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
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
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
Kill the chief jailer
This coward deserves just one fate.
- 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
Look for the fallen tree
A fallen tree should demark the location of potential hidden stash. Let's find it.
- 6
Follow the footprints
I found some mysterious footprints. I should check where they lead to.
- 7
Go back to the door
I found the key – I can open the door now.
- 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
- Blood Collection39 words
- Folded Note66 words
- Letter from Bakir56 words
- Reprimand from Ambrus80 words
- Sentence49 words
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
- Ambrus's Cellars: Seeing RedAmbrus's men guard stores filled with barrels of human blood. I could make sure the vrakhiri never get to drink it.
- Ambrus's Cellars: Trouble BrewingAmbrus's men guard stores filled with barrels of human blood. I could make sure the vrakhiri never get to drink it.
- Ambrus's Cellars: UninvitedAmbrus's men guard stores filled with barrels of human blood. I could make sure the vrakhiri never get to drink it.
- Ambrus's Collectors: Bounty of the MireAmbrus's soldiers have set up camp in the bogs. Let's see if I can mess up their plans.
- Ambrus's Collectors: Unsavoury SolutionsAmbrus's soldiers have set up camp in the bogs. Let's see if I can mess up their plans.
- Ambrus's Collectors: Wetland HelpersAmbrus's soldiers have set up camp in the bogs. Let's see if I can mess up their plans.
- Ambrus's Dungeons: Judge and ExecutionerAmbrus's soldiers bring prisoners to secluded prisons. Might be a good idea to disturb this operation.
- Ambrus's Dungeons: Twists and TurnsAmbrus's soldiers bring prisoners to secluded prisons. Might be a good idea to disturb this operation.
- Ambrus's Prisoners: Fate's MercyAmbrus's soldiers are moving prisoners around the valley. I could make sure they never reach their destination and whatever grim hell he has planned for them.
- Ambrus's Prisoners: Lucky CrossingAmbrus's soldiers are moving prisoners around the valley. I could make sure they never reach their destination and whatever grim hell he has planned for them.
- Ambrus's Transports: Bloody BusinessAmbrus's soldiers are busy transporting barrels of blood. I could make sure they don't reach their destination.
- Ambrus's Transports: Roadside SurpriseAmbrus's soldiers are busy transporting barrels of blood. I could make sure they don't reach their destination.