Village of Camiram
Eight: The Power of Truth
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.
The Village of Camiram, we presented a rundown of the areas
geography and history. Episode
offered a closer look around the village, while Episode
introduced us to the locals. The
brought us face to face with some of Camirams neighbors, and
PCs framed for a barbarian seers death. In the
escaped from Camiram and in the
sought the truth in the Wild Lands. This week, they finally expose
the true threat to Camiram.
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
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:
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
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?"
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
Lair of the Doppelganger -- EL6
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.
Trap: CR1; +3 ranged (1d10/x3 crit); Search (DC 20); Disable Device
a tripwire in the main hall of the building causes the ceiling to
collapse, closing off the hallway.
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.
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
(6): As in Monster Manual; hp 4, 4, 3, 4, 4, 5; 5 gp each.
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.
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
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.
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 firstname.lastname@example.org.