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

Related points of interest

Quest stages of Ambrus's Dungeons: Judge and Executioner

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.

10. Endings

I freed most of the prisoners kept by Ambrus, but I felt like one of them deserved his fate and decided to have no hand in changing its course.

I decided to free all of Ambrus's prisoners - perhaps it was a mistake and some of them deserved this fate, but it was not for me to judge.

I lost control and slaughtered all of Ambrus's prisoners in the dungeon. Shit.

I couldn't be bothered - Brencis awaits.