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The
Village of Camiram
by
Stephen Kenson

Were
trying something new with this installment of the Cliffhangers series,
to offer you a complete village to use as "home base" for your
adventuring party. 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.
To fully develop the village, we will offer updates throughout September
and October.
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Camiram
(village):
Conventional; AL NG; 200 gp limit; Assets 5,000 gp; Population 502;
Mixed (397 human, 45 halfling, 26 dwarf, 15 elf, 10 gnome, 5 half-elf,
4 half-orc).
Authority
Figure: Mayor Elyl Shona, female halfling, Nob4.
Important
Characters: Tam Flinder, male dwarf Exp9 (blacksmith); Ynda
Rose, female human Com4 (innkeeper); Ekam Relles, male half-elf,
War5 (sheriff); Evet Skarm, male human Wiz3; Sister Serka, female
human, Mon3; Naj Robel, male human Pal2; Sollek Silver-Axe, male
half-orc, Bar3, Vosta the Veiled, female human, Sor2; Jinna Yost,
female human Clr1 (Pelor/healer).
Others:
Town guards, War1 (6); Adp1 (3); Bar1 (2); Dru1 (1); Ftr2 (2);
Ftr1 (4); Exp1 (14); Mon1 (2); Nob1 (2); Pal1 (2); Rgr1 (1), Rog1
(1), Sor1 (1); War1 (18, militia); Wiz2 (1); Com1 (431).
Notes:
Camiram is a frontier town on the edge of an expanding civilization,
threatened by hostile creatures from nearby unsettled lands. Most
recently, the inhabitants of the town have contended with attacks
from barbarians and nearby orc tribes, but they have been working
to forge a peace with the proud barbarians.
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The
Geography of Camiram
The village is situated
in the midst of open, rolling farmland, surrounded by many outlying
farms. The majority of the people of Camiram earn their livelihood through
farming, raising crops to feed their families then selling the surplus
at the open market in the village. This makes the summer and fall seasons
the busiest in the village proper, as folk from the outskirts arrive
to sell their produce. During the spring, the farmers work busily planting
their fields, although many find time to visit the local inn or attend
religious services at the temple of Pelor.
The central village
is a collection of low stone, brick, and wooden buildings around an
open village square. Some of the structures, like the village's wall,
date back to the original settlement of the area, while some are more
modern, built within the last generation. They include stables, a smithy,
an inn, and the hall where the mayor handles village affairs.
The
History of Camiram
The site the village
of Camiram occupies dates back well over a century, when this area was
last inhabited by humans and other good folk. A tide of evil invaders
forced the former inhabitants of the area to flee generations ago. Just
over thirty years ago, the tide shifted when adventurers helped push
back the orcs and people once more moved into the area and settled in
Camiram. Some of the buildings in the village are quite old as a result,
and their stout stone construction has withstood the test of time. Newer
buildings arose on the old foundations, and some scattered ruins of
buildings that couldn't be restored still remain, scavenged for building
stone and other materials.
Recent
History
Since the area was
resettled, Camiram has had to fight off raids by bands of marauding
orcs, and the village maintains a stout band of guards along with a
volunteer militia to help out in times of crisis. Recently, the town
has become the focus of human expansion deeper into the unsettled surrounding
lands.
This has caused
some concern among the orcs, but also among the barbarian tribes living
in the region. Some of the barbarians call for the elimination of these
"invaders" into their territory. To deal with the matter,
the crown has dispatched able negotiators to hammer out an agreement
with the barbarians for mutual defense of Camiram and expansion into
the area. The barbarians are wary, but they would prefer an alliance
with the people of Camiram over the orcs, and they relish the opportunity
to bash some orc skulls.
The
Cliffhanger
Unfortunately for
both the people of Camiram and the barbarian tribes, the orcs are unwilling
to allow an alliance to take place. In addition, a more dire threat
to the safety of the village is brewing out in the wild frontier lands,
unnoticed for the moment
.
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.
The
Village Proper
The central part
of the village of Camiram is built on and around the site of an older
settlement in the area. The buildings follow a style reminscent of the
villas of ancient Rome. These structures tend to be low to the ground
(two stories at most), with sloping, peaked roofs, usually built in
a square shape with an open-air courtyard or garden in the center. The
inhabitants use the courtyards to take advantage of the pleasant weather,
plant flowers or vegetables, and decorate as they like.
Consult the Map
of Camiram
for the locations below.
Area 1: The
Gatehouse: The main entrance through the walls of the village is
a wide, roofed gatehouse typically manned by two of the Camiram's town
guards (human War1). The gates are closed at night, but the guards remain
on the watch for intruders or raiders.
Area 2: The
Marketplace: Beyond the gates lies an open-air marketplace where
farmers from the outlying areas of the village come to sell their produce,
meats, and other goods. A few local crafters also set up shop in the
market during the day to sell their services, and most of the goods
available in Camiram can be found here.
Area 3: The
Great Hall: This building houses the Honorable Mayor Elyl Shona
(female halfling Nob4), the other officials of the village government,
and their families. It also serves as a meeting place for the people
of the town, where they gather each month to air their grievances and
discuss matters of importance. Meetings over the past few months have
been dominated by discussion of what to do about the recent raids on
the village.
Area 4: The
Archer's Field: This field is a practice area for the village's
militia and guards, and usually features a collection of straw archery
targets against the far wall.
Area 5: The
Sheriff: This building houses the Sheriff of Camiram, Ekam Relles
(male half-elf War5), and also serves as the village's armory and (on
occasion) jail. The sheriff can usually be found going about his duties,
or tending the small herb garden in the buildings courtyard.
Area 6: Villa
Ruin: The village government judged this old villa too badly damaged
for repair. Officials plan to tear it down in the near future to make
way for new homes for the expansion of the village. Local children like
to tell tales that it's haunted and dare each other to go inside at
night, although there's no evidence of any danger here.
Area 7: The
Barracks: These barracks house the village's guardsmen and their
families. They're quite spacious, although the sheriff talks about recruiting
additional guards, which will reduce the amount of space available.
Area 8: The
Merchant's Quarter: This area is a collection of homes for the village's
craftspeople, merchants, and others well-off enough to live in the village
proper rather than on an outlying farm. Some of the buildings are still
being renovated.
Area 9: Romac's
Villa: This villa belongs to Romac Eleron, a local merchant, trader,
and moneylender. Romac (male human Exp1) is well known as a grumbling
old skinflint who likes his privacy.
Area 10: Skarm's
Villa: This is the villa of Evet Skarm, Camiram's resident wizard
(male human Wiz3) and his various assistants and apprentices.
Area 11: Drujek's
Villa: Mos Drujek (male human Nob1) owns this villa. He also owns
some of the outlying farmland, bought after he got out of the merchant
business. Now he administers his farms and lives off the tenants
rent.
Area 12: The
Temple Hostel: A small place for visitors to the Temple of Pelor
and poor travelers who can't afford the inn. It is presently inhabited
by Naj Robel, Sister Serka, and their companions while they visit the
village.
Area 13: The
Temple of Pelor: Many of the folk of Camiram attend twice-weekly
services at this humble temple to the sun god Pelor. The priestess,
Jinna Yost (female human Clr1) attends to her parishioners' needs.
Area 14: The
Inn of the Rose: Camirams only inn is run by the boisterous
Ynda Rose (female human Com4), who always has the latest news about
goings on in and around the village. It's two stories tall, clean, and
rooms are reasonably priced at 5 sp a night.
Area 15: Tennor's
Tack and General Store: This two-story building is the store of
Mal Tennor (male dwarf Exp1). It offers all the goods one might expect
from a small general store, particularly tack and harness for horses
and other mounts. Tennor carries all the goods within Camiram's resources.
(See the Dungeon Master's
Guide
for details.)
He and his wife live upstairs.
Area 16: The
Stables: The village's stables provide a place for travelers to
board their mounts. The proprietors also breed and raise the villages
horses, some of which are available for sale. During the day the horses
are put out to pasture; they're brought back to the stable at sundown
or at any sign of trouble.
Area 17: Flinder's
Forge: This is the forge of Tam Flinder (male dwarf Exp9). Flinder
is renowned throughout the area for his skill in smithcraft.
Area 18: The
Bakery: This small shop houses the ovens where the folk of Camiram
bake their bread or purchase the loaves baked by the owner, Lianna Furst
(female half-elf Com1).
Area 19: The
Market Stalls: The crafters and merchants of the village occupy
these stalls when the market is open. The farmers set up temporary stalls
and tents in the clearing in front of them.
The
Cliffhanger
Area 20: The
Well: This deep well provides Camiram's water, and people tend to
gather around it during the day. At night, it's quieter, and the place
where a plot against the people of the village begins
.
Background
The
third episode of The Village of Camiram introduces us to
the locals. In episode
one we
presented a rundown of the areas geography and history, and
episode two
offered
a closer look around the village.
The
Villagers and Other Key Figures
The
village of Camiram is home to almost 500 people, mostly good, honest
folk who work hard and tend to mind their own business. Some of
the village's prominent inhabitants are described here. The Dungeon
Master should feel free to elaborate on their abilities, if necessary.
Elyl
Shona (female halfling Nob4): Elyl Shona is the Honorable Mayor
of Camiram and has been for the past several years. She's middle-aged,
with a mellow personality and a dry wit, but also quite capable
of quieting down a room full of concerned villagers to make herself
heard. She likes the quiet life and wants nothing more than peace
for the village. Camirams current problems with raiders concern
her greatly.
Tam
Flinder (male dwarf Exp9): Perhaps Camiram's most famous citizen,
Tam is the local blacksmith. He traveled a great deal in his youth
but has settled down to practice his craft. He's well known as the
most skilled smith in all the surrounding villages, although he's
quite modest about his abilities. Tam's more than capable of turning
out a masterwork piece now and then, and they fetch a fair price
in the marketplace. The dwarf also likes to drop in at the inn for
a drink or two after work each day.
Ynda
Rose (female human Com4): The owner and proprietor of the Inn
of the Rose is a vivacious red-haired woman with sparkling blue
eyes and an easy smile. She lost her beloved husband Andres when
they had been married only two years and has never remarried (although
not due to lack of offers). Her two teenaged children, Dev and Kianna,
work at the inn. Ynda loves to chat and hears every bit of gossip
in the village.
Ekam
Relles (male half-elf War5): Ekam Relles was appointed Sheriff
of Camiram several years ago and takes his duties quite seriously.
He's a seasoned warrior, having fought in other territories before
settling in the village. He also has a discerning eye, but he can
be somewhat rigid at times.
Evet
Skarm (male human Wiz3): The wizard Evet Skarm is fairly young
for a man of his skill in magic, only in his late twenties. He likes
Camiram because he's the most skilled wizard in the area (at least,
so far as he knows) and he spends his time studying, teaching his
apprentices, and performing minor magic for the village as needed.
Jinna
Yost (female human Clr1 [Pelor/healer]): The priestess of Pelor
came quite suddenly into her duties when her mentor and superior,
Mika Pharos, was killed in one of the raids on an outlying farm
where he was tending to an injured man. Jinna feels somewhat overwhelmed
by her responsibilities at times, but maintains a brave front for
the sake of her people, praying daily to Pelor for the strength
she needs to carry on.
Sister
Serka (female human Mon3): Part of the answer to Jinna Yost's
prayers is Sister Serka, a monk from the Monastery of the Divine
Light. She has come to aid the village in its negotiations with
the barbarians and to assist the temple however she can. Her discipline,
intellect, and cleverness have proven invaluable to Jinna over the
past weeks. Two lower ranked monks (Mon1) accompany Serka.
Naj
Robel (male human Pal2): A lower-ranked knight, Naj Robel was
sent by the crown to aid in Camiram's negotiations and eventual
expansion. He and Sister Serka complement each other in that Robel
favors more direct, martial solutions while Serka prefers a more
peaceful and conciliatory position. Two newly made knights in the
service of the crown and Pelor (Pal1) accompany him.
Sollek
Silver-Axe (male half-orc Bar3): The proud Sollek Silver-Axe
is the chief of the barbarians dwelling near Camiram. Although he
is a half-orc, Sollek is no fool, and he's willing to negotiate
with the people of the village rather than risk a war that may ultimately
do his people more harm than good. Although Sollek loves a good
brawl, he also wants what is best for his people. If cooperation
with Camiram is it, then that is what he will do. On the other hand,
if wiping out the village is what he thinks is best, he'll do that
just as easily.
Vosta
the Veiled (female human Sor2): The mysterious Vosta is Sollek's
constant companion. She is a sorceress, feared and respected by
the people of her tribe for her abilities. She always wears veils
that cover her head and face, leaving only her smoky-colored eyes
visible. She speaks softly and defers to Sollek in most things,
but he turns to her for advice, particularly about omens and all
things magical.
The
Cliffhanger
Camiram
also has one resident no one knows about, who is about to place
the village and its people in grave danger
.

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
.

Background
This episode of
The Village of Camiram introduces the player characters to Camiram
-- and a whole lot of trouble. 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 fourth
installment brought us face to face with some of Camirams
neighbors.
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 adventure begins
with the party arriving in Camiram. The group could be traveling to
the village for any number of reasons. They could be from the outlying
farms, visiting for the festival or to buy supplies to begin a life
of adventuring and exploring the Wild Lands. They might be from a neighboring
area, on an exploratory trip and stopping over in the village to restock
and rest. They might be curious members of the barbarian band that has
come to Camiram to negotiate with the mayor and the village elders.
Or they might have dwelled all their lives in the village -- are they
ready for something new, or are they completely unaware of what is about
to happen next?
The
Festival of Peace
It's the harvest
in Camiram, a festive time when farmers sell their excess crops at market
and the people of the village celebrate the gods bounty in a weeklong
festival. This year's festival is particularly special for a number
of reasons. Most importantly, the village has invited a delegation from
the Tribe of the Crescent Moon to come to Camiram to discuss a possible
alliance between the barbarian tribe and the people of the village.
The good harvest has folks wondering if the barbarians will attempt
to raid, but the mayor believes the barbarians can benefit from trade
with the village and help fend off the depredations of the orcs and
other dangers out in the Wild Lands.
Sollek Silver-Axe,
the chief of the Crescent Moon, has agreed to attend the festival along
with some of his people, including the sorceress Vosta the Veiled, his
advisor. All preparations have been made to welcome them into Camiram,
but resentment still simmers beneath the surface. Some villagers believe
the barbarians killed Mika Pharos, the beloved local cleric and healer,
during a raid on an outlying farm. Pharos would have presided over the
festival this year as he had many times before. Now the new village
priestess, Jinna Yost, will do so. In truth, Seligg
the doppelganger and his orc allies arranged Pharos's death to increase
tensions between the barbarians and the villagers. The barbarians deny
that they killed Pharos, and such accusations only anger them.
The
Characters Arrive
Give the characters
time to wander around the village, particularly the market square, for
a little while, getting acquainted with the area and some of the people.
A chance encounter with one or more of the NPCs described in Episode
Three
allows for some roleplaying and the opportunity to introduce the players
to the characters involved in the story. Having a player character accidentally
run into one of the Crescent Moon barbarians (perhaps even Sollek himself)
can let the PCs defuse an otherwise tense situation when the barbarian
gets angry. The mysterious Vosta might take the chance to speak some
cryptic words of warning to the characters, telling them they have a
special destiny (although she isn't sure exactly what).
While the characters
are in the marketplace, someone steals a small weapon (probably a dagger)
from one of them. Don't roll for this; just assume that it takes place
and have the player make a Spot check (DC 8) to notice that the weapon
is gone. The victim can report the theft to Ekam Relles, who says he
will look into it.
Trouble
at the Well
Late that night,
as the first evening of the festival winds down, have the characters
make a Spot check (DC 10). Characters who succeed notice a shadowy figure
over by the village well (location 20 on the
map).
No one else
is around. The slim figure is pouring something into the well, then
quickly sneaks off into the darkness. Another Spot check (DC 15) reveals
it is Vosta the Veiled! Any check of the well water shows that it's
been poisoned with deadly dark reaver powder (see the Dungeon
Master's Guide for details).
If the characters
chase Vosta, she leads them through the marketplace toward the ruined
villa (location 6 on the map), ducking inside. If the characters seem
likely to catch her too quickly, Vosta instead disappears into a small
knot of people in the marketplace, only to mysteriously reappear near
the villa, but close enough for the characters to see her go inside.
In fact, it is not Vosta they are pursuing but Seligg the doppelganger,
which has assumed her form.
The
Cliffhanger
When the characters
reach the ruined villa, they find the real Vosta there, lying dead on
the floor. Close at hand is the weapon stolen from the PC earlier in
the day, stained with Vosta's blood. As the party begins to look around
for any sign of the fleeing figure, Ekam Relles and several village
guards appear at the entrance to the villa and see the characters standing
over the body

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
.

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

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.

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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