Players start in a dark dungeon. They are approached by a hulking man, who explains that the prisoners are breaking out, and asks them to join. This is Markus Theron. He is the leader of a notorious gang whose headquarters is outside of town. If the group goes outside with him, they are stopped by a paladin woman. Ophelia Martin pleas with the group to stop Markus. The chances of him dying are low.
If the party attacks, he gets away. The party can continue to work with Ophelia. She tells the PCs that a small goblin camp has been causing concern as they have been seen stockpiling crates of what looks like war supplies. Goblins are generally not a major threat, and they haven’t been with the supplies, either. However, she is worried that Markus could get a hold of this camp and be more well armed to take on Tamlan once again.
If they go to the inn, they’ll be ushered into a private room, where they meet Lane. He tells them Raven Watch has good need for the kobold supplies. The party has the option to launch a flare once they have cleared the cave. If they do so they can head south to Carthas, where the Raven Watch headquarters is located.
If they follow Markus, they have the option to work with the bandits or set out into the wilds.
BANDIT CR 1/4
Bandit warrior 1
LE Medium humanoid
Init 3 armor, +1 Dex, +1 natural)
hp 5 (1d10)
Fort +2, Ref +1, Will –1
Speed 30 ft. (6)
Melee spear +1 (1d6–1)
Ranged sling +3 (1d3-1)
Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
Base Atk +1; CMB –1; CMD 10
Feats Skill Focus (Perception)
GOBLIN CR 1/3
Goblin warrior 1
NE Small humanoid (goblinoid)
Init 2 armor, 1)
Fort +3, Ref +2, Will –1
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
GUARD CR 1
Human warrior 3
LN Medium humanoid
Init 8 armor)
hp 19 (3d10+3)
Fort 3/×3) or heavy flail 3/19–20) or sap 2 nonlethal)
Ranged heavy crossbow 7 sunder); CMD 15 (17 vs. sunder)
Feats Alertness, Improved Sunder, Power Attack
Skills Intimidate +5, Perception +3, Ride –3, Sense Motive +2
Combat Gear potions of cure light wounds (2); Other Gear half-plate, heavy crossbow with 10 bolts, halberd, heavy flail, sap, 5 gp
Wand of Cure Light Wounds
Casting Time 1 standard action
Range 20 ft.
Target one creature
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When aiming the wand at a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.