At the end of a short, steeply-pitched path just off the main road that winds through Southtrod Glen, stands the notorious Goblinclaw Inn. Under the ownership of Grutzmil, and his wife, Galorna, the inn has fallen into an advanced state of disrepair, and upon first glance appears to be little more than a squalid eyesore.
The first time you either "Seek out the innkeeper, Grutzmil" or "Take a seat in the common room" in the Goblinclaw Inn, you'll encounter four men and will have to decide how to react to them. You can either ignore them and leave, or teach them a lesson. Should you choose the latter:
+4 exp to Telekinesis (20+)/Illusion (20+)/Unarmed Combat (20+) if used
If you choose not to use any skill or power (or simply can't), then you have to dodge an empty flagon (Agility and Luck help; failure will result in losing a bit of Stamina) before engaging the first man in non-lethal combat (Uncouth Mercenary (9+ at MR 35-36 Approx, 40 SP)). Even if you lose, it doesn't affect the event.
No matter which path you choose, in the end a young, grey-haired man will interrupt and make the four men leave before introducing himself as Zalturra. After a brief chat he will leave. Serves to introduce Zalturra, an NPC that is one the the game's many loose ends.
You're about to take a seat near the fire when your wandering eyes come to rest on a table pushed into the far corner of the common room. There, alone, seated with his back to the wall, is an old man, clad in a strange array of colourful, but tattered garments...
All enemies are scaled. The hardest required is 12+MR, 220 SP. Final round has dozens of foes 11+ or harder. Even harder optional. High skill check helps.
The young man's face is pale and drawn, and he stammers something unintelligible as he draws up to you. Suddenly, his hand shoots out and takes hold of your right wrist. He flips it over and stares down at the six flame markings emblazoned upon your skin.