The War of Caimber

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The Barracks

Raw’r, Gimry, Miri, and Grifyth head over to the barracks in the State district to speak with Captain Pence. As captain of the guard, he both oversees Bethel’s defense and keeps a reign on the small prison adjoining the barracks.

The party hands him the flyer he posted about the missing Clara. Clara is a clerk for the city and for the past month, she had been an assistant the wizard Linden. Linden was an adviser to Mayor Grunfeld, but was fired for incompetence and embezzling gold for his own uses. Captain Pence was going to interview Linden himself, but unfortunately has his hands full with someone breaking out all the prisoners from their cells. He hasn’t been able to attend to Clara’s whereabouts. He does point out to the party how to get to Linden’s residence in the State district.

During this exchange, Grifyth, perhaps in a fit of payback for having been in a Bethel jail cell, sneaks around to pick the captain’s pockets2. Even under Captain Pence’s scrutiny, he manages to successfully pinch the contents of the officer’s purse and comes away with a couple gold pieces.

The group informs him of Lieutenant Frye’s actions and subsequent death. While it would explain how the prisoners were freed and where they went, the captain is confused. While he disapproved of Frye’s lechery, he was loyal to the militia. The description of his exaggerated combat style only posed more questions as well.

Linden’s House


2 The other players’ reaction to this was PRICELESS.

The First Encounter

Guarded Hearth Tavern

Doman introduces the party to each other and shows them the post board. People post jobs and want ads for adventurers on the board, along with a point of contact. Prospects can take whatever jobs they like, as long as they keep in mind that some posts may have a deadline or other urgency to them.

Doman leaves the party to greet Lieutenant Frye, one of Captain Pence’s trusted guards, as he enters the tavern.

As the party moves to get a better look at the post board, an armed warrior in a funny-looking, feathered helm takes one of the three posts down and leaves the tavern. The party takes the two remaining posts:

  • Delvin Banks posted a request to clear out his gold mine of rats. Reward to be negotiated. See him at the Delvin Banks Exchange.
  • Captain Pence posted a “Missing” flier for Clara. See Barracks.

As the group decides the next course of action, their attention suddenly turns to Lieutenant Frye noisily throwing Doman over the bar. Frye turns to the patrons and demands everyone to hand over all valuables to his men. On that cue, 5 ruffians enter, all wearing prisoner garb.

The party notices that Frye seems to be gesturing fairly wildly and sloppily, but he hadn’t even ordered anything to drink. As the rabble start to get closer to the party, combat begins.

Even with more reinforcements coming into the tavern during the battle, the group handles the troublemakers with ease. It does seem strange that the lieutenant doesn’t seem to fight with the expertise that a ranked officer would have. Unfortunately, Frye is killed in the encounter1. However, Doman tells the group that Frye left the tavern the night before with a woman headed to the State District.

The party decides to go the Barracks for more information about Captain Pence’s board post and to tell him about Lieutenant Frye.

1 First DM mistake of the game: Not allowing Miri’s killing blow to be retroactively nonlethal.

The Adventure Begins

World Location

The party starts in the port town of Bethel, located on the eastern edge of the Caimber region. There are trade routes to the north (Mount Curadin) and southwest (Caimber’s capitol, Talis), and the Jasken Sea borders the east. There is a forest, the Deepwood, between the trade routes to the west, and the Stonehike Mountains range to the south along the coast.


Bethel consists of three districts, the Docks, the Residence, and the State. There is also a lighthouse that stands to the north along the coast while the old, abandoned lighthouse is located to the southeast.

  • Docks: Where all of the businesses/shops/inns are located, including (with owners):
    • Guarded Hearth Tavern – Doman Tam
    • Bartlett Inn – Josiah Bartlett
    • Starboard Sundries – Jorl and Marris
    • Delvin Banks Exchange – Delvin Banks
  • Residence: Where most of the people who live in town live.
    • Residents are mostly humans, but all races are common due to the traffic.
  • State: The central area of official town affairs, including (with point of contact):
    • City Hall – Mayor Grunfeld
    • Barracks – Captain Pence

The Party

The party starts in the Guarded Hearth Tavern, each there with a different reason:

Raw’r, Dragonborn Paladin – Raw’r’s mentor, Thaddius Lightbeard told him to seek out an old friend, Doman Tam at the tavern. Doman was an informant for Thaddius a long time ago, and can help Raw’r start his own travels to right wrongs.
Gimry, Dwarven Cleric – Gimry’s last dream in Mount Curadin depicted him sitting in the corner of the Guarded Hearth Tavern in nearby Bethel with a dragonborn, a human, and an elf. Doman had a weird dream about a dwarf coming into the tavern. He feels right in sitting him with his friend’s charge Raw’r.
Miri, Human Wizard – Glain, Miri’s professor at the Druun Wizard Academy, told Miri she’s heard Doman, Glain’s cousin, is always in need of good adventurers.
Grifyth, Elven Rogue – Grifyth is a local of Bethel. Doman caught him trying to break into the Guarded Hearth Tavern. Impressed with his skill, he conscripted Grifyth to join the adventuring party instead of turning him over to the authorities.


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