Difference between revisions of "Dog Days"
(More WIP and trimming) |
(more WIP, almost there) |
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|- | |- | ||
|3 ||align="left"| | |3 ||align="left"| | ||
− | * | + | *Having gotten Brothers Sanders to talk things down |
|''Sanders has agreed to parley with the druidess and get everyone home safely. He's asked you to meet him at the gates to the logging camp. | |''Sanders has agreed to parley with the druidess and get everyone home safely. He's asked you to meet him at the gates to the logging camp. | ||
|- | |- | ||
|4<br>(completed) ||align="left"| | |4<br>(completed) ||align="left"| | ||
− | * | + | *Having failed in defeating Hethia |
|''While you didn't manage to defeat Hethia, at least you managed to get everyone home safe. That's got to count for something, right? Maybe you'll take your lumps and learn from it. | |''While you didn't manage to defeat Hethia, at least you managed to get everyone home safe. That's got to count for something, right? Maybe you'll take your lumps and learn from it. | ||
|- | |- | ||
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{|class="wikitable" style="margin: 1em auto; border: 2px black; text-align:center" | {|class="wikitable" style="margin: 1em auto; border: 2px black; text-align:center" | ||
|- | |- | ||
− | |[[File:BrotherSanders_Moira_WikiHeadshot.png|125px|Brother Sanders]] ||[[File:Garret_DCL_WikiHeadshot.png|125px|Garret]] ||[[File:Garth_DCL_WikiHeadshot.png|125px|Garth]] ||[[File:Hethia_DCL_WikiHeadshot.png|125px|Hethia]] ||[[File: | + | |[[File:BrotherSanders_Moira_WikiHeadshot.png|125px|Brother Sanders]] ||[[File:Garret_DCL_WikiHeadshot.png|125px|Garret]] ||[[File:Garth_DCL_WikiHeadshot.png|125px|Garth]] ||[[File:Hethia_DCL_WikiHeadshot.png|125px|Hethia]] ||[[File:Ivris_Moira_WikiHeadshot.png|125px|Ivris]] |
|- | |- | ||
− | |[[Brother Sanders]]<br>(conditional) ||[[Garret]] ||[[Garth]] ||[[Hethia]] ||[[Norathar]] | + | |[[Brother Sanders]]<br>(conditional) ||[[Garret]] ||[[Garth]] ||[[Hethia]] ||[[Ivris]]<br>(mention only) |
+ | |- | ||
+ | |[[File:Leorah_Moira_WikiHeadshot.png|125px|Leorah]] ||[[File:Warg-DCL-Headshot.png|125px|Norathar]] | ||
+ | |- | ||
+ | |[[Leorah]]<br>(mention only) ||[[Norathar]] | ||
|} | |} | ||
Line 98: | Line 102: | ||
*Unlocks a route variation | *Unlocks a route variation | ||
*Moderate dialogue and references to | *Moderate dialogue and references to | ||
+ | *Unique interactions with Garret | ||
|-| | |-| | ||
Brienne= | Brienne= | ||
Line 109: | Line 114: | ||
|''No unique interactions ||align="left"| | |''No unique interactions ||align="left"| | ||
*Unlocks two route variations | *Unlocks two route variations | ||
− | *Significant dialogue and interactions with Hethia | + | *Significant dialogue and references to |
+ | *Unique interactions with Hethia | ||
|''Cannot be recruited yet ||''No unique interactions ||''No unique interactions | |''Cannot be recruited yet ||''No unique interactions ||''No unique interactions | ||
|} | |} | ||
Line 127: | Line 133: | ||
*6. Go west to the Riverside (between 1600 to 2000) | *6. Go west to the Riverside (between 1600 to 2000) | ||
*7. Choose '''Parley''' followed by '''Yes'''/'''TalkYourself''' | *7. Choose '''Parley''' followed by '''Yes'''/'''TalkYourself''' | ||
+ | TODO | ||
{{!}}-{{!}} | {{!}}-{{!}} | ||
Etheryn Parley Route= | Etheryn Parley Route= | ||
*6. Go west to the Riverside (between 1600 to 2000) | *6. Go west to the Riverside (between 1600 to 2000) | ||
*7. Choose '''Parley''' followed by '''Let Etheryn''' | *7. Choose '''Parley''' followed by '''Let Etheryn''' | ||
+ | TODO | ||
{{!}}-{{!}} | {{!}}-{{!}} | ||
Sanders Parley Route= | Sanders Parley Route= | ||
− | + | *6. Return to Hawkethorne and travel to the [[Chapel of Velun]] | |
+ | *7. Talk to Brother Sanders about [[Westbank]] | ||
+ | *8. Return to Westbank and have Brother Sanders resolve things | ||
}} | }} | ||
|-| | |-| | ||
Line 436: | Line 446: | ||
Garret Freed= | Garret Freed= | ||
If the Champion was successful in freeing Garret, he will deal with the warg while the Champion fights the druidess. | If the Champion was successful in freeing Garret, he will deal with the warg while the Champion fights the druidess. | ||
− | + | {{#tag:tabber| | |
+ | Victory= | ||
TODO | TODO | ||
+ | {{!}}-{{!}} | ||
+ | Defeat= | ||
+ | Through the druidess' continuous volley, the Champion is defeated and becomes encased in ice. Without the Champion to hold off the druidess, Garret is quickly brought down, but is spared from the warg as she calls it back. Satisfied with her victory, she states that she doesn't blame the Champion for being an ignorant savage, however, they've caused her no end of trouble on top of an already bad situation. While she applauds their bravado, they should have learned to stop temping the Old Wyld's fury, and while she's not an overly vengeful woman, she must punish them. After contemplation, she plants a foot on the Champion's chest and proceeds to lift her armored robes, commanding them to lick her cunt. As the creeping cold eventually prevents them from moving, she settles on grinding against their face; the whole act as a matter of dominance and the Champion's humiliation rather than pleasure. Time passes and the druidess' attention is turned towards the camp's gates. Alerted to the new arrivals, the druidess takes something from the Champion, before escaping with her warg towards the river.<br><br>Brother Sanders, together with Garth and Hawkethorne's militia, arrive at the camp and begin calling out for the Champion. While Brother Sanders assists the Champion, Garth shakes his head at his son's comatose form, and proceeds to carry him over his shoulder like a sack of potatoes. When asked if they got the druidess, they state she's got a big head start and that they came to rescue not pursue. According to [[Ivris]], pale elves aren't very accommodating to defeated enemies, so who knows what the druidess would have done. When asked if they are alright, they answer that they'll live, and they ask about the others. The rest of the militia proceed to release the trapped loggers, and by the state of things, Westbank is done for - that while the druidess is no longer a problem, they aren't going to risk putting people so deep in the wood with how dangerous the Old Forest has become.<br><br>With everyone accounted for, the entire group begins their trek back home, using the power of Brother Sanders to guide them safely through. Having arrived safely back, the militia disperses, leaving only the Champion, Brother Sanders, Garth and Garret. The two old men begin to argue in regards to Garret's treatment; Garth wanting to let Garret heal on his own, while Brother Sanders insists on working on him. Garth eventually relents and shrugs off a still comatose Garret into Brother Sander's embrace, who catches him without so much as flinching. Brother Sanders calls for one of the northern gate guards to assist him, and together they hoist Garret to the chapel. Garth proceeds to return to the inn, but stops and apologizes to the Champion and asks if they're okay. They admit that they've felt better, but they're not in danger at the moment. He tells them to get a good rest and that he'll see them in the morning. If present, Garth will call for Brint to assist him, and he'll get him sorted once he's done with the Champion. The Champion is helped back into their room in the inn, and they quickly fall asleep before their head hits the pillow.<br><br>It should be noted that Hethia will take <b>up to 5,000 EC</b>. | ||
+ | }} | ||
|-| | |-| | ||
Riverside/Failed free attempt= | Riverside/Failed free attempt= | ||
If the Champion decided to fight the druidess at the riverside, was caught attempting to steal the key, or failed in the brute force method in freeing Garret; they will have to fight both the druidess and her warg. | If the Champion decided to fight the druidess at the riverside, was caught attempting to steal the key, or failed in the brute force method in freeing Garret; they will have to fight both the druidess and her warg. | ||
+ | {{#tag:tabber| | ||
+ | Victory= | ||
+ | {{!}}-{{!}} | ||
+ | Defeat (Hethia undefeated)= | ||
+ | Through the druidess' continuous volley, the Champion is defeated and becomes encased in ice. Satisfied with her victory, she states that she doesn't blame the Champion for being an ignorant savage, however, they've caused her no end of trouble on top of an already bad situation. While she applauds their bravado, they should have learned to stop temping the Old Wyld's fury, and while she's not an overly vengeful woman, she must punish them. After contemplation, she plants a foot on the Champion's chest and proceeds to lift her armored robes, commanding them to lick her cunt. As the creeping cold eventually prevents them from moving, she settles on grinding against their face; the whole act as a matter of dominance and the Champion's humiliation rather than pleasure. Time passes and the druidess' attention is turned towards the camp's gates. Alerted to the new arrivals, the druidess takes something from the Champion, before escaping with her warg towards the river.<br><br>Brother Sanders, together with Garth and Hawkethorne's militia, arrive at the camp and begin calling out for the Champion. Once spotted, Brother Sanders moves to assist the Champion. When asked if they got the druidess, they state she's got a big head start and that they came to rescue not pursue. According to [[Ivris]], pale elves aren't very accommodating to defeated enemies, so who knows what the druidess would have done. When asked if they are alright, they answer that they'll live, and they ask about the others. The rest of the militia proceed to release the trapped loggers and Garret, and by the state of things, Westbank is done for - that while the druidess is no longer a problem, they aren't going to risk putting people so deep in the wood with how dangerous the Old Forest has become.<br><br>With everyone accounted for, the entire group begins their trek back home, using the power of Brother Sanders to guide them safely through. Having arrived safely back, the militia disperses, leaving only the Champion, Brother Sanders, Garth and Garret. Father and son begin to bicker about Garret needing rescue, but Garret temporarily defuses the argument by stating that if Garth wants to kick up dirt, then he should at least wait until they're indoors. Brother Sander shakes his head and assists the Champion back into the inn. If present, he will ask for Brint's help in moving the Champion. The Champion is helped back into their room in the inn, and they quickly fall asleep before their head hits the pillow.<br><br>It should be noted that Hethia will take <b>up to 5,000 EC</b>. | ||
+ | {{!}}-{{!}} | ||
+ | Defeat (Hethia defeated)= | ||
+ | Without its mistress to control it, the warg devolved into a frenetic rage. | ||
− | + | <b>This results in the [[Frenetic Rage]] bad end</b> | |
+ | }} | ||
</tabber> | </tabber> | ||
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|-| | |-| | ||
Sanders Parley= | Sanders Parley= | ||
+ | Returning to Hawkethorne, the Champion tells Brother Sanders at the [[Chapel of Velun]] about the current situation at '''Westbank'''. He is thankful that Garret and the loggers are unharmed, but is concerned about the druidess. According to Garret, the druidess is someone who can be reasoned with, and since they both serve the natural world in some way, they feel that he has a better chance in trying to talk her down. If present, Etheryn will chime in that it may in fact make things worse, because Brother Sanders worships the [[Living Gods]], while the druidess serves the Old Wyld; the boreal elves that broke away from [[The Winter City]] to still serve the Old Wyld still hold resentment from those who practice the old faith - while he'll keep that information in mind, it will not prevent him from trying.<br><br>He is thankful that the Champion had come to them for help, so they can avoid wasting everyone's time and prevent any unnecessary confrontation, additionally, he has a personal stake than most in the outcome. When asked about it, he explains that he bears a big responsibility in what happened at Westbank because during its founding, the loggers had asked him for advice about it. He had investigated the camp site, but after a week of nothing and the pressure from the villagers for his blessing, he chalked it up to his aging senses, claustrophobia from the forest, and the urgency of Hawkethorne needing timber. While he knows that he is not directly responsible, he should have erred on the side of caution and at least have suggested a safer site for the camp. He will not evade from his responsibilities this time, and he will speak to the druidess. He tells the Champion that he'll meet them at the camp as he needs to make preparations, and assures them that the forest and spell at the camp poses no obstacle to him.<br><br>TODO | ||
</tabber> | </tabber> | ||
section will contain, Brother Sanders parley route, Etheryn parley route, Champion parley route, & combat route. TODO | section will contain, Brother Sanders parley route, Etheryn parley route, Champion parley route, & combat route. TODO | ||
Line 462: | Line 487: | ||
===Aftermath=== | ===Aftermath=== | ||
---- | ---- | ||
− | + | Once the events of Westbank are over, the Champion may eavesdrop or stumble upon Garth and Garret arguing over what happened at Westbank. | |
+ | <tabber> | ||
+ | First Conversation= | ||
+ | This scene occurs the next day, after the events at Westbank are resolved.<br><br>TODO | ||
+ | |-| | ||
+ | Second Conversation= | ||
+ | This scene occurs at least three days after the events at Westbank are resolved.<br><br>TODO | ||
+ | |-| | ||
+ | Third Conversation= | ||
+ | This scene occurs at least six days after the events at Westbank are resolved.<br><br>TODO | ||
+ | </tabber> | ||
==Progress== | ==Progress== |
Revision as of 15:48, 8 October 2023
Dog Days | |
---|---|
Creators | The Observer |
Other Name | GarretQuest |
Quest Details | |
Quest Type | Champion |
Requirements | 3 days have passed since the Tutorial or discovering the overgrown glade north of the Old Forest |
Quest Giver(s) | Garth |
Level Range | 1+ |
Location(s) | Westbank (Old Forest) |
Conditions and Outcomes | |
Can Fail? | No |
Is Timed? | No |
Unique Loot | Yes (combat route) |
Multiple Outcomes? | Yes |
Completion Result |
|
Other Information | |
Version Added | 0.1.13 |
Changelog | Expand |
“ | Stupid, stupid, glory-seeking pup. By the time someone's wandered into the Frost Hound and told me what Garret was up to, he's already packed up and left. That was three days before you arrived. Neither him nor anyone else from the logging camp have shown their faces in Hawkethorne since, and with all the nonsense happening of late no one's been able to go in and check on them.
|
” |
Page reconstruction in progress--Spotty McBumble Fuck (talk) 15:56, 30 August 2023 (UTC)
About two or three weeks prior to the Champion's arrival, there had been odd occurrences at the logging camp in the Old Forest. With the recent sightings of a warg, the strongest man in Savarra had taken it upon himself to take care of the problem. This was unfortunately three days before the Champion's arrival, and the camp's loggers nor Garret has been seen since, which has Garth a bit concerned.
Quest States
Acquisition
It must be three days since the end of the Tutorial and the Champion must wake up at The Frost Hound. Alternatively, if the Champion has discovered the solid wall of roots and vines north of the Old Forest, they may ask Garth about their Gardening problem.
Characters Involved
![]() |
Garret | ![]() |
Hethia | ![]() |
Brother Sanders (conditional) |
Garret | Garth | Hethia | Ivris (mention only) |
Leorah | ![]() | |||
Leorah (mention only) |
Norathar |
Companion Interactions
Quick Summary
- 1a. Sleep at The Frost Hound after 3 days since the start
- 1b. Ask Garth about Gardening having discovered the overgrown glade, north of the Old Forest
- 2. Gather all the information from Garth
- 3. Travel to the Old Forest, specially the western part marked with an !
- 4a. With a Hunter background, the Champion can directly find the camp without issue
- 4b. Without it, they must fight a gauntlet of 3 encounters (Wolves, Effigies, and Hornets) straight, defeat or retreat will reset the count
- 5. Travel east to the hall and speak to Garret
- 6. Go west to the Riverside (between 1600 to 2000)
- 7. Choose Parley followed by Yes/TalkYourself
Detailed Summary
A Job, and a Bride
After getting their morning bearings, the Champion heads towards the Frost Hound's common room, where Garth calls their attention. Once they take a seat at the bar, Garth asks if they plan to head out of town again, to which they answer yes and ask in return if there's something he needs done. Garth nods and explains that no one has been heading into the Old Forest after that night, and since they are the only one heading into it, he has a job for them.
Garth explains the existence of Westbank, a logging camp located at the western side of the Old Forest. About two or three weeks before the Champion's arrival, there had been word of animals acting oddly and a series of close shaves with things in the darkness, too close together to be mere coincidence. Garth adds that there's something unsettling about a rabbit hopping up to the gates and just sitting there for hours, the feeling as if it's merely a puppet and someone else is looking through its eyes. It's something he's seen during his younger days on the road.
Garth offers them a drink, to which they take accept and take a big swig of, noting that if it's a bribe, it's working pretty well. Garth explains that while Hawkethorne is full of hunters, not much can actually fight besides him and old man Sanders. Since that time, they managed to assemble something of a militia to investigate, however, a warg had been spotted prowling near the treeline. Garret caught wind of this and declared that he would take care of the problem himself. Before Garth could do anything about it, his son had left and that was three days before the Champion arrived. Neither Garret nor anyone else from the camp has shown their face in Hawkethorne since and with all the things that have been happening, no one's been able to check in on them.
Understanding the task, the Champion has a few questions before they head out:
Option | Tooltip |
---|---|
Location | Where in the Old Forest is the logging camp, exactly? |
Troubles | Animals acting strangely aside, was there anything that happened to Westbank? |
Garret | Why did Garret go alone ahead of the militia? |
On the question of the camp's location, Garth repeats that it's on the western edge of the woods by the river. Most people who travel in that direction go by barge, but the Champion would be better off following the old logging trails, and while it hasn't been used for a while, it's better than trying to convince anyone to pole them a barge upriver these days. Garth marks the location on their map and cautions them that the trail hasn't been used in quite a while and may have gotten pretty overgrown.
Will all their pertinent questions answered, the Champion proceeds to depart, but is momentarily stopped by Garth as he hands them a pack of Camping Supplies. He states that it's the least he can do since they're going after his fool of a son and he wants them to be as rested as possible before facing down whatever is preventing Garret from coming home. He adds that if they want more supplies, they can buy some from Leorah.
In Search for the Camp
Navigating to the western section of the Old Forest, specifically that marked with an !, will allow the Champion to begin searching for the old logging trail.
The Champion begins hacking their way through the underbrush, and the further they progress, their feeling of apprehension grows as their instincts tell them of something. Eventually, a faint rustling has the Champion ready their weapons as something tangled in the thorny undergrowth barrels straight towards them.
The Champion must now succeed in a series of 3 combat encounters; that of the Wolves, the Effigies, and lastly the Hornets. They must clear the encounters one after the other, defeat or fleeing midway will have them fight the entire gauntlet again.
As the Champion picks themselves back up, they take stock of their surroundings, only to discover that all the progress they made has been lost. When Etheryn gathers her bearings, she confirms the presence of some kind of nature magic, as the Old Forest holds much power for those that still follow the Old Wyld. It's not impossible that a ward of such strength could not only be created, but also maintained as it relies on misdirection rather than force to lead intruders astray. She is sure that if they keep themselves together, they can breach the ward.
Having made it to the logging camp, they can travel through the trail without issue should they decide to leave and return at a later time.
Westbank
Having reached the camp, the Champion can begin investigating the whereabouts of Garret and the loggers. They may also leave and revisit the camp at anytime while the events of Dog Days have not concluded.
Longhouses
Investigating the longhouses has the Champion peer inside the windows, and despite it being boarded up, they think they can see movement within. After considerable knocking from the Champion, a voice asks who's there, to which they explain that Garth sent them to get them out. When asked how many there are, the voice answers that all ten of them are present; and while a little tired, cold, and stressed, they're alright. They had tried to sneak out before, but the magic of the crazy elf chick prevents them from escaping. Since Garret arrived, he'd been taking the brunt of her attentions, but with the things in the forest and the barges being full of holes, the loggers are not skilled to get out.
While they don't know why the elf chick still hangs considering she got what she wanted, she mostly leaves the loggers alone as she maintains her witchcraft. The loggers are hopeful that since the Champion got past her magic, they now have a chance on getting out.
The Hall
At the hall, the Champion can see a large iron-barred cage tucked in a corner. There seems to be someone sitting in it, but it is unclear given the dim light. Investigating the cage has the Champion cautiously approach and about halfway to it, a voice from it calls out, stating that they don't have to do that, as he can hear and smell them from a mile away and it's not like he can do anything from inside the cage.
The Champion ponders if their abilities are being called into question, to which he explains that most people forget to disguise their scent, and that he's got a pretty good nose for a lupine regardless.
Conceding that he isn't going to hurt them, they step forward to the figure sitting in the cage and assume it's Garret, as they recognize the family resemblance. If Etheryn is present, she looks more than a little troubled at Garret's predicament, and gives a look with more than just a bit of sympathy. Garret states that they're a new face, and when they reply that Garth sent them, his expressions sours, murmuring that he thought his old man would be glad to be finally rid of him. The Champion states that Garth isn't and asks if he's okay, to which he answers that the crazy elf bitch isn't really out to hurt them, that he thinks she's just as stuck as they are, and since he agreed to be her pet, she's left the others alone. Unfortunately things won't last long as the camp's rations will eventually dry out, but no one wants to make the first move. For Garret's part, he's getting more high-quality pussy than he'd ever imagined possible, just not how most folk imagine it. The Champion then proceeds to ask Garret the following questions:
Option | Tooltip |
---|---|
Garret | So, just what's Garret's deal? |
Elf | Ask him about this elf witch he speaks of. |
Cage | So, does he have any ideas on getting out of this cage? |
Workers | Are they alright? |
When asked what his present situation has to do with the loggers, the Champion explains to Garret that if they're going to formulate a plan to escape, they'll need all the pertinent information at hand.
Garret proceeds to gather his thoughts. He assumes that since his old man sent them, they know some of the story; that Garth said a bunch of choice things back then, that it was only natural for him to say that since he already had his fun when he was young and gets all crabby at Garret when he realizes he's not as spry as he used to be. Garret was pissed too, that if could take down the animal that was getting everyone worked up, that his old man would be forced to admit that he wasn't the useless piece of dogmeat he thinks Garret is. When questioned on what made him think he could do what the trained-up militia couldn't, he answers that all they would have accomplished is scaring the beasts into falling back, only to return once they all went home.
Garret proceeded to travel to the camp, being smart enough to go around the twisting path rather than meeting it head-on. When he arrived at the camp, he saw the warg prowling the bushes, and he proceeded to wrestle it. Despite the challenge, and the Champion's disbelief when Garret states that his entire body is a weapon, he would have succeeded if not for the witch casting a spell on him. She gave him an earful about hurting her pet, stripped him of his stuff, and locked him in a cage because she wasn't sure of what to do with him.
Riverside
If the Champion has learned about the elf druidess' communing at the river from Garret, checking the riverside (between 1600 to 2000) will have the Champion use the undergrowth to sneak up upon the water's edge and spot the druidess and her warg; else, they will find nothing of significant interest. Having see the two figures, the following options will become available:
Option | Tooltip |
---|---|
Watch | Watch the druidess for a moment and assess the situation. |
Attack | Go in and put an end to this! |
Parley | This doesn't have to get violent. Try and talk her down. |
Key | See whether you can slip past the warg and get the key to Garret's cage. |
Leave | You're not ready to face this obstacle yet. Retreat and reconsider your options. |
Creeping a little closer to the water's edge while still remaining undetected allows the Champion a better view of the druidess and what her communing entails. As the Champion drinks in the raw primal grace of the druidess, if Etheryn is present, she gives a faint whimper as she cringes from behind a tree stump. She apologizes, stating that the druidess reminded her of Alissa and it seemed to have triggered an old reflex. The Champion turns their attention to the warg, and they wonder how she manages to feed it adequately. Their eyes then move to the druidess' laid-out possessions; an intricately carved bow, armored robes, the warg's leather saddle, and a metal keyring containing a single key. If present, Etheryn will comment on the whitewood bow, having only seen one that belonged to her mother, which was a gift from the druids of the Old Wyld to her great-grandmother before the Godswar. Having seen the key that can unlock Garret's cage, the Champion formulates that they might be able to sneak across and filch it.
As their observation wraps up, they may decide to watch the druidess a little longer;
Confrontation
Combat Route
Parley Route
Seeing that a peaceful solution is possible, the Champion steps out from the undergrowth with their empty hands out. The warg immediately charges for them but is called off by a sharp whistle from the druidess. The Champion explains that unlike Garret, they have come to talk and they introduce themselves. Having dried herself with a towel, the druidess dons her robes and introduces herself as Hethia, and she asks what they wanted to talk about. TODO
section will contain, Brother Sanders parley route, Etheryn parley route, Champion parley route, & combat route. TODO
Aftermath
Once the events of Westbank are over, the Champion may eavesdrop or stumble upon Garth and Garret arguing over what happened at Westbank.
This scene occurs the next day, after the events at Westbank are resolved.
TODO
Progress
The information below is a holdover from before this page's current update and may be incorrect
Garret mentions that Brother Sanders can talk with her. The Westbank option will become available when talking to Brother Sanders at the Chapel of Velun. Upon asking the priest for help, he will be found at the logging camp in which he will be able to successfully negotiate peace and allow the loggers and the doggy dildo (Garret) to return home.
Garret mentions that Hethia can be found at the river between 16:00 to 20:00. The following options can be selected if the Champion goes to the river during said time range:
- Watch - Watch the druidess for a moment and assess the situation.
- After the party's initial observations and discussions, the Champion can continue to watch the druidesses
- Yes - Clearly watching pale elf druidesses bathe in rivers is an important task.
- No - You have better things to do than be a voyeur.
- Attack - Go in and put an end to this!
- Parley - This doesn't have to get violent. Try and talk her down.
- The Champion can attempt to broker peace by themselves
- TalkYourself/Yes - Try and talk down the druidess.
- This will start a conversation battle, in which the wrong answer/question will result in a reset to the start of the dialogue and a deduction of 10 Resolve, if the Champion's resolve reaches 0, this will result in a "success" where she will be too annoyed to deal with the Champion that she just leaves (see Parley Spoiler below for correct path)
- Inquire - Can Hethia tell you more about herself?
- Question - What happened?
- Keep Silent - Remain quiet and observe the situation.
- Agree - It must have been hard on them.
- Disagree - The old is eventually replaced by the new. Such is the way of things, is it not?
- Keep Silent - Remain quiet and observe the situation.
- Interrogate - Why's Hethia in the camp? What's going on here?
- Disrespect - Sorry, but I'm underestimating you.
- Keep Silent - Remain silent and observe the situation.
- Criticize - It's still wrong to keep him locked up and use him as a dildo, though.
- Sympathize - You don't think she's a bad person, really.
- Keep Silent - Remain silent and observe the situation.
- Don't Talk/No - Not now, at least.
- Key - See whether you can slip past the warg and get the key to Garret's cage.
- The key can be successful stolen without notice if any of the following conditions are met:
- Successfully stealing the key will result into a combat encounter against Hethia while Garret fights the warg
- Failing all these checks will result in a combat encounter against Hethia and her warg
If peace was successfully brokered by the Champion or through Etheryn, Hethia will leave peacefully
If the Champion were to be defeated by Hethia, they will wake to find Brother Sanders, Garth and a gathered militia at the logging camp. The group escort the prisoners and the Champion back to Hawkethorne, this will mark the quest as completed.
Upon completion of the quest, Garret will eventually return to The Frost Hound tavern and have a talk with his dad. The Champion can eavesdrop on said conversation.
- Yes
- No - This is none of your business.
Facing Hethia at the river will allow her warg Norathar to join and fight the Champion. However if the Champion was successful in bending the bars or picking the lock, Garret will face Norathar while the Champion deals with Hethia, otherwise the warg will also fight the Champion.
If Hethia has been defeated in combat but the Champion were to be beaten by her warg, it will result in a Bad End.
Result & Reward
With the loggers freed, they can assist in destroying the ever-growing vine wall that blocks the path to the Corrupted Garden. Upon completing the quest, Garret can be regularly encountered at The Frost Hound.
If Hethia was defeated in combat, her Whitewood Bow is the Champion's for the taking. It should be noted that the bow can be returned to her later on.
Parley Spoiler
Bad Ends
Frenetic Rage
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Without its mistress to contain the beast; the warg devolves into a bestial, frenetic rage. The last thing the Champion feels is a sharp pain as the warg rips through their throat.