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The
Village of Camiram
Episode
Seven: Into the Wild Lands
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 previous
episode,
the PCs escaped
from Camiram and now travel into the Wild Lands seeking the truth.
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
Hunt
After their escape
from Camiram, the party must escape the sheriff and the village guards.
The authorities pursue the characters on horseback, which may pose some
difficulties if the PCs didn't think to acquire horses while making
their escape. They'll have to roll Hide checks opposed by Spot checks
from the guards to evade notice and make a clean getaway from the village.
The chase should be tense, but it shouldn't be too difficult for the
characters to escape, especially if they leave Camiram under the cover
of darkness. The skills of a druid, ranger, or rogue, or the judicious
use of spells, will aid in their escape.
Unfortunately for
the party, they are now wanted by both the authorities in Camiram and
the people of the Crescent Moon tribe in the Wild Lands. The next move
is up to them. Non-good aligned characters might simply want to put
as much distance between them and Camiram as possible, in which case
the adventure probably ends here, although the characters remain wanted
in the area (for as long as humans inhabit the area). Those who choose
to flee may later hear how Camiram was wiped out by invading orcs.
Remind good-aligned
characters who want to cut their losses and run that they know there
is a real threat to Camiram, and that someone has tarnished their good
name as part of a plot. This is even more important to characters actually
from Camiram: Their home is in danger! They should want to prove
their innocence and uncover the real threat to the village. To do that,
they're going to need information.
The
Wild Lands
The Wild Lands around
Camiram offer the opportunity for a number of different encounters to
take place, depending on how long you want to play out the party's time
in the wilderness. In addition to the possibility of barbarian hunting
parties or a small band of orcs from the Skull-Smashers, you can include
creatures from the Monster Manual suitable to the relatively
open terrain or the nearby forests and the party's level. This gives
the characters the opportunity to test their mettle against a creature
or two and earn some experience, as well as learning more about the
dangers that lie beyond the bounds of the village.
A
Plan of Action
The next move is
up to the players. In order to prove their innocence, they have to find
out what is really going on in Camiram. They can go about it in several
ways. Players may come up with other avenues of investigation as well
as those described here. If they do, give them a reasonable chance of
success based on their plan, and use their skills and class abilities
to determine whether they succeed.
Keeping Watch:
The characters can spy village goings-on, either in disguise or at a
discreet distance, looking for signs of anything suspicious that might
give them clues about their real enemy. Seligg slips away from Camiram
shortly after the characters are accused, so they won't see the doppelganger
there.
Tracking Seligg:
A Wilderness Lore check (DC 15) can pick up Seligg's trail leading
away from the village. A character who succeeds at a DC 20 check notices
that the tracks shift slightly once out of sight of the village, taking
on a rather different shape. The tracks lead to Seligg's lair in the
Wild Lands but, before the characters follow them there, they meet up
with someone (see below).
Finding Allies:
The characters might try covertly contacting people in Camiram whom
they think they can trust for help in uncovering the real villain behind
the plot. If someone aided their escape in Episode Six, that individual
may do so again now. Of course, the PCs have to be careful whom they
trust, since many villagers consider them criminals and might turn them
over to the authorities.
The
Cliffhanger: Unexpected Aid
Once the characters
have gathered some clues, or found Seligg's trail, they are approached
by a figure clad in a dark cloak and hood. This encounter takes place
out of sight of the villagers (if the party still remains within the
village) or out in the surrounding wilderness. The figure approaches,
hands open in a gesture of goodwill and clearly not wielding any weapons.
If allowed to approach, she pulls back her hood to reveal Vosta the
Veiled, the woman the characters are accused of killing

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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