Dog Days

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Dog Days
Creators The Observer
Other Name GarretQuest
Quest Details
Quest Type Champion
Requirements 3 days have passed since the Tutorial
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 0.5.0
(Dog Days change from Side to Champion quest as well as additional Hethia sex scenes)
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.

Garth

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 no one has seen the camp's loggers nor Garret, which has Garth a bit concerned.

Quest States

Quest States
State Acquisition Description
0
  • Having received the quest from Garth
Garth has asked you to investigate the disappearance of his son Garret, who left for a logging camp before the blizzard hit and hasn't been seen since. The camp is situated on the western side of the Old Forest.
1
  • TODO
You've made your way through the forest and to the logging camp, but there's no sign of Garret or the loggers. Perhaps you should investigate further.
TODO

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, they may ask Garth about their Gardening problem.

Characters Involved

Brother Sanders Garret Garth Hethia Norathar
Brother Sanders
(conditional)
Garret Garth Hethia Norathar

Companion Interactions


Companions
Agnimitra Arona Atugia Azyrran Brint/Brienne
Agni-AnonArts-WikiHeadshot.png Arona Moira WikiHeadshot.png Atugia-DCL-V2-WikiHeadshot.png Azyrran Moira WikiHeadshot.png DCLnMoira-BrintnBrienne-WikiHeadshot.png
TODO TODO TODO TODO

TODO

TODO

Cait Etheryn Kiyoko Quintillus Viviane
Cait DCL WikiHeadshot.png Etheryn DCL WikiHeadshot.png Kiyoko DCL WikiHeadshot.png Quintillus Moira WikiHeadshot.png Viviane-V2-Moira-WikiHeadshot.png
TODO TODO TODO TODO TODO

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 !
  • 4. TODO

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 heading into it, he has a job for them.

The Champion explains their encounter with the ever-growing roots to Garth, to which he comments on the oddity of it and while he's seen druid magic before, never something that powerful. As his wife said, no magic in the world that can't be overwhelmed eventually, as such they're going to need a lot of big, strong lads to do some dirty work for them, and he knows where they are.

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. Garth's idiot son 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.

When asked if there was anything that happened to the camp, Garth explains that a few weeks ago, an angry pale elf lady came up to the camp, stating that the logging work was coming close to some kind of sacred grove.

On the mention of pale elf, the Champion glances over to Etheryn. She quickly looks away, clearly uncomfortable with the situation.

When asked what happened, he explains that the loggers asked where the grove was so they could keep clear from it. Unfortunately the point of a sacred grove was that she could not tell them where it exactly was. The problem was that the logging wasn't going to stop altogether and since she wasn't going to cooperate, they weren't either. She also had other complaints about the wrong kinds of hard and softwood being grown in the wrong areas, and eventually she stored back into the trees after negotiations erupted into one huge argument. Garth and Sanders did acknowledge the possibility of the strange behavior of the animals to her doing, but they have no idea where she might be nor are they going to send people one by one to check, which was the point of the militia they assembled.

The Champion assumes that the pale elf lady must be some kind of wildling or druidess, to which Garth nods in agreement. He states that the lads in Westbank aren't idiots and at the very least makes sure they still have a job tomorrow, additionally as a follower of Velun, Sanders does an inspection every season to ensure the forest is being treated right, along with giving his blessings to the camp. The pale elf lady did not recognize the Living Gods.

Etheryn pipes up, stating that he's right. She explains that when the royal family had officially converted to the worship of the Living Gods after the Godswar, those that still have faith in the animalistic practices of the Old Wyld broke away and left the Winter City. They can only assume that this pale elf lady is one of their number, and she cautions that they are rather hard-line in their worship, having thrown away everything for their faith and she can't image they've grown more lax in their centuries of self-exile. Appealing to them in Velun's name isn't going to do much, and in fact, will have the opposite effect.

When asked on what a pale elf is, Garth explains, using Ivris as an example of a wyld elf, adding that if they're going to spend anytime in the Marches, they'd do well to learn the difference. He continues, stating that unlike wyld elf women, the women of the pale elves are tall, lean, and powerful. They've given their lupine shieldmaidens a run for their money in the past. On the other hand, their menfolk aren't much different, which makes sense because their city in the north is ruled by a queen. That's all he has about them as they keep to themselves, but regardless they're not to be taken lightly.

When asked what happened, he explains that the loggers asked where the grove was so they could keep clear from it. Unfortunately the point of a sacred grove was that she could not tell them where it exactly was. The problem was that the logging wasn't going to stop altogether and since she wasn't going to cooperate, they weren't either. She also had other complaints about the wrong kinds of hard and softwood being grown in the wrong areas, and eventually she stored back into the trees after negotiations erupted into one huge argument. Garth and Sanders did acknowledge the possibility of the strange behavior of the animals to her doing, but they have no idea where she might be nor are they going to send people one by one to check, which was the point of the militia they assembled.

The Champion assumes that the pale elf lady must be some kind of wildling or druidess, to which Garth nods in agreement. He states that the lads in Westbank aren't idiots and at the very least makes sure they still have a job tomorrow, additionally as a follower of Velun, Sanders does an inspection every season to ensure the forest is being treated right, along with giving his blessings to the camp. The pale elf lady did not recognize the Living Gods.

With that, the Champion states that if they see her, they might as well stop and have a chat. Garth grimaces at it, answers that she'll definitely stop them, but he gets the feeling that she'll want to do more than just talk.

TODO

In Search for the Camp


TODO

Westbank


TODO

Progress

The information below is currently old content, as such, information may be wrong or outdated.

Upon asking the Champion to find his son, the following options can be asked from Garth to get more details on the situation:

  • 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?

After learning all that there is to know, a Search option will become available on the west side of the Old Forest


When searching the western end of forest the Champion will come across a gauntlet of 3 enemy parties; a Wolf pack, an effigy party and a swarm of hornets. Losing to or fleeing any of the three parties will reset the gauntlet. Upon conquering the gauntlet, the Champion will discover the Logging Camp. Champions with the Hunter background can skip the gauntlet and immediately discover the camp.


Upon entering the logging camp, the Champion will discover that Garret and several other loggers have been taken hostage. Talking to Garret for the first time will display the following options:

  • 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?

Upon completing the four options above, subsequent visits to the hostages would display the following:

  • Talk - Ask Garret how's he doing, and if the situation's changed.
  • Pick Lock - Isn't there something that can be done about the lock?
    • The lock can be successfully picked if any of the following conditions are met:
      • The Champion's class is a Thief
      • The Champion has a high Cunning range (at least 70% of current level limit)
    • Successfully picking the lock will result in a combat encounter against Hethia while Garret fights her warg
    • Failing the pick the lock will not result in a combat encounter against Hethia and her warg
  • Bars - Attempt to bend the bars on Garret's cage.
    • The bars can be successfully bent if any of the conditions are met:
      • Brint is in the party
      • If the Champion has a high Strength range (at least 60% of current level limit)
        • If Brint is not in the party but the Champion passes the Strength range check, the Champion will become Fatigued
    • Successfully bending the bars will result in a combat encounter against Hethia while Garret fights the Warg
    • Failing to bend the bars will result in a combat encounter against Hethia and her warg

The ten loggers are barricade in the longhouse to the north, they will inform the Champion that they are unharmed but they're tired and cold. Although Hethia has left the loggers alone, they are staying in the camp and laying low until she leaves.

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:
      • If the Champion's class is a Thief
      • If the Champion has a high Cunning and Agility range (both stats should at least be 60% of current level limit)
    • 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 . Upon completing the quest, Garret can be regularly encountered at The Frost Hound. If Hethia was defeated in combat, her Whtiewood Bow is the Champion's for the taking. It should be noted that the bow can be returned to her later on.

Parley Spoiler

Spoiler

For those unwilling to carefully choose through the Parley conversation battle, this diagram will show the correct path.

GarretQuest ParleyCheat.png