Difference between revisions of "Dog Days"
(Another WIP Save, I think I can reach my promised goal in time) |
(→Riverside: more WIP) |
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====Riverside==== | ====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: | ||
+ | {|class="wikitable" style="margin: 1em auto; border: 2px black; text-align:center" | ||
+ | |- | ||
+ | !|Option ||width="400px"|Tooltip | ||
+ | |- | ||
+ | |<b>Watch</b> ||''Watch the druidess for a moment and assess the situation. | ||
+ | |- | ||
+ | |<b>Attack</b> ||''Go in and put an end to this! | ||
+ | |- | ||
+ | |<b>Parley</b> ||''This doesn't have to get violent. Try and talk her down. | ||
+ | |- | ||
+ | |<b>Key</b> ||''See whether you can slip past the warg and get the key to Garret's cage. | ||
+ | |- | ||
+ | |<b>Leave</b> ||''You're not ready to face this obstacle yet. Retreat and reconsider your options. | ||
+ | |} | ||
+ | <tabber> | ||
+ | Watch= | ||
+ | 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 to [[Queen Alissa|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.<br><br>As their observation wraps up, they may decide to watch the druidess a little longer; | ||
+ | {{#tag:tabber| | ||
+ | No= | ||
+ | Given the present situation, the Champion simply has no time to stand around and ogle eye candy. | ||
+ | {{!}}-{{!}} | ||
+ | Yes= | ||
+ | Any companions present are told to scout around while they continue to ''monitor'' the druidess. What they are treated to is the sight of a communing ritual, and while not meant to be, ends up being an erotic and alluring display. After some time, the ritual ends and the druidess returns to the riverbank with renewed energy and vigor, a Black Mage or White Mage Champion can sense fresh magical power pouring off her. Having spent the entire time watching, nothing more can be done for the night, and they'll have to wait for tomorrow if they wish to make a move on her at the riverbank. | ||
+ | }} | ||
+ | |-| | ||
+ | Attack= | ||
+ | Attacking the druidess will not prompt any advantage, and they will have to fight both her and her warg (see Confrontation section for details). | ||
+ | |-| | ||
+ | Parley= | ||
+ | (see Confrontation section for details) | ||
+ | |-| | ||
+ | Key= | ||
TODO | TODO | ||
+ | </tabber> | ||
===Confrontation=== | ===Confrontation=== |
Revision as of 16:40, 26 September 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 | 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
- 5a. Travel north to the longhouses and speak to the loggers
- 5b. Travel east to the hall and speak to Garret
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 the Champion takes 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 snowshoe rabbit hopping up to the gates and just sitting there for hours, the feeling as if the bunny is 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 a big swig of and note that if it's a bribe, it's working pretty well. Garth shifts the topic back to explaining that while Hawkethorne is full of hunters, not much can actually fight besides him and old man Sanders. During 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. The Champion repeats by asking where exactly it is, Garth sighs stating he forgot they're not used to the lay of the land as most people here, and he proceeds to mark it on their map. Garth 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.
With weapons drawn, the Champion begins hacking their way through the underbrush. 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. As 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 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 through the path of the logging camp, they can travel through the path 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 has 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 the Champion explains that Garth sent them to get them out. When asked how many are there, 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 enough to slip out of the camp like the Champion.
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 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 the cage, a voice calls out from it 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 they 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 looks up to them and states that they're a new face, and when the Champion states that Garth had sent them, his expressions sours, murmuring that he thought his old man would be glad to be finally rid of him. The Champion answers that Garth isn't and asks if he's okay, to which he takes a moment to calm himself to answer 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 others, the Champion explains 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, to which 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 that cast 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 to 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
section will contain, Brother Sanders parley route, Etheryn parley route, Champion parley route, & combat route. TODO
Aftermath
section will contain the success and failure results from the confrontation routes. 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.