The Prison is located in Saradush and is first accessible during Chapter Eight. The building is labelled on the player's "World Map" as just "Prison", and has an Automap note marker.
Background[]
The party will not be able to enter the sealed doorway into the prison - it is magically warded against opening, unless a specific key is obtained.
Perhaps the party is trying to figure out how to get inside Gromnir's castle as part of the Dealing with Gromnir quest, and perhaps the prison connects to it?
One way to get inside the prison is for Gorion's Ward to speak with the appropriate opposite sex courtesan, after sundown, within the The Tankard Tree - clues about this can be had from Peltje, who is also inside the tavern area.
Another way is to speak with Sister Farielle in the Temple of Waukeen - if the party asks her "Do you know how I can get inside Gromnir's castle?" then that can lead to some additional dialogue - including some background about the prison:
- Several years ago, I was asked to seal the entrance to the city jail to keep a great evil from escaping into the city. As a cleric of some power, I was the only one who could do so. I am loath to reopen the entrance lest the evil escape into the city. But if you think you can reason with Gromnir or aid the city somehow, perhaps it is worth the risk. I sensed that powerful undead creatures had taken up residence in the abandoned jail cells. More than this I cannot say, though I would suggest you bring holy water with you before going down there.
Of course, she will refuse to give the key to any evil player character - so taking it by force, or subterfuge might be necessary, if the party is bent on entering the prison.
Description[]
This was the city jail at one time, and has been sealed and locked for several years.
There are no prisoners or jail staff here now, and oddly enough, there are several wall mounted torches that are lit throughout the place, providing some illumination - perhaps someone is still maintaining these, but who is doing that, is unknown.
The place is dusty, and dirty. The party may rest here if desired - and aside from the creepy undercurrent of danger, and the distant vibration of siege weapons striking the city - the place is eerily quiet.
Note that the party may encounter doors that are locked (it's jail), and some seem impossible or difficult to open - but keep exploring anyhow, and a path forward can be found.
Gameplay[]
Regardless of how the party enters the prison, they'll start out in either the entrance room with the door leading to the Saradush streets, or they will have entered from a transition marked as "To the Jail" from a passage inside the Castle Saradush Basement.
The party can now explore the passageways and various jail cells within the dark, dingy, dank and depressing place.
Various vampires will be present, and always attack any detected party members - when defeated, they will transform into mist form and exit the map forever, presumably retreating to some secret place to reconstitute.
Some bats may be observed here as well, fluttering within, but they are actually vampires as well, and will quickly morph into humanoid form to attack when close by. If the party explores everywhere it can go, there will be an encounter with a Prison Spirit - this leads to a side quest covered in The ghostly apparition article - this is an optional endeavor that can be pursued, but it does provide some roleplay, more adventure, and treasure as well.
At some point the party will probably locate a female ancient Vampire named Phlydian - she'll recognize the taint of bhaal on the Ward, and seems resigned to her fate at the Ward's hands - but she won't go down without a fight.
If the party explored the whole place and they entered here from Saradush - then there is a transition exit leading to the Castle basement.
Treasure[]
See Map Notes 2 on the InfoBox gallery for "T" for treasure locations.
T1[]
T2[]
- Bullet +3 (×10)
T3[]
T4[]
T5[]
Related quests[]
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Mods:[]
The Sword Coast Stratagems revises all the vampire foes in this prison. They are generally stronger and higher level, may attack from invisibility, and can detect when an opponent is protected against level drain - and that means they may instead use their other melee attack, which drains constitution/blood. See the creature links in the InfoBox for further reading.
Gallery:[]
Portraits from Portraits Portraits Everywhere









