Ok, this has bothered me since Ego Draconis and makes me honestly wonder if Larian even put thought into this.
To recap the quest: While a noobie you see the black ring attacking the minsters in the query. Originally in Ego Draconis you were able to enter the guild and the npc's were really over powerful. By the time I'd get there after becoming a dragon I was able to save them and they ran away... into the poison. It just didn't fit the part of the game properly.
Now in DKS you can't even enter the mining guild until after you become a dragon. You save them only to have them escape into the poison smoke. Now I'm no quest writer but with a game that has this much attention to detail, you'd think NPC's would be smart enough not to choke in the green poison gas.
Pretty much you should be able to save the prisoners in there long before becoming a dragon. Why?
- Fit the story, they actually have a chance to run away.
- The whole battle is set up with all the dramatic action, later it becomes some place to visit as if you forgot to finish a quest.
- Like Damian NPC's will actually stay there when the flying fortresses crash right next to it. I'd run, that is for sure.