Ambrus's Dungeons: Evil and Convenience

Ambrus's soldiers bring prisoners to secluded prisons. Might be a good idea to disturb this operation.

Objectives

  1. 1

    Investigate the outpost

    I likely won't get an invitation – but I can still see what I'm dealing with here. I'd better be ready for a fight.

  2. 2

    Interrogate the chief jailer

    I should question the chief jailer. Maybe he'll tell me why the soldiers were preparing to burn the camp.

  3. 3

    Kill the chief jailer

    This coward deserves just one fate.

  4. 4

    Investigate the camp

    I should search the camp for clues as to what happened here. For some reason, the soldiers packed up the carts with the blood cargo and prepared the camp itself to be burned.

  5. 5

    Look for the fallen tree

    A fallen tree should demark the location of potential hidden stash. Let's find it.

  6. 6

    Follow the footprints

    I found some mysterious footprints. I should check where they lead to.

  7. 7

    Go back to the door

    I found the key – I can open the door now.

  8. 8

    Find out what the key opens

    I acquired a brass key, but I've no idea what it's for. I should look around, it might be worthwhile.

The journal's own order. It is the order the game hands them to you, which is not always the order you can do them in.

How it can end · 5

The journal records 5 ways this quest can finish. Each one is written after the fact, so each one gives away what you did.

What you get

250 XP. 1 Skill Point.

What you read along the way

The game files these under this quest's own code. Where that code covers several journal entries, a document listed here may belong to one of the others in the thread below.

The rest of this thread