Ambrus's Dungeons: Twists and Turns

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

    Take the key from the chief jailer

    The prison key should be somewhere on the chief jailer's body.

  3. 3

    Open the cells

    I can use the key to free the prisoners now.

  4. 4

    Investigate the cellar

    This camp was bizzarely empty. Where is everyone? In that cellar?

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

XP in 2 awards: 250, 75. 1 Skill Point.

The game pays these out separately. Some quests award them one after another, and some award one instead of another, so they are shown as the game stores them rather than added together.

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