Ambrus's Dungeons: Judge and Executioner
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
Find the jailer and take his key
I need the key – it should be somewhere on the jailer's body.
- 3
Investigate the camp
I should search the camp for clues to figure out which version of the story is correct.
- 4
Open the cells and free the prisoners
I have the key to the cells – I can free the prisoners.
- 5
Decide the man’s fate
It's up to me to decide the fate of the man accused of being a traitor.
- 6
Wait a day
I should give things a little time to settle down.
- 7
Visit the woodcutters's camp
The freed woodcutters marked the location of their camp on my map. I should give them a visit.
- 8
Find out what happened
Something happened at the woodcutters's camp. I should investigate the site.
- 9
Free the prisoners
I can release the captured people from their cells.
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 · 4
The journal records 4 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
- Interrogation Protocols127 words
- Ledger of Prisoners57 words
- Regarding Draining Duties63 words
- Report: Prison Break76 words
- Report: Prison Break109 words
- Thank You73 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 DungeonsAmbrus's men have set up a number of heavily guarded outposts – I should find out what they're doing in there.
- 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: Evil and ConvenienceAmbrus'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.