not always
going to have someone to lend them a helping hand.
The
Cliffhanger: The Hunt Begins
Once the party escapes
the confines of the village proper, the PCs troubles are far from
over. The authorities discover their escape fairly quickly, and soon
Ekam Relles and Camirams militia begin searching for the missing
criminals. As the characters near the outskirts of the village, hunting
horns blare in the distance, and they can hear the sounds of thundering
hooves headed their way
.

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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