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Wyrm's Rock Prison

| Wyrm's Rock Fortress | ||||
| The Wyrmway | ← | Wyrm's Rock Prison | ||
The prison occupies the fortress's basement. While inside, the party cannot fast-travel to a Waypoint or go to camp.
Overview[edit section | visual editor]

Main corridor[edit section | visual editor]
The main corridor has a rough T-junction form, with main enfilade connecting the cells' part and the entrance from the Wyrm's Rock Fortress. The side corridor connects it to the Storage Room, while through its short western appendix that grants the access to The Wyrmway. Both main and side corridors are constantly patrolled by Fist Ivarus.
Along the left row of the cells stand the Evidence Chest and the Equipment Chest, where all the inventory belongings of an arrested party member are found. If multiple items are confiscated and stored, picking out each one of them prompts a single Stealth check. It is recommended to exercise care if using invisibility here.

Cells[edit section | visual editor]
There are five cells in the prison, located in the far end of the main corridor. They might be occupied as described below:
- Western cell: (empty)
- Northwestern cell: occupied by Counsellor Florrick. She is imprisoned here upon initiating Free Counsellor Florrick, and after that, for five days more (counted down by long rests), unless the party help her escape.
- Northern cell: cell is occupied by Arfur Gregorio's corpse. His corpse is here if the player character convinced the toymaker to turn himself in.
- Northeastern cell: occupied by Otto Ott, an elderly man who got into the habit of being jailed to have a guaranteed meal and place for sleep. The player character may call him their father to get access into the prison through the main entrance.
- Eastern cell: occupied by any party member should they commit a crime in Rivington, in Wyrm's Crossing or within Wyrm's Rock Fortress itself. Alternatively a party member can end up here if they drink Hoots' Hooch which results in Hoots' Hooch: Blackout in which case Fist Ivarus wakes them up and mocks them. A skeleton chained to the wall inside it can be looted for note.
- Also, Marvin the Unusual Skull can be found in this cell (see below).
Guardroom[edit section | visual editor]
The guardroom is actually an empty cell which the guards ( Fist Saunder, Fist Creekrider and Fist Jagic) occupy to while away the time of their duties. If a party member enters the prison by peaceful means, or makes their way inside stealthily, or convinces the guards that they have any plausible reason to be there, the guards will remain inside the guardroom, sitting and chatting around the table.
Storeroom[edit section | visual editor]
This is the room in the far end of the side corridor. It is locked and red-outlined; opening it from either side is, if noticed, taken as a violation by Ivarus. Inside are several barrels and containers of food.
In the northern wall of the storeroom is a weak wall, which can be breached by weapons or magic. Generally, if the door to the storeroom is closed, the prison guards do not react to any suspicious commotion in the storeroom, including the sounds of wall stones crumbling down. Behind it is a short cave which leads to another breach, this time in the outer wall of the fortress, opening to the foot of the rock. This is one of the possible routes to escape the prison.
Western block[edit section | visual editor]
This is the short extension of the side corridor, laden with various barrels and boxes. On its southern wall are two dragon head torches. Lighting them anew with any lightning damage allows the party to enter The Wyrmway, but casting spells or shooting arrows to do so is berated by Ivarus once he notices. However, he does not mind if the party walk through the wall (and back if needed) after successfully opening the way.
Dealing with the unusual Skull[edit section | visual editor]
Meeting the skull[edit section | visual editor]

If any party member commits a crime in Rivington, Wyrm's Crossing or within the walls of Wyrm's Rock Fortress and consents to arrest, they will find themselves in a cell of the Wyrm's Rock Prison.
On the back wall of the cell are broken shelves, where the arrested party member can find the Unusual Skull. Even if not noticed at once, the skull attracts their attention with a cheerful greeting.
If spoken to, the skull identifies itself as Marvin (called such hereafter) and explains it is imbued by a spirit of a wizard who was occupying this very cell "after a night of bacchanalian debauchery" somewhere far, far in the past. A successful DC 15 Arcana Check sheds some light on this peculiar enchantment.
By default, Marvin uses florid speech with an abundance of archaic words that may be difficult to understand. However, he may be persuaded to speak more plainly (this option requires DC 18 Persuasion Check).
Marvin suggests the imprisoned party member a deal of sorts: for solving two riddles correctly it helps them escape. However, if they answer any of the riddles wrong, the skull plays a trick on them, though it warns them of this honestly.
The game[edit section | visual editor]
If the party member agrees to solve the riddles, Marvin asks them one after another, offering three possible answers for each (only one is correct).
- First riddle: I fly, yet not through the firmament. I bidst and biddeth and bidstseth farewell at night and welcome thee in the morn. I am part of thee, and follow whither thou guideth. I am clothened and claddened all in black, and flee the light. Yet apart 't, I wouldst be nought. Name me.
- Simple speech formulation: I fly, but not through the sky. I say goodbye at night and hello in the morning. I am part of you, and follow wherever you go. I wear only black, and run from the light. Yet without it, I couldn't exist. Who am I?
- Possible answers: "A child", "A raven", "A shadow" (correct).
- Second riddle: I am battered, but nev'r did bow. Mine coronet bears the blunt of endless blades, but I can nev'r move. I nev'r did sweat, even when the summertide sun didst fully heateth mine brow. Name me.
- Simple speech formulation: I am beaten and battered, but never break. My crown has felt the strike of endless blades, yet I can never move. I never sweat, even when the summertide sun shines upon me. Who am I?
- Possible answers: "An anvil" (correct), "A king", "A shield".
Outcomes[edit section | visual editor]
Possible outcomes of dealing with Marvin are as following:
- Both riddles solved. Marvin teleports the imprisoned party member out of the cell, placing them next to the Evidence chests, and casts Haste and Greater Invisibility on them for 10 turns.
- Only one riddle solved correctly. Marvin teleports the imprisoned party member out of the cell, next to the entrance to the guardroom, and casts Haste and Mirror Image on them for 10 turns.
- None of the riddles solved. Marvin teleports the imprisoned party member out of the cell, next to the entrance to the guardroom, and casts on Haste on them for 10 turns.
However, regardless of their shrewdness, the party member also automatically receives the Fugitive condition for 20 turns (like any other jailbreaker). After teleporting, turn-based mode is not launched automatically.
Should the imprisoned party member refuse to play the game at all, or choose to stop guessing once the first riddle has been asked, Marvin considers this as if both given answers are wrong, with consequences described above.
Notes[edit section | visual editor]
- Once having played his game with the party member, Marvin 'remembers' the achieved result and uses it again should the party member (in the same lineup or another [verify]) find themselves jailed anew.
- The whole plot with escaping the prison in exchange for solving riddles occurs only if and when a party member is arrested for a crime. Entering the prison by any other means (e.g., sneaking through the wall breach from outside) does not result in the above interactions with Marvin - it instead shoos them off in the same refined manner of speech.
- Successful solving each of the riddles, as well as successful persuading Marvin to speak in common language, grants a point of approval from all companions (up to three points total).
Related locations[edit section | visual editor]
Related quests[edit section | visual editor]
- Free Counsellor Florrick
- Gather Your Allies
- Investigate the Suspicious Toys
- The Blade of Frontiers
- Wyrmway



























