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. 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

    Find the jailer and take his key

    I need the key – it should be somewhere on the jailer's body.

  3. 3

    Investigate the camp

    I should search the camp for clues to figure out which version of the story is correct.

  4. 4

    Open the cells and free the prisoners

    I have the key to the cells – I can free the prisoners.

  5. 5

    Decide the man’s fate

    It's up to me to decide the fate of the man accused of being a traitor.

  6. 6

    Wait a day

    I should give things a little time to settle down.

  7. 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. 8

    Find out what happened

    Something happened at the woodcutters's camp. I should investigate the site.

  9. 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

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