
Objectives
No invitation will come — but the situation can still be sized up. Steel yourself for battle.
The key is needed — it should be on the jailer's body.
Search the camp for clues to determine which version of events is true.
The cell key is in hand — the prisoners can be freed.
The accused traitor's fate rests with Coen.
Allow things a brief while to calm down.
The freed woodcutters marked their camp on the map. Pay them a visit.
Something happened at the woodcutters' camp. Investigate the site.
The captives can be let out of their cells.
- 1. Investigate the outpost — no invitation is likely, but assess the situation; steel yourself for battle.
- 2. Find the jailer and take his key — the key is needed and should be on the jailer's body.
- 3. Investigate the camp — hunt for clues to establish the true version of events. (Optional)
- 4. Open the cells and free the prisoners — the cell key is in hand; free the prisoners.
- 5. Decide the man's fate — deciding the accused traitor's fate falls to Coen. (3 time segments)
- 6. Wait a day — let things settle for a while.
- 7. Visit the woodcutters' camp — the freed woodcutters marked their camp on the map; visit them.
- 8. Find out what happened — something happened at the woodcutters' camp; investigate.
- 9. Free the prisoners — release the captives from their cells.
Endings
- Coen freed most of Ambrus's prisoners, but judged one of them worthy of his fate and left it to run its course.
- Coen freed every one of Ambrus's prisoners — perhaps a mistake, perhaps some deserved it, but judging was not his to do.
- Coen lost control and butchered all of Ambrus's dungeon prisoners. Shit.
- Coen could not be bothered — Brencis awaits.