Wyrm's Rock Prison

The prison occupies most part of the fortress's basement. While inside, the party cannot fast-travel to a Waypoint or go to camp.
== Locations ==
=== Main corridor ===
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 .
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 can be found. If there are multiple items confiscated and stored, picking out each one of them will prompt a single check. It is recommended to be careful when using means of invisibility here.
=== Cells ===
There are five cells in the prison, located in the far end of the main corridor. They might be occupied as described below:
* Left-below cell: empty.
* Left-upper cell: This cell is occupied by . She is imprisoned there until the party initiates the , and after that, for five days more (counted down by long rests), unless helping her to escape.
* Upper-central cell: This cell is occupied by corpse. The corpse is found here if the player character convinced the toymaker to turn himself in.
* Right-upper cell: This cell is occupied by , an elderly man who got into a habit to be jailed to have a guaranteed meal and place for sleep. The playerr character may call him their father to get access into the prison through the main entrance.
* Right-below cell: This cell is occupied by any party member should they commit a crime in Rivington, in Wyrm's Crossing or within Wyrm's Rock Fortress itself. A skeleton chained to the wall inside it can be looted for note.
: Also, this cell has an unexpected inhabitant: Marvin the .
=== Guardroom ===
The guardroom is actually an empty cell that the guards (, and ) occupy to while away the time of their duties. If the party members enter the prison by any peaceful means, or make their way inside stealthily, or convince the guards that they have any decent reason to be there, the guards remain inside the guardroom, sitting around the table and chatting.
=== Storeroom ===
This is the room in the far end of the side corridor. It is locked and red-outlined, hence opening it from either side is taken as a violation by Ivarus, if he notices it. Inside there are several barrels and containers with various food.
In the northern wall of the storeroom is a weak wall that can be breached by any available means, 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 there is a short cave that 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 appendix ===
This is the short extension of the side corridor, laden with various barrels and boxes. On its southern wall there are two dragon head torches. Lighting them with proper means allows the party to enter the Wyrmway. Casting any spells or shooting arrows appropriate is berated by Ivarus once he notices it. However, the guard does not mind, if the party walks through the wall (and back if needed) after successfully opening the way.
=== Dealing with the unusual Skull ===
==== Meeting the skull ====
Should any party member commit a crime in Rivington, in Wyrm's Crossing or within the walls of Wyrm's Rock Fortress and consent to be arrested, they find themselves in a cell of the Wyrm's Rock Prison.
On the back wall of the cell there are broken shelves, where the arrested party member may find the . Even if not noticed at once, the skull attracts their attention by a cheerful greeting.
If spoken to, the skull names itself Marvin (called such hereafter) and explains that 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 sheds some light on this peculiar enchantment.
By default, Marvin is using rather florid speech with lots of archaic words, which may be difficult to understand. However, he may be persuaded to speak more plainly (this option requires ).
Marvin suggests the imprisoned party member a kind of a deal: for solving two riddles correctly it helps them escape. However, if the answer to any of the riddles is wrong, the skull plays a nasty trick on them (of which, though, it will warn them honestly).
==== The game ====
If the party member agrees to solve the riddles, Marvin asks them one after another, offering three possible answers for each (where 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 ====
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 on them AND , both 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 on them AND , both 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 them only, for 10 turns. 
However, regardless of their shrewdness, the party member automatically receives as well the condition for 20 turns (like any other jailbreaker).
After teleporting the 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 were wrong, with corresponding consequences described above.
==== Notes ====
* 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 ) find themselves jailed anew. 
* It must be mentioned that the whole plot with escaping the prison in exchange for solving riddles occurs only in case when the party member had been indeed arrested for any committed crime. Getting into the prison by any other means (f.e., sneaking through the wall breach from outside) does not result in proper interacting with Marvin - it 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==
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==Related quests==
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==Notable NPCs==
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==Notable loot==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* A decent amount of food can be stolen.
Category:Locations
Category:Act Three Locations