MARREND PLAYS THE WITCHER 3 - WILD HUNT!

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Marrend
Guardian of the Description Thread
21781
Hey, everybody! Welcome back to another LP thread! This time, we're going to cut down the mightiest tree in the forest! Wiiiiiiiith! A herring!

Er, let's try that again. As much as I'm tempted to finish the Xenosaga series with Episode 3 (it'll be next, I swear!), I'm going to do the traditional Christmas LP thread with...



Image provided by Wikipedia.

...The Witcher 3 - Wild Hunt! Like the LP for The Outer Worlds, this is a game I have not played before, nor have any kind of experience in. In fact, I've not played any game in this series, and, generally speaking, am coming to this game blind. I've heard good things about it from various sources, some of which being references to the in-game card game, Gwent. I threw it on my Steam wishlist, out of curiosity to see what this was all about at some point, and was gifted it for Christmas this year.

While I could do some research to gain a better frame of reference as to what I'm getting into, or have some random/interesting tidbit to share, I think it might be interesting to play with my knowledge pool as-is. However, I'm at least somewhat aware that this game has relationships that can get rather... intimate, and I'll do my best to avoid posting anything explicit when/if such situations come up.

I don't have a particular goal/aim for this LP, outside of just seeing what exists here, and seeing for myself if the game lives up to what hype I've heard of it. I doubt the use of UGE would be possible in conjunction with this game, and while it might be possible to utilize CheatEngine, I'll do my best to refrain from doing so. If I do end up using it, I'll let you know.

Table of Contents:
-Session 1 - Doing Everything but the Kitchen Sink
-Session 2 - Even More Side Hustling
-Session 3 - Jeanne! You Must Not Advanze Ze... Oh, Drat
-Session 4 - The Elf, the Witch, and the Wild Hunt
-Session 5 - Bringing in the Baron
-Session 6 - From the City to the Bogs
-Session 7 - Meeting the Crones
-Session 8 - An Introduction to Novigrad
-Session 9 - Hunting Treasure Because it is Our Pleasure
Marrend
Guardian of the Description Thread
21781

--Session 1 - Doing Everything but the Kitchen Sink--


I might not be entirely certain about this game, but, let's start things off with the "Story and Sword!" difficulty mode. Which I approximate as a "normal" difficulty, with the "story mode" being one difficulty mode tier under it. We'll see how this mode pans out, and how long I last before pushing it down to "story mode". Hopefully, I'll last longer than The Outer Worlds in this regard.

With that out of the way we see a pair of old men investigating a scene, and interspersed with it, flashbacks to a battle, and a woman that seems to be the subject of their search. The scene ends, and we find ourselves possibly transferred even further back in time, at some kind of manor house, or a fortress, or other such location. Our protagonist, Geralt of Rivia, is taking a bath, and on the other side of the room is a woman facing away from the camera, reading a book, wearing only a towel wrapped around her hair. Geeze, not even five minutes into this game, and there's nudity!

The lady in the chair is Yennifer of Vengerberg, and she prods the old warrior to hurry by means of a summoned scorpion. I don't want to go so far as to consider that these two are married, but, it's certainly clear that the two are very close to each other. Either way, our task is now to meet with Ciri. There's a few objects to interact with in the room, as well as talking with Yennefer. For full disclosure, I used the in-game codex to grab the full names/titles of these characters, but, I will likely only use their given names from here on out.

Down the stairs triggers a cut scene with Vesemir, who I think was the other guy in the investigation cut-scene. I check the codex again when I can, and see the entry for Ciri. Her full name is the most extravagant yet, but, writing it here when no character would likely speak it feels a bit off? That aside, the entry pretty much confirmed my suspicions that she's Geralt's daughter.

After a bit of a run/chase along the rooftops (what is this, Assassin's Creed?), and an in-game tutorials about climbing and running, we meet up with a group of witchers. The game delves into a training session, which includes a combat tutorial. Yeah, let's take that tutorial!

The game allows me to practice what I learned after the initial points of training concerning the use of dodging, parries, counterattacks, and sigil use. I do so for a bit before continuing. Ciri sends the helmet of a training dummy over the ramparts, and she climbs to fetch it. After the others disperse, Geralt calls out to her, asking if she's found the helm, but no response is heard. He calls out again, with a touch more urgency, but, again, no response. He looks back at the training dummy, and notices something... odd. That's not straw under there! That's... a person? What?

The scene shifts to being completely frozen over, with a wraith/lich speaking about a White... something? Sorry, there doesn't seem to be a pause function with these cutscenes, and I don't see any cross-referencing with the in-game codex either. Either way, the lich has an axe, and Geralt can only watch in terror as the blade descends upon the frozen body of Ciri...



...then he wakes up. Now that we're back to the present, we have Geralt confide with Vesemir about the nightmare. The two get up to move at first light, eventually to be set upon by ghouls. This is my first "real" fight in this game, and while I do my best in regards to the combat training that the tutorial provided, I still get hit a few times before the encounter is over.

The two mount their horses, and have a conversation along the road about various matters that, if I must be fully honest, I barely pay much attention to. However, if you thought that we'd get to the town, the main road, or wherever these two are headed, without a fight, you'd be wrong.

Our next point of story is, in fact, a fight. This time with a griffin. The two witchers manage to scare it away, but, the beast takes a horse with it. The owner is still alive, though, and presumes we want money. If we managed to kill the griffin, maybe I'd be more inclined to accept payment. Since it's still alive, I let this be a freebie. I dunno, maybe we chase it down later, but, our story main priority right now is to find Yennifer, who, yes, is the person these two are trying to track down.

The passing conversation about Yennifer allows us a bit of a lead from the peasant we just saved. His cousin runs a nearby inn, and we might learn Yennifer's whereabouts, as well as treatment for the wound that Vesemir took during the fight with the griffin, there. The game doesn't seem to allow me to save until we hit that village, and talk to the innkeeper. I make some idle conversation before talking to her about Yennifer, or seeing what inventory she has. Nothing I have can be sold to her, so, I keep my purchases minimal.

After closing the dialog, Vesemir sits at a table, and the game sets me free to save, or talk to the villagers about either the story, or possibly get some side-quests. I absolutely take the opportunity to save, and take a bit of a breather before continuing. Maybe I can be a bit more vigilant about taking screencaps as well, but, we'll see.

Anyway, I saw a few Gwent cards in the shop, so, I kinda wonder if I can get a game in? Do I need to have a certain amount of cards in my inventory to even play? Well, maybe I can ask around this inn, rather than ask this thread!





Well, what would you know. Second NPC I talked to. The game doesn't quite grab me as much as Acromage, but, it's certainly has it's layers of strategy. Though, perhaps if I actually managed to win a game, or even a single bout, my opinion might be a tad different. I think I saw a separate difficulty level specifically for the Gwent mini-game in the game options. I didn't touch it, so, I'm playing at the default level. However, even at this difficulty level, I can't help but to suspect the AI cheats with it's plays, or just has a better array of cards than I do.

The very next NPC I talk to has a bit of information for me. Apparently, the lady went past a barracks to the northwest. We'll be talking to the soldiers stationed there eventually, but, there might be things in town to do. However, before we even get to that, there's a bunch of thugs just outside the inn, looking to beat me up. I beat them up instead, though, I still took a few hits in the process. Maybe I'll get better at that at some point. Hopefully, before it's too late.

At any rate, the quest notice board has six objects, two of which are tasks that are tracked by the mini-map and quest log. One is a legit witcher contract, and the other sounds more like a more standard side-quest, so, let's do that side-quest first. I'll do a hard-save before talking to the guy, though, juuuuuust to be on the safe side.

This was a bit of a search-and-rescue mission. We're trying to find a solder that was part of a battle, quite possibly the same battle showcased in the opening. So, the probability he's still alive is questionable at best. Thankfully, the guy was still alive, and it was thanks to a soldier from the enemy's side? I'm not going to question it, as both men need treatment, and leaving the enemy solder here to die does not sit well with me. No, he's going to recover, and possibly work the fields. I don't recall how much the task was worth, money-wise, and looking at the quest log again makes no such reference to money, or experience, earned.

Our next target is the contract, so, we'll have to get the details from it's poster. The suggested level for this contract is 2, of which I'm about 350 experience away from as of this writing. I've certainly not kept track of how much experience creatures are worth, and the codex doesn't seem to contain this detail either. Well, maybe there were points of interest generated on the map thanks to the notice board? Maybe some of those can lead us towards a level-up?





Oookaaaay-ku, that's... a lot more points of interest than there were posts on the board! The monster den a bit west of the crossroads fast-travel point, well, I can clear it, but, I can't destroy the nest unless I have a bomb with the "destroys monster nest" trait. Naturally, I don't have any on-hand, nor do I have the reagents for either of the recipes I know.

You'll have to excuse me if I groan at this. Alchemy systems, and the hunt for reagents, always feels like a waste of time to me. Vagrant Story might be the sole exception, but even then, it's entirely possible to be screwed over in that game because of the other systems the game uses that it uses, and isn't exactly transparent about.

Anyways, I wind up dealing with a group of bandits. I still haven't quite mastered defensive maneuvers, and one guy having a crossbow wasn't a particularly happy thing either. I checked the fort south of my position from the above map, but it looks like it's up on a cliff, and I didn't see a way up there from the vantage point I had. The point at the beach had monsters to fight, and I ended up dying there because, yes, I still suck at defense, thanks. Then again, these mobs are level 3, and I'm still level 1. Might be a bit before I attempt to tackle that point again.

I eventually found a way to the fort. It was another bandit camp, and it took me a few tries before I successfully took them down. With one attempt, I rolled off the edge of the parapet, and fell to my doom. This move was certainly not my intent. Hell, my intent was to loot the body of the guard I just felled. The game must have considered that I was still in combat mode, and the interact button in that context was a roll, so, uh, yeah, there you go. Welp.

There's a point in the middle of the forest that is making me a bit curious. However, let's save our progress so far, and call this a session. Though, as a side-note, I've picked up a bunch of junk from the bandits, and other nasties I've faced so far. It might behoove me to see how encumbered I am, because I have a sneaking suspicion the game will not allow fast travel while over encumbered. However, all that will wait until next time, on the Witcher 3 LP!

Marrend
Guardian of the Description Thread
21781

--Session 2 - Even More Side Hustling--


Last time, Geralt and Vesemir were tracking down Yennifer, but, were waylaid by a ghouls and a griffin. Vesemir was wounded in the fight, and they were directed to an inn to rest and recover. Maybe even get a more solid lead to wherever Yennifer buckered off to.

However, since this is an open-world RPG, I'm not on-rails, and don't necessarily have to follow the plot right now. I've taken some time to explore the game-space, some of which is more successful than others. There was a point of interest in the middle of a forest, so, let's grab our trusty steed, Roach, and take a ride!

As it happens, it was a bandit camp. Had maybe five guys there, and while I took them out, I certainly took a crossbow bolt or two. Aside from the beach encounter, there isn't too much more in my immediate vicinity, so, let's head to town to replenish our supplies, and sell of some of this excess junk.

There's also a quest in town concerning the arson of a smithy. The smith can't provide any clues, himself, but, ol' Geralt has a kind of detective vision of his own. Maybe not in the same vein as Batman in the Arkham games, but, enough to outline potential points of interest at the very least.

Our first hint is a trail of boot prints, which are examine to determine that they are from a large person, probably a man. I then follow them for a spell, and notice that the trail leads into a small river. He likely took off the boots and went into said river in an attempt to cover his trail. On the other side of the river, I notice a pair of boots, and the signs of a struggle. Perhaps he ran into some drowners, and dropped his boots while running away? A set of tracks lead back to the village, so I'm back to following the trail. He's bleeding, but not badly. A surface wound, at best. As I follow the trail, I notice that it leads into a house, where the trail ends. Hrm. Let's do a save before we do anything stupid.

So, he totally admits to the deed, and tries to convince me to look the other way by means of telling his own sob story and bribery. I will have none of this, and end up using the Axii sigil (mind control) to get him to come with me to apologize. It becomes an escort quest, and the guy isn't exactly walking fast, or even normally. I do my best to be patient, and walk slowly myself. As it turns out, this smith is providing his services to the military stationed in this area, and they largely consider the crime of arson to this shop as an act of sabotage. They take him away, saying there's no need for a trial, only a tree. Perhaps a rather stiff punishment, but, I suppose they have to send a message. This territory has only recently been under their jurisdiction, thanks to the ongoing war.

20 crowns and 50 exp were earned, which... well, that doesn't level me up, and I won't turn down the money. I could make an attempt at this witcher contract that's one level above me to see how bad it is. Or, I could tag the story mission, which is far to the northeast, and take a few detours along the way.

Sure, why not. So, the first site I get to is an abandoned sawmill, and clearing the area of ghouls and wolves gets the workers back. The nearest site is north, and that turns out to be another bandit camp. I also ran across a pack of wolves that decided to chase after me, one of which was a level 5 wolf, so, that might've been more perilous that I would've liked. Still, I'm alive, so, that counts for something!

From here, I can either go east into a light forest, or west, into some shallows. My gut is telling me to to into the light forest, and it proved... well, maybe it was right, maybe it was wrong. My first attempt, I died on the way there due to a pack of wolves. My second attempt, I got there, but, the location was guarded by a level 6 wraith. Which I managed to defeat, though I'm sure I took some damage while doing so. I've got to look at the controls again to see how the hell I lock onto a target, otherwise, I'm just being an idiot swinging wildly into the air.

In any event, the location was a place of power, which granted me a skill point outside of a level-up. I don't have to spend it right now, so, I'll be saving it for later. Maybe when I have, like, three of them to spend, or something.

While I could attempt a look-see at the point of interest in the shallows, I think my aim for this session is to actually advance the plot a little. However, there is a point of interest between my current position and the story point, so, sure, let's check it out.

Turned out to be a treasure guarded by a pack of wolves. I still take a bit more damage than I would like, but, I did see at least one level 5 wolf in their ranks. I would love it if the game automatically locked on to the closest hostile after taking one down, but, I guess I'll have to learn to manage it manually.

So, I dunno what game-time I was at when I started exploring and/or taking on side-quests, but my Steam record indicates I've been at this game for 6.4 hours. Which would include time spend flipping between the game and writing this. Still, since I'm pretty much at the story point, I might as well make a hard save, and see how far I can get. No doubt, I'll be chasing Yennifer for a while yet, but, I figure I can do at least one one story mission, maybe two, per session.

Anyway, Gerald get stopped by the guards, saying that locals aren't allowed inside. He's no local, but, certainly looks like trouble. When Gerald tells them he's a witcher, they direct him to the garrison commander. I wonder what kind of work he has for me?

Apparently, his concern is about a griffin. I can't help but to suspect it's the self-same as the one Geralt and Vesmir chased off earlier. Be that as it may, the quest is a level 3 quest, and generated two points on the map for me. One is east from the sawmill I liberated earlier, and the other is southwest of the village where Vesmir is still resting. There's no convenient points of interest to discover along the way, so, fast travel it will be.

First, Geralt wants some buckthorn to use to bait the creature. The alchemist he was directed to is the quest point east of the sawmill. She might not have what he needs on-hand, but, gives some direction of where to look. There is an additional task here to brew a certain potion to help an injured civilian the alchemist is tending to, but, of course, I don't have the reagents for that recipe either. One of the reagents is a drowner brain, and I'm sure I don't have any of those. I might have some of the other reagents in my stash?

Well, I might be able to get the remaining reagents as I do other tasks. As for the current hunt, I could either visit the hunter the found the solder's bodies to inquire about the griffin, or gather the buckthorn. Let's meditate/rest for a spell, then gather the buckthorn. I'll hit up the hunter later.

...Is what I would say, if said hunter was home, and is another opportunity to use detective vision to track him down. Though, the fact that this is a level 3 contract makes me pause for a bit, since I'm still level 1. That, and if the griffin decides to fly during the fight, I don't have any kind of ranged weapon. Maybe I should allow for a bit more of a detour, and attempt the level 2 contract from earlier? The fact that I'm not locked into this story point might be one of the good things about open world games in general.

This might be a bad idea, given the amount of trouble I've been having in this game, but, I'm going to push forward with this story event. Maybe I'll die in the process, but, if I do, I can load my game, and either make another attempt, or switch to the level 2 contract.

After I hard save, I start tracking the hunter. His concern is a pack of wild dogs, which I help put down. After doing so, he takes me to where the Nilfgaardian soldiers fell to the griffin. Let's do some investigation of this scene.

There's bottles strewn about the place, and the remains of a campfire. Geralt figures the soldiers were celebrating before the griffin attacked. He finds bootprints on the ground that are older and heavy. Probably from one of the soldiers. We follow the prints backwards, across a now-destroyed bridge, and through a light forest. They run up to a few cliffs that we can climb, as well as a gap, and continue from there, leading to the remains of a griffin nest.

I examine a nearby corpse, and figure it's been there for at least a week. However, griffins are known to toy with their prey, so, who knows how long he was actually here, and alive. We also spot a pile of bones from dogs, horses, and perhaps other sources. Perhaps a month's stockpile worth of "trophies".

We then examine the body of a griffin. This one is female, with deep cuts across her body. No blood on her beak or claw, which suggests to Geralt that she didn't defend herself. Whoever slew this griffin crept up on her as she slept. We then attempt to determine the age. Geralt notices gray hairs, and figures she's maybe ten. Griffins pair off when they are young, so, this leads Geralt to deduce that the remaining male griffin is likely the same age. As for the type, the thick shaft and dense bards suggest a royal griffin. Maybe it's my Heroes of Might and Magic background talking, but, the fact that it's a royal griffin sounds like things got even more complicated/dangerous.

Either way, we can reasonably conclude that the griffin we're hunting had it's mate slain by the Nifgaardian soldiers, and such is the main reason behind it's aggressive behavior. I suppose one could say the solders did this to themselves, but, Geralt's task isn't to pass judgement. It's to finish this job. Though, we might have a few words with the garrison commander after we are done.

Either way, the game directs me to go and fetch Vesmir to help with this task, but also provides a note that I should prepare first. Speaking to blacksmiths and armor smiths can help with that, but, it also spoke of doing side-quests. I'm finally level 2 now, but, doing what preparations I can probably couldn't hurt.

Among said preparations is to do the level 2 contract. This concerns a ghost that's been haunting a well. Why it's an issue now is the quality of the water in the area. It's toxic, and some villagers, including the daughter of the person who posted this request, have fallen ill. Word from the alchemist is that access to clean water will help, and while the well might be the best source for such, the presence of the ghost is so terrifying that nobody would dare approach it.

There was an option to discuss a payment/reward, but, I skip it, and just agree to the task. I don't know what kind of reward I'll get for skipping that conversation now, but, I'm on this task more for the experience rather than the gold. Maybe I can pick up more alchemy reagents along the way, as well. Or, maybe I just throw my hands up, and attempt to put together an inventory hack with CheatEngine. I haven't quite decided that yet, but, it's hugely tempting.

At any rate, we arrive at the abandoned village where the ghost has set up camp, as it were. Gerald identifies the creature more specifically as a noonwraith. The game has me look up the codex entry for this creature, which I might have done anyway. The lowdown is that these are spirits of women that died violently right before their weddings. They are often bound to locations by objects of significance to them, so, finding that is of some importance. The wraith is not immediately aggressive, which Geralt finds interesting. However, attempting to approach the well, proper, will activate the wraith's wrath. Yeah, let's not do that until we are ready.

In one of the houses is a stain of blood that belonged to a man, and caused by knife stabs. Died on the spot. There was also a journal. Reading it speaks of a bracelet that was given to the author, which I highly suspect might be the object that's tying this noonwraith down to this location. There's a trail of blood stains that don't belong to the man, leading towards the door frame. This person was dragged out of the house while they were still alive. At the entrance to the house, we notice palm prints in blood. Smaller ones. A woman's? Geralt figures she fought for her life, and notices a similar mark on the well from his vantage point. I do a hard save here, because even trying to go near the place caused the noonwraith to attack before, and I actually would like to complete this investigation.

Examining the well, Geralt notices there is a rope attached to something, and said rope is quite taught. Looking down the well, he sees the remains of a skeleton. Probably the owner of the journal. He manages to lift the corpse out from the well, but, one arm is missing from the body. Geralt deduces that she might've worn the bracelet spoken of in the journal, and that it might be at the bottom of the well.

Surely enough, it was there, and it took some doing to resurface, but now comes the hard part. Preparing for the fight against the noonwraith. Gerald suggests preparing some oils and/or potions, and I have exactly none of the things he could be talking about. If flipping through the Alchemy tab is any indication, I also don't have enough reagents to make them on the fly. I'll do a hard save here, and make an attempt (or two) against this ghost.

Okay, that wasn't as bad as I thought. I still took more damage than I would have liked, but, I dunno if that fight would even be possible without using the Urden sigil/sign (magic trap) that caused the ghost into substantiate itself into a form I can actually hit. The thing spawned false duplicates of itself. This was a technique I knew about coming in, thanks to the codex entry. Still, even knowing that, and knowing that it could drain my health while the duplicates are out, I don't doubt that some of the damage I took was from said health drain. Still, the deed is done, and for my trouble, I earn 20 gold and 50 experience.

Before I visit Vesmir in the tavern, I gave the drowner treasure another attempt, or two. I mean, sure, the treasure they had was something I wanted to loot earlier, but, a drowner brain is a reagent for a potion the alchemist asked me to brew that I wrote of earlier in this post. For my trouble there, I earn 50 gold and 350 experience. This allows me to achieve level 3, at the very least.

I've been delaying the griffin hunt long enough. However, I feel that can be the start of the next session. How far will I go after that, and will I have the wherewithal to make screen captures of anything? Find out next time, on the Witcher 3 LP!
Marrend
Guardian of the Description Thread
21781

--Session 3 - Jeanne! You Must Not Advanze Ze... Oh, Drat --


Last time, Geralt found some bukthorn and talked to the hunter that saw the griffin that's been terrorizing the people of White Orchid. He also did a number of extraneous tasks, partially in preparation for hunting the griffin.

It might be possible the game will lock me down in plot if I kill this griffin. Then again, it might not. It's kinda hard to say, but, I can create an alternate hard-save slot for a "just in case" scenario. However, I still check the codex on griffins, and see what all griffins are weak to, and what reagents I'm inevitably missing in regards to the suggested items. One of the items, hybrid oil, isn't even on my alchemy list. So, if I go now, the only thing on that list I'd have access to is the Aard sigil/sign (telekinetic blast). A ranged weapon sounds like a great idea, so, let's hop over to the blacksmith I helped earlier.

Nope. None of that. The option to repair equipment is semi-tempting, but, it's a point of cost versus utility. I've still got a non-zero amount of initial gear on me, and it's not like anything I'm wearing has fallen below 50% durability. The lowest is my silver sword, at 61%.

All, right, enough putzing about. Let's just do this. Maybe I'll die trying, but even if that were to happen, I might still learn something. As it happens, the game requests that I brew a Thunderbolt potion. Which, I swear, was not on my list before, but certainly is now. I barely have the ingredients for it, but, sure, I'll brew one, because I can't seem to close the menu until I do. What the hell, game? I only had one copy of one of those reagents? What if I didn't have it? Was I given it just now? Hard to determine.

At the site, Vesmir gives me a crossbow. Which, yeah, that might help against a flyer. The fight, itself, I think I did okay in. We took off maybe a third of it's health before it took flight, and we had to chase it down. I considered using the crossbow to maybe take a few pop shots at it as it flew over, but, I have had zero practice with the weapon, or even how to use it, so, that idea was a bust. During the fight, the game gave me a message that one of my weapons is deteriorating, which, yeah, that checks out. The silver sword is now at 49% durability, and is taking a -9 penalty to it's damage capacity. Let's see how much this griffin head is worth to the garrison commander first, then determine if I'm going to attempt to pay the smith, or use items to fix it myself.

So, I arrived at the garrison, to see the commander inspect a shipment of grain. It was rotten, and the guy was pissed. Perhaps rightly so. The guy sent to deliver it proclaimed no knowledge of the grain's condition, but, was dragged away to be tortured regardless. A few words were exchanged between us, but then we got down to brass tacks. Yennifer had ridden north, to Vizima. It's only a day's ride from here, according to Gerald, and he isn't exactly happy the commander wasn't more forthcoming with this info. The commander might have a point that we might not slain the griffin in exchange for this info, though.

The commander also offers gold, and I can choose to either accept it, or turn it down. Now, I'm not going to say I don't need gold, but, I'm not sure if I want his gold. I understand that he needs to show that the Nifgaardians are in control of this area, but, flogging what amounts to a deliveryman for bad goods just doesn't sit right with me? I dunno.

There is a quest marker on my map that's been there since I picked the buckthorn, so, let's do that before we ditch this area. What it involves is the theft of... a frying pan? Hey, don't look at me, that's what the lady is looking for. Had a bit of a tale too, but, that's beside the point. This might not be a particularly rewarding quest, in either gold or experience, but, why not.

There was a dead body inside a house, and the pan was as clean as a whistle. Geralt figures the soot was used for ink, as there's a fragmented letter. For my trouble, I earn 10 experience, and a decent array of food items. Not that I was expecting gold, but, the food is appreciated all the same. That done, I take another look at the area map. There's still 16 undiscovered locations, but, it's possible I come back to this area later. For now, I return to the inn, and talk to Vesmir to move the story forward, and maybe even complete this plot quest that's been active all this time. There's a band of men sitting across from our table that smell of trouble. Vesmir advises we stay out of any trouble they might brew, but, a woman at the bar lights the fire.

Weapons were drawn, so, the fight would inevitably get bloody. The ruffians had clubs, though. If I was thinking more clearly, I probably would sheath my sword, and go fisticuffs. Be that as it may, the two witchers stand, and the ruffians, well, they're dead. One Geralt decapitated. He offers to help a civilian up, but, they are, perhaps, rightly frighted by the sight of blood and carnage. We're no longer welcome at this inn for the foreseeable future. We leave, and an attachment of Nifgaardians stand before us. Geralt tries to keep cool, but I both groan and quirk an eyebrow at the same time. The relationship Geralt has with these guys is, perhaps, questionable at best, but, thankfully, they aren't here to arrest us. No, they're here as an escort. A particular person of interest is in their group. As to who this person is...





...well, I'll be damned. Yennifer? The very woman we've been attempting to track down? I wasn't expecting to see her for another ten or so game hours, to be honest! Both Geralt and Vesmir seem to share this sentiment.

So, here's the lowdown. She's playing the part of an envoy, inviting Geralt to the palace of the emperor of Nifgaard. Or, at least the palace that they have claimed on the front lines during their conquests at war? I'll have to see if there's some kind of entry about this in the codex when I get a chance. Right now, I'm locked in conversation and cutscene.

Vesmir presumes he's not invited, and mentioned previously that he'll be going back to Kaer Morhen, the fort where Geralt's dream from earlier took place. The cutscene continues, and on the road, the escort comes under attack by a pack of wraiths on horses. This is the titular Wild Hunt, and all the escort guards die to them. Yennifer and Geralt manage to escape, by means of Yennifer using her magic to destroy a bridge after the pair cross it. The riders of the Wild Hunt might be fearless undead, but, the horses still react to the blast, and therein lies the opportunity to flee.

The game fast forwards into the palace at Vizima, where Geralt is being attended to by a trio of maids in a bath basin. Gerald looks quite pleased with himself, and I'm pretty sure at least one of the maids is taking him in as eye candy. Before anybody even considers any funny business, the chamberlain dismisses the maids, and has Geralt wear a towel, having his sit in a chair to receive a haircut and bread trim. Which I allow, but, Geralt throws in a bit of gruff sarcasm, asking if they will also do his nails and feet.

That done, he's then directed to wear one of three outfits, all of which are black. I doubt there's any gameplay differences between the outfits, but, the game puts control back to me, allowing me the opportunity to save, and access the codex. Though, as an aside before I get to these things, if this emperor wants me to do something about the Wild Hunt, which I'm taking as some kind of in-universe equivalent to the Nazgul of Lord of the Rings fame, he's got another thing coming. For one, I'm not nearly experienced enough in playing this game. Geralt might be a battle-hardened veteran, but, I'm mostly still trying to not suck as hard. Which I might still be failing at. Even if I was at least reasonably good at this game, I would very likely require much better equipment than whatever I had.

Thankfully, the emperor doesn't want the Wild Hunt dead. He wants Ciri. This is where I learn she's the biological daughter of this emperor, though, perhaps, she might be more filial towards her adopted father, Geralt. What, exactly, the emperor wants her for he won't say, outside of "state matters". The emperor naturally offers gold for the witcher's services, but, if Ciri is involved, I don't want money. I may turn out to be the poorest witcher in the land, at this rate, but, I consider Ciri family, even if it has been several years since last we met.

At any rate, the chamberlain is ordered to escort me to see Yennifer again, to get more details on this mission. While the precise location of Ciri is unknown, there are leads to follow. The one Yennifer wants Geralt to follow will lead us to the Crossroads Inn in Velen, and a man named Hendirk. She offers teleportation, but, Geralt declines. The name of Triss Merigold had been dropped before, but, it sounds like we might have an opportunity to meet up with her? However, before all that, let's get out of this finery, and back into our adventuring outfit.

That done, I take a look at the map, and find a quest available marker. The story mission is rated level 5, and I, being level 4, took some interest in this quest. At least until the game prompted me to gamble on a game of gwent. Which I did, and lost, of course. Looks like I need to win to either activate this marker, or clear it. I'd rather not loose money, and load my hard-save, since I made one just before talking to this guy.

So! To Velen it is, then. There's 18 notice boards on this map, and here's what it looks like after accessing the closest one.





That's a fairly decent array of things to check out and explore as it is. However, I hear a woman crying nearby. I'm tempted to see what that's about, but, I also found a letter in my inventory from Yennifer, and it kinda sounds like she stashed something back in Vizima. Which I wish I knew about earlier, but, whatever. The crying I heard turned out to be nothing I can do anything about, at least for the moment. So! Back to Vizima for whatever Yennifer left behind, then back.

As it happens, the items Yennifer was referring to are all level 11 stuff. Certainly better than what I have now, but, it will be some time before I can equip them, being only level 4 as of this writing. The stash in White Haven is at the inn, and I don't think enough time has passed for things to cool off there? I remember seeing two stashes on Velen's map, and presume that this Crossroads Inn I'm supposed to meet Hendrik at will have one.

Along the way, I find a priest and a pair of guards. The priest is tagged with a quest, so, I dismount and hear what the details are. The priest serves the Eternal Fire, and there are dead bodies on a nearby battlefield that could be set ablaze, not only for the greater glory of the Eternal Fire, but also before necrophages come for them. I don't know how much of a religious person Geralt is, but, keeping necrophages away from what civiliaztion there is out here comes across to me as an activity he would be interested in. Three search areas appear on my map, and at each one includes a group of ghouls, wild dogs, or both. At the last one, I find one man still alive, fighting against ghouls. I assist him, and after the battle concludes, it appears he's had dealings with this priest before. My mission details did not indicate anything concerning survivors, so, he's gonna be let free.

The priest has moved north, near the coast line. I let him know that I met the guy, and was offered a bribe for my silence. I turned it down, of course, but, the priest got it in his head that killing me would be the cheaper option, and three against one is good odds, even if the one is a witcher. Bad move, man, bad move. The priest had 200 gold on him, which is probably the largest single amount of gold I've gotten in one go so far. The experience from completing the quest, I think it was 50, or thereabouts?

Along the way, I came across a person in distress marker, and must've had five or so guys guarding the place. I don't know how many attempts I made, but, all of them ended in death, so, I'll try coming back to it later. There's is also the small point that the lowest level guy I saw in that crew was, like, 7. Might've seen a 9 or two in there. I'm still level 4. Definitely later. For now, there's a quest near-ish to me.

This is a bit of a shady merchant selling very possibly counterfeit passes that allow crossing the Pontar river. I could pay the man 100 gold, or, I could do a job for him, and help out his brother-in-law, and get a reduced price. I'll see what that man wants in a bit, but, there's a notice board in this area, so, might as well add even more objects to the map.

The brother-in-law is a scavenger, and is at a battlefield with a few others of such profession ply their trade. Of course, such a profession has it's own share of dangers, and being under attack by ghouls is one of them. They want me to put a stop to them. I don't know exactly how much I'd be paid for this task, but, I agree to it.

My first attempt failed. Not because I died, though I was pretty close. No, some ghouls must've gotten to the workers. Though, wandering outside the designated area might have had something to do with it as well. Two or three more attempts at it, all failures due to Geralt's death. So, this is another thing I'll have to come back to later.

I tag a point of interest to the east, and find a burning hut along the way. Apparently belongs to an elf, according to the men standing there, and very possibly started the fire in the first place. This is another encounter I die at, and won't bother making a re-attempt. Let's adjust my position to some other place on the map, and hope it's less perilous.

I make a stop at the Crossroads Inn, and take a gander at the notice board there, as well as some posters. I'll be talking to Hendrik later. For now, I want to access my stash, and the two that are on this map are not located at this inn, as I once assumed. Both locations have their own notice boards, so, I tag the one that feels closest one to me, and hope I can make something of a temporary HQ there.

Except I can't get there. It's locked behind a gate, presumably the estate of a man nicknamed the Bloody Barin. The guards won't talk to me, so, this is a dead end as well. Unlocked a fast travel point, at least. The other stash is across the river, and that seems to require a pass. So, uh, that's a dead end as well. Thanks, game.

Let's take a look-see at the non-story quests that are available to me that I know about.





I've set aside "Fake Papers" as a quest for later, I don't care about gwent, and everything else on this list of optional tasks is a bit over-leveled for me right now. Though, out of curiosity, I tagged "Contract: Woodland Beast" to see how far that would take me to at least talk to the one who posted it. Looking at the map, it was at the bridge where I was before when I went to report to the priest of Eternal Fire. That area does not currently have a fast-travel point, so, either I fast-travel back to Hanged Man's tree, and ride from there, or forget about it for now. Which, I must admit, is highly tempting.

For what it is worth, there's a few locations I can discover around these parts. There's a merchant outside the manor proper I can access, so, let's unload some crap before going out and quite possibly dying again.

Of the three points of interest near the manor, I manage at least a bandit camp. The other two are monster nests. Level 7 ghouls. The bandits, I think, might've also been around level 7 as well, but, I suspect I might've gotten lucky there. So, where does that leave me? I think that might leave me right back at the Crossroads Inn, and, oh my, am I gonna advance the story again!?

Well, first, let's hard-save, and try to fast-travel back to White Orchid, attempt to access it's stash, and get rid of this equipment that is, at least for the moment, just weighing me down. Though, if I must be honest, I also fixed up my current gear with spawned toolkits via the in-game console. So, yeah, this game has officially been UGEd, and I will likely use inventory spawning to help in potion-brewing, crafting, or whatever situation where I would otherwise be asked to gather reagents. At least so long as it isn't a quest that's asking me to do it. Though, keeping my gear in working/good shape is a thing too, obviously.

Either way, Hendrik isn't at the Crossroads Inn. Seems like he's escaped to a place called Heatherton, to the west. Either he's avoiding Nilfgarrdian solders because they could blow his cover, or because of some other trouble. There's a two locations on this islet I could visit, let's see how bad they are.

The closest point was a bandit camp. I survived the encounter, which is more than I can say for the previous tasks I've attempted, but, I will not dare to say I'm getting better at this game. The other location turned out to be a guarded treasure, with said guard being a level 13 critter. At that high level difference, it doesn't even matter. I mean, I manage to give it a few pings with my crossbow, but, even if I could keep doing that, which I kinda feel is questionable, it would probably take waaaay to long.

I safely arrive at Heatherton, but, an eerie cold and mist abounds. A man is under attack by rabid dogs, which I slay, then calm him down with Axii. His tale is that Hendrik was here, but was taken, if not slain, by the Wild Hunt. I notice some tracks that lead to a house, and investigating them, we observe traces of ice around hoofprints. Inside the house lies the body. On the off-chance they missed womthing, I search his jerkin first. Nothing there, but, searching his boots yields a key, and that generally indicates a door.

In the next room is rug, and under that is our door. Down the ladder is an suspiciously open chest with valuables in it. What's even more suspicious is a candle that makes a wall swing open, and revealing another chest that contains a book. This is meant to look like a merchant's ledger at first glance, but, there's information about Ciri in there. The book becomes a Quest Item after reading it through, and a refresher of the information gleaned. However, the facts Hendrick actually has on Ciri are pretty vauge. He's only managed to spot her two times. Once sounded like some kind of audience with the Bloody Barin, and the other time, she was dealing with a witch.

Hence, two story quests become available. "Hunting a Witch" which is considered level 5, and "Bloody Baron", which is considered level 6. I'm maybe a little over halfway to level 5. There's no convenient locations for me to discover around this area. Either I go north to the coast, or move toward Midcopse, to the south, which is where "Hunting a Witch" is pointing me towards. However, this is plenty of content for this session. Find out what I'll end up doing next time, on the Witcher 3 LP!
Marrend
Guardian of the Description Thread
21781

--Session 4 - The Elf, the Witch, and the Wild Hunt --


Last time, Geralt sure found Hendrik. As a corpse left behind by the Wild Hunt. Still, he managed to find he man's ledger, and has a few leads to follow up on.

Before I go further, you might notice a slight change in how I'm writing this LP. I'm going to have main story content up front, but, any optional content I complete during the session will be at the end, under a separate heading. My ability to focus on writing summaries of what is being said/relayed by the characters for story content when the techniques that I have used in emulated games cannot be used (ie: use save states, or pause cutscenes) is still quite lacking. I apologize again for if/when I get things wrong, or mixed up. However, I will do my best, and I'm hoping that separating the content will help. I guess we'll see.

At any rate, I decide to attempt to track down the witch before attempting to meet the baron. Or track him down, and the case may be. There's a notice board in Midcopse, and with it, a number of things I could check out. For now, I overhear the mutterings of a woman speaking of a witch. Talking to her directs us to her husband, who keeps mum about her location until a bit of gold passes between us. For full disclosure, I fast traveled to Crow's Nest (the Bloody Baron's estate, pretty much) and did some trading with the merchant there. So, I'm not as thoroughly poor as I once was.

A search area appears on the map, and moves as Geralt makes mental notes of the directions given. A pack of level 4 nekkers give me a bit of trouble, and manage to defeat after the third try, give or take. Proving that I am still terrible when it comes to combat in this game. Her hut isn't hard to find after that, as there is a small gathering of peasants at her door, pleading for any assistance she can give. She's rather frustrated with their entreaties, but nonetheless gives a tidbit of advice concerning the care of a cow. I do a hard-save before attempting to interact with her myself.

Inside the hut, there doesn't seem to be anybody home? There's a rather suspicious looking wooden hatch on the floor, but, I poke around the hut regardless, and notice a pentagram on the floor. That might be one thing, but a skull sitting on the shelf activates the magic. I don't know where this is going to take me, so, another hard save before braving into the vortex.

After the teleportation, I take a quick look at the world map. According to it, I'm still at the hut, but...





...yeah, we're clearly not in Kansas anymore. Well, we're likely still within the boundaries of Velen, but, it's a fairly stark contrast to the hut we were just at. Either way, she knows I'm here. Which doesn't exactly surprise me. She could either sense the rift being used, or, perhaps, witchers produce an aura she can detect.

The lady was in the middle of bathing, and had us wait a bit for her to finish. Though, the game offers players a bit of eye candy there, and Geralt certainly takes in his fair share of it. That aside, these two know each other from before, though I'll be damned which game they met in. Her name is Keira Metz, and she was formerly an advisor to a king who's now dead. As a practitioner of magic, she's not welcome in any court, north or south. Hence, her current situation, though, she hates every minute of it. She's certainly more used to a more posh lifestyle than she has now, and might not be particularly well-suited to posing as a local witch. However, she's kinda out of options, and laying low keeps her alive.

As to the subject of Ciri, Keria, herself, never met with her. Hell, she seems surprised to learn she's in the area. So, the rumor that Ciri dealt with a which? False? Maybe not. Keira had a conversation with an elf that has also taken interest in the young woman. He might know where Ciri is, but, I've a particularly odd sensation that either this lead will be a dead end in some way.

While the scene suggests I could go with Keira right now, I decide to not to to give myself an opportunity to write all this stuff, and do another hard save before continuing. I will note that the quest "Hunting a Witch" is considered "complete", and in it's place is the quest "Wandering in the Dark". The level of this quest is 6, which gives me a bit of pause. I might want to consider some optional content, and see how far that gets me.

Right. Back from optional content land, the elf's hideout is quite south from the Duen Hen fast-travel point. No encounters on the way there, and I've certainly spent quite enough time aside from the main quest at this point. What we find in the cave...





...is the Wild Hunt. Again. So, either they've already dealt with this elf, or are about to do so. Keira is more willing to leave well enough alone, and go back home, but, Geralt, well, not so much. He asks Keira if she can teleport him over. While she does create a teleport, it does not take us across the bridge. We're someplace else in this cavern, and reconnecting with Keira becomes a priority.

There's a few encounters with drowners to fight before I get back to where I was. Soon enough, I find the former advisor, being set upon by rats? I set fire to their nests, and take out the critters with fists. I'm not using a sword against the likes of such. At any rate, we can't teleport across the gap. There's some kinda force field here. The Wild Hunt can get across because they have specialized mages, which Geralt calls navigators. Keira thinks we should ditch this popsicle stand, but, I want to know what the heck they are doing here. Are they here for the elf, and what information he might have of Ciri, or are they here for something else? Keira begrudgingly continues to tag along with me.

We come across a projection made by the elf, with a clue on how to proceed that only Ciri, or Geralt, would understand. One can only hope that the Wild Hunt would get lost, but, I suppose we'll see. So, the markers on the wall for us to follow are that of a swallow at first (Ciri called her sword "Swallow"), then that of a horse (the projection referred to a "Kelpie", which is what Ciri called her horse). These clues eventually leads us before another portal. What lies beyond that is a golem guardian. Well, at least it's not the Wild Hunt, but I still die on my first attempt at it. I lived with the second attempt, with maybe a sixth of my health left?

Past the golem is another teleport-door. We finally found ourselves on the other side of the bloody bridge, so that should mean the Wild Hunt is waaaaaay the hell in front of us, right? Right? Wrong. They're practically right in front of us, and a contingent of them move ahead while another casts a spell of frost to slow us down. Keira can close the rifts that were made by the spell, and maybe stop it, and even protect us on the way, but, behooves me to stick close to her, and to protect her from any nasties that come out of the holes. I give it a good three tires, and on the third, I made it. Except there is a boss fight after that, because of course there is.

My first attempt ended in death, but my second one succeed with maybe a third of my health left. The final message from the elf concerns the witches of Crookback Bog, of which Keira has some information on. She hands over a book about them, and the story-quest "Ladies of the Woods" becomes available.

At any rate, it's long been readily apparent than neither elf nor Ciri are here, and that it's definitely high-time to ditch this place. Geralt gets some feels from a wall, and Keira confirms that it's an illusion. She hands over an artifact that dispels such, and with it, a path appears before us, and from there, the surface. I think I might spend some time side-questing, but, this is plenty of content for this post. Will Geralt look to the witches of the Crookback Bog, or make an attempt to at the baron, and perhaps start a completely different story line? Find out next time, on the Witcher 3 LP!


Optional content corner
From last session, I noted three locations north of Crow's Nest, and decided to start this session checking them out. I only managed to do one. It was a harpy feeding ground that was also a fast travel point. The nest, itself, may have been a nearby location. One location provided a fast travel point, but was also a treasure guarded by a level 16 wyvern. Which is a big as hell NOPE at the point of the game I am at. The other place I never arrived at, but that might be because I saw a fairly large creature roaming the area from a cliff above, and decided to err on the side of caution, and not engage in exploration in this area further.

After visiting Keira, I visited a bandit camp due west of her hut. Four level 7 guys were there, which, I guess I managed okay. I maybe took a hit or two. North was another one, this time, it was three level 9 guys, one of which had a crossbow. I might have evaded a blow or two from the melee fighters, but, I was pinged by the crossbow guy more than I care to admit. Almost died in that fight. After resting and recuperating at Midcopse, I set out again, only to find more places to die at.

With my survival rate in this area plummeting, I decide to go back to White Orchid in an attempt to eek out what experience I can there. South from the Broken Bridge lies a bandit camp and a place of power. East of the Abandoned Village lies a place of power, with a level 6 bear to run away from, and an abandoned site. Clearing the site of ghouls opened an herbalist. North of that point was a treasure guarded by drowners. East of the Crossroads is a monster den I had cleared previously, but didn't have any method to destroy entirely at the time. The monsters respawned, which I partially expected.

Going north was another ghoul nest and a place of power. Now level 5, I continue my trek by fast traveling to The Mill, and going northeast. A hidden treasure is there, as was a pack of wolves. "Was" certainly being the operative term. The level 2 quest, "Dirty Funds" unlocks due to my search, and the point I'm being directed at also is an undiscovered location, further east. After taking out the guards, and finding the treasure, the location is merely marked as a completed/cleared bandit camp. Northwest of that lies a hidden treasure, which allowed me to complete a quest I never received in the first place? I'll take it. Though, looking at my EXP, I haven't actually earned all that much since the level-up? Like. I've been at 59 XP since the level-up.

I stop by the village to get rid of junk, then back to the Mill. North lied a place of power, and a treasure guarded by a wraith. Further north was a ghoul nest, right next to another place of power. West of the Mill, lies a hidden treasure, part of which places the quest, "Tererian Valuables" into my log. The point of interest is back east, where a poorly concealed cellar lead to more treasure. With the number of places to discover dwindling, I went back to town to see if there was anything new/interesting at the message board. There was not. At least I could sell off some junk, but, back to Velen!

After the boss fight in the elf's underground lab, Keira reminded us that the elf promised her a magic lamp. We do kinda owe her a favor for helping out here, so, sure. After a bit of a puzzle opening a door, the lamp was there, as was a note about it. After arriving back on the surface, the the side-quest "An Invitation From Keira Metz", becomes available.
Marrend
Guardian of the Description Thread
21781

--Session 5 - Bringing in the Baron --


Things have been crazy lately, so I can only apologize for not having this up earlier. Be that as it may, last time, Geralt looked for a witch, but found an acquaintance, Keira Mitz, instead. Then, with her help, he looked for an elf, but found the Wild Hunt instead. With this kind of luck, tracking down the Crones of Crookback Bog will end up finding somebody completely different as well.

The other lead I have is the so-called Bloody Baron. You'll have to forgive me for thinking this will turn out to be yet another wild goose chase, or an empty lead. The man is willing to tell Geralt what he knows of Ciri, and we get into a flashback...





...where we play as Ciri, herself? That was unexpected! At any rate, we soon meet a little girl called Gretka, who was apparently trying to follow the Trail of Treats. Which is a reference Keira made in regards to the Crones of Crookback Bog. The young girl is afraid of the wolves in the area, most especially the King of Wolves.

We follow Gretka, fighting packs of wolves along the way. We come across a manged corpse, of which Ciri investigates. After the examination, she formulates a hypothesis that the King of Wolves might likely be a werewolf. As such, it might behoove her to formulate an oil to douse her blade to deal with it. This is not something I have done as Geralt, as I generally assume I don't have the ingredients to make an oil. This quest adds a task to gather parsley leaves, and there are enough in this area to complete said task before delving into the cave where we find the werewolf. Looks like it was about to maul a poor peasant, but, Ciri got it's attention, and did what she could to slay it. Not without taking damage, but, I do my best.

As a brief aside, fighting as Ciri is a little different. For starters, I only have access to one weapon. No inventory screen, and the quick menu only seems to have three slots available, none of which have any additional options for me at this juncture. However, her dodge looks more like a short-range teleport, and I think she regenerates faster than Geralt does, even after consuming food. Though, that might be a balancing factor due to the lack of access to an inventory screen than anything else.

The werewolf slain, and civilian rescued, we then get a short cut-scene back at the baron's manner, then a cut back to the present. It sounds like the baron has taken in Gretka into his manner in some way. I've already forgotten the details. As for the possible current whereabouts of Ciri, well, yeah, he's got a job for me before spilling any beans. Which I expected from the start, but, now that we are down to brass tacks, he's looking for both his wife and daughter. The daughter, I sorta knew about, as I've seen posters asking about her whereabouts in various locations in Velen. The wife, not so much. He probably thinks that if one is found, the other is likely to not be far. We'll see how true that is.

What they look like is useful to know, no doubt. However, I also need some kind of lead as to where they could have gone. Even if the supernatural is involved, there should still likely to be some kind of trace Geralt could sense, either where they sleep, or at least, wherever they were last seen. The baron isn't exactly happy with having a stranger look through the rooms and/or effects of his wife and daughter, but, Geralt takes a hard stance, and he relents.

We first investigate the personal quarters of the baron and his wife. A candlestick broken at the stem. A painting hanging to hide a hole reaching back to a cabinet. The cabinet on the other side having a broken off piece of wood that looks like it came from the candlestick. Deep nicks on a post, suggesting being hit by a heavy object. Back to the candlestick, there's glass stains. The smell suggests wine, and we follow that until the trail ends, but, there's a suspiciously highlighted floorboard nearby to investigate. A talisman was hidden there, suggesting it might have been set up as some kind of ward, but against what, not even Geralt knows at this juncture.

We relay what findings we can to the baron. The amulet was worn by his daughter for some time, and probably got it form a peller. The signs of a fight were something of a shock to him. He had asked his men countless times if they had heard anything, and the response had always been no. This means the only lead we really have is this pellar.

On the way out, I peek my head into the room that contains the stash. This was apparently the room where Ciri stayed, and a spinning top can be found on the ground, which probably belonged to Gretka. A set of scatted clothes on the ground are also here. They probably belonged to Ciri, but, regardless whoever they belonged to sure left this estate in a hurry. I can also access the notice board, for even more optional content. A small bit was done before riding to the pellar.

When I get there, a contingent of the baron's men are already there, and from eavesdropping a bit on their talk, it sounds something went afoul. I confront the guards, and their story is that he told one of their buddies to eat something, and he's been practically living in the outhouse since. The group is ready to lynch the man for this offense, but, I try to compromise. They let him live if I tell them how their friend might be cured. The exchange worked well enough for my purposes: the soldiers moved off, I don't have to fight, and the pellar might owe me a favor when I see hi.

Whither the pellar owes me a favor or not, he refuses to augur the location of either of the lost women that the baron seeks. At least, not without his goat. Both Geralt and I take a heavy sigh, and go off on this fetch/escort quest. Fighting of wolves before getting to the goat wasn't too bad, but, running into a bear while escorting the animal was a little harrowing. It wasn't as bad as my encounter in White Orchard, as I lived through this ordeal, and even manage to only have taken maybe a sixth of my health in damage after the quest was all said and done.

The pellar could not augur the location of the wife and daughter, but, he could sense a botchling, created due to the wife's miscarriage, and improper burial of the fetus. That she was even pregnant to begin with was not a detail the baron shared with us, for whatever reasons he might have.

So, the bad news is there's now a botchling to deal with. The good news is that it's possible to transform a botchling into a lubberkin, a spirit that watches over the family it should have had. The precise process of this transformation is not explained in the codex, only that the transformation exists. However, I think we owe the baron another visit to relay our findings, and see what he has to say about all this.

Except such a talk might have to wait. When I arrive, I see smoke rising from the fortress, with the cry of "There's a fire in the castle!" Well, then. I venture into the manor grounds, and notice that nobody's making any moves to put out the fire. An older soldier says that some men might be too afraid of a possible backlash. Which would only make sense to me if the baron, himself caused it. Regardless of sense, or not, I'm asked to save a stable hand, and the horses that are trapped in the fire. I'll do my best, but I also really really think somebody should really be on quenching this fire, possible consequences be damned.

I manage to climb a ladder to open the stable doors from the other side, allowing the horses to run off. The stable hand likely managed to escaped as well, but, that wasn't specifically shown. I then found myself face-to-face with the baron again, and Geralt isn't too happy. He openly accuses the baron of abusing his wife and daughter, and such being the very reason they left in the first place. The baron won't stand for such accusations, so, we go into fisticuffs. Fighting groups can be pretty dangerous, but, one-on-one duels are certainly more doable for me. I still take a few punches, but ultimately win.

We eventually move to another corner of the manor that isn't on fire to talk. The baron still says he laid no any hands on his daughter. His wife, however, well, that's another story. The fight in the bedroom was between them. The baron doesn't know how long he was out, but, he found the miscarried fetus in the bedroom, and could only think of disposing it. Hence, this botchling.

After explaining a bit about the nature of how botchlings are formed, we present the baron with two options. One is to attempt to transform it into a lubberkin, and maybe that spirit can help us find it's mother, and if we're lucky, it's older sister. The other option is to slay the botchling, and bring it's blood to the pellar to have him augur the location of the missing women with it. The baron chooses the path of the lubberkin, and Gerald has some insights in this matter that were absolutely not in the codex. While the game presents us with the option to do this later, I decide to do it now. I still hard save as soon as possible, don't get me wrong, but, solving this issue sooner rather than later sounds like a thing Geralt would recommend.

My previous experience with the noonwraith earlier makes me suspect some amount of fighting against the botchling might be necessary. I surprisingly happen to have the reagents needed to brew an oil for my sword that would make slaying it an easier task. However, that's not what the client wants.

First, we visit the grave site, and find it dug up and empty. This is a sign to Geralt that the botchling is active, and on the prowl. Indeed, it has not gone far, as it approaches us, and the baron takes a step back as it does. It seems calm enough, so, the opportunity to transform it into a lubberkin more readily presents itself. The only question is how willing the good baron is to follow through, as he must be the one to carry it back to the manor. He's squeamish at first, but, manages to carry the thing.

It wouldn't be an escort quest if there wasn't something to fight. The bothcling was disturbed, and cried out, making a pack of wraiths appear. They certainly did a number of me, but, I survived. Calming down the botchling afterwards took a use of Axii. There's at least two such encounters, though, and I have a bit of trouble getting past the second one. Of course, I don't have the reagents for the oil that could be effective against wraiths, so, I dunno what else I can do, except be more aware of enemy movements, dodge better, take what attacks of opportunity I can, etc.

Thankfully, it was only the two waves before reaching the threshold of the manner, where the botchling was laid to rest again, but not before Gerlat had the baron say something of an incantation. If all goes well, tomorrow, she'll be a lubberkin. Geralt will look after the grave, and will do the rite at midnight. The baron wanted to stay as well, but, this is wichter's work. Besides, I get the feeling that even if he followed the lubberkin with me, leads us to the ladies, and find them alive, they likely won't react kindly to his presence.

The lubberkin is a swift-moving spirit, which I certainly appreciate. It can almost keep pace with a cantering Roach. The spirit stops by a smoker's hut by it's lonesome that... honestly isn't that far from Crow's Pearch?





They were definitely here, at one point. Horseshoe prints on the ground, as well as scattered clothing. Both seem a bit pricey for a mere smoker. The lubberkin starts moving again, stopping at the corpse of a horse. Signs of the corpse being handled by necrophages are here, but, with the head torn clear off, that suggests something big and powerful.

The spirit starts moving again, stopping again at a fisherman's hut. There is a family here, and I learn both the women were there for a time. The lady of the house would rather keep things under wraps, but, the child let slip they were, in fact, there.

We knew the women were attacked by something big, and the fisherman's account covers this. He couldn't quite describe the thing either, but, the baron's wife bore marks on her hands, and looked as hot as a fresh iron brand. His account was that the baron's wife was taken into the forest by the beast, so her trail seems to ends here unless we learn more about this creature. The design the fisherman drew in regards to the marks might be something the baron might know about, and maybe we can get a lead about what kind of creature attacked the two, and why.

It sounds like the daughter, at least, is very much alive, and in a town called Oxenfurt. The location is maybe west by northwest from Hanged Man's Tree. I think I will want to meet her and see what she's willing to offer, at least in regards to finding her mother. It doesn't sound like the baron's daughter has made any attempts to return to her father. With reward notices all over the place, I feel the most likely scenario is that she's hiding out, possibly until an opportunity presents itself for her to go and help her mother. Perhaps I can be that opportunity for her? Stay tuned for the next session of the Witcher 3 LP!


Optional content corner
From the exit of the elven mage's lab, there's three points north to explore, but, that area is flooded with level 13 wraiths. Far south was a treasure guarded by a pair of level 8 wraiths. I managed, but, it wasn't pretty. There's a town/fast travel points both in the northwest and southwest of this point, but, one of them had level 9 bandits and their other had level 23 ghouls. Another point of interest I attempted turned out to be a camp of level 9 bandits. So, back up north to at least Duen Hen.

Southwest of that point is a bandit camp, level 3. I felt confident until some other critters got into the scene, and things went from bad to worse to dead. However, I saved before that engagement, and there was a point south in the middle of the water that I had hoped would be better. This was a spoils of war, and there's definitely some enemies swimming around in that water, and likely, the treasure is down there too. I'm barely capable fighting on land, so, fighting underwater is not going to happen.

Back north, then west, then south lies a hidden treasure, but, the sea hags there were level 99. So, instead of south, we head north for two points of interest. Both were level 3 bandit camps with, thankfully, no further surprises. One of the camps unlocks a fast travel point, Condyle, which I will use to get back to Crow's Perch to get rid of some of this access junk.

From Condlye, I go north, to find another bandit camp. Further north is an abandoned site that level 7 pirates have taken for an outpost. I somehow manage to take them down, and the site becomes active again, giving me access to at least one more shop. There's a bandit camp between this site and Midcopse that I manage to clear.

I use the fast-travel point in Midcopse to return to Hanged Man Tree, and head north, where the contract "Woodland Beast" is pointing me towards, though, I managed to free a person in distress between those two points. At any rate, the details here is that some kind of beast has been attacking transport supply wagons, and the captain of the guards stationed at the Pontar River wants to see an end to this. Apparently, I can get a pass across the Pontar this way, which might be preferable to the shady-looking merchant I met before.

At any rate, the initial site to search is across the river from the Inn at Crossroads. So, back to Hanged Man's tree, and from there, the Inn at Crossroads. Aghouls were in the area for me to slay, but after dealing with them, I could investigate the scene more thoroughly. There were signs of necrophage claw marks on the bodies, but, were made postmortem. There were footprints in the area, so whatever made them was either human, or humanoid. The chest being laid bare and open suggests the "human" option, but, we follow the footprints regardless.

The footprints lead to a river and a contingent of drowners, but certainly continue further on the other side of the river. Following the tracks, a voice from above calls out to me. An elf with a bow trained on my head. I convince him to take me to their leader and maybe attempt some sort of diplomacy between these two races, but, when given the option to either leave things alone or die, I choose to leave this alone. Perhaps I could be called a coward, but, I don't know how many elves there are in this camp, and I'm only one guy. Maybe I have the skills now to maybe, maybe take on five people at once, and come out with a silver or health afterwards. However, if it's more than that, and it probably is, it won't end well for me.

I can only report to the captain of the guard that it's not a beast, but a company of elves that are attacking his supply train, but I was hired to kill a beast, not elves. He won't give me any gold, but gives me a pass for informing him of the truth behind situation. He called it "notifying the proper authorities", but, the way he was talking, there won't be any peace between elves and humans any time soon. As if this war between Niflgaard and Temeria isn't producing enough death in this land. No, we must commit genocide on the entire elven race as well on top of the death that's already being produced by that war.

After visiting Ciri's Room, the quest "Ciri's Room" pooped up. We can interrogate the girl she helped a bit, but, of course, that interrogation grants no further leads to Ciri's whereabouts. At least we return the toy top to it's owner.
Marrend
Guardian of the Description Thread
21781

--Session 6 - From the City to the Bogs --


Last time, Geralt made a visit to the Bloody Baron, who's got a fortress at Crow's Perch. The baron is willing to exchange what he knew about Ciri's current whereabouts in exchange for finding his wife and daughter. Which turned out to be it's own small mess, as he's been abusing his wife for who knows how long, and the ladies must've felt enough was enough and fled. The situation became even more complex, as the baron's wife was with child, but a miscarriage happened after the latest scuffle between husband and wife. To make a long story short, Geralt helped the spirit of the miscarried child become a guardian spirit that will watch over the baron's house.

Geralt also learned that the baron's wife bore strange markings on her palms, and that she was taken away by some kind of beast. The daughter is, presumably, alive and well in Oxenfurt, a town that lies beyond the Pentar River in the northwest section of the map. There's quite a bit of distance between me and that location, so you will have to excuse me if I do some exploration and/or side-questing.

That done (for now), we manage to cross over the bridge, and get into Oxenfurt. I wonder around a bit to get a few service markers on the map, then hit up the notice board before making any attempts at finding the baron's daughter. Things went about as well as I thought. She brought no additional information about the beast that kidnapped her mother. However, while I might have liked to help out with the rescue, that didn't seem to be an option here. She's getting assistance from a band of witch hunters, and I can only hope that's enough. I did not ask, or say anything about the miscarriage, nor that it was her father that turned the spirit of her miscarried brother into a lubberkin. Her focus is, and perhaps rightly so, on finding her mother, and I feel it should stay there until the task is done.

With that out of the way, I fast-travel back to Crow's Perch, and give my report to the Bloody Baron concerning what I know of the fate of his family. As a partial payment for services rendered (ie: finding his daughter), there is a small section here were I play as Ciri. He teases that there is more to this story, but, if I want to loosen the baron's tongue in it's entirely, he would have me find his wife as well.

Can I say I'm not appreciative of the game giving me these mixed messages about the baron's wife? Like, the baron's daughter clearly wants to save her mom. At no point during my conversation with her was I given a chance to join her in that effort. I was being given the distinct impression that she, and the hunters she was with, would handle things, and that I should not delve any further into the matter. Then, when I go back to the baron, he's like, welp, I can tell you this much, but, ya better get some decent info on the misses for more. Like, what the hell.

That point of annoyance aside, I'm honestly not sure what lead I could follow in regards to finding the baron's wife. The quest log indicates there might be something in Crookback Bog. The loading screen since leaving the elven mage's lab has been about finding the witches there since leaving the elven mage's lab. So, the game has certainly been nudging me in that direction for some time.

The Trail of Treats lead me to a house/hut in the middle of the swamp, where an old woman has taken residence, and looks after a lot of orphans. No one here has seen the likes of Ciri, but one of the kids mentions a Johnny that might know something. Attempting to talk to that kid again doesn't yield any results, probably because "Gran" is there imposing her influence. I speak to the other kids about Johnny, but, apparently, only the one kid has actually seen him. Gran's put it into their heads that Johnny isn't real. I dunno if he is or not, but, that one kid won't talk as long as Gran is around. The other orphans will help me with that, in exchange of playing a little hide-and-seek. I'm hoping my witcher senses will help in this matter.

They most certainly do. The kids outside get Gran out of the hut, and I get some one-on-one time with the one inside. Eventually gives me directions, certainly enough to place a search area on the map.

The tracks lead to a burrow. Johnny is humanoid, but, I wouldn't call him human. Gerlat takes a few shots, and eventually lands on godling. He's clearly lost his voice, and it kinda looks like I have to help him with maybe getting it back before he would relay any kind of information. I follow him to a cliff face, and Johnny points upwards. Harpies and a wyvern await me there, and it takes me some doing to take care of them.

Johnny's voice returns, and relays a small story about Ciri which leads back to Gran and the orphanage. He helps me convince her to help me out, which turns out as her becoming a medium to the Crones. If I want to be frank, what they are asking of me kinda sounds like a witcher contract that I could have picked up earlier? I didn't tag each quest I had to compare locations, but, this seems a good opportunity as any to go off-rails again. However, we'll save all of that for next time, on the Witcher 3 LP!



...Is what I would like to say, but, with RMN's server issues in question, I don't know if I should continue this thread as it is, or stop writing, and just play the game.



Optional content corner
So, y'all remember that bear in White Orchid? It's dead now. The Place of Power it was guarding was also claimed. There was one other point of interest here to check out, which was a drowner guarding a treasure. I ran into a merchant on the way back, who's lost his cart and horse to some kind of attack. Turned out the man was a soldier for Temeria, and was attacking the cart, as it was transporting medical supplies to the Nifgarrdians. He tried to run after being discovered, but, even after chasing him down, I let him go, but kept the cargo for myself. The console commands that I am aware of, unfortunately, do not include alchemy reagents, crafting materials, or blade oils.

Back to Velen, I set Lidenvale as my central point from which I explore. I tag the quest "The Fall of the House of Reardon" as my active quest, which can be found in town. An old woman speaks of monsters in an old manor, which I can take care of. The manor is quite a ways off, so, I busy myself with other matters

Northeast of Lidenvae lies a bandit camp. Three or four guys were stationed here, level 9.

Nortwest from the bandit camp was a person in distress, but, the five or so guys that were there were level 16. No thanks. So, instead, I go southwest to a treasure guarded by a level 14 critter. Uh, let's try a different direction, then. Like, say east, then a bit to the south? That one was an abandoned site, occupied by bandits. Clearing them out gives me access to a shopkeeper and herbalist.

From that point I try further northeast. Along the way, I meet with a guy whose job it is to cart corpses, that's under attack by ghouls. I help him out, burn the cart, and highly suggest he scrub himself thoroughly, if possible. This was considered a quest, with small reward of 10 XP, which, sure, doesn't sound like much, but also wasn't terribly involved either. The point I was originally aiming for turned out to be a bandit camp. Three or four guys, maye level 9.

Not far to the southwest of this position is a hidden treasure. Which also triggers a quest, concerning a note left behind by a now dead man. His treasure is now mine.

My next stop is where the quest "The Fall of the House of Reardon" is pointing me towards, which is south of this position. There were maybe 3-4 level 7 wraiths to deal with here. I managed to get them one at a time, which certainly helped, but, still took more damage than I would've liked. The manor has a fast-travel point, which makes turning in the quest not as much of a chore.
Marrend
Guardian of the Description Thread
21781
As a production note, while the server has seemed to stabilized a bit, I don't see me increasing the rate at which I play this game. Screen captures have also gone on the wayside, though, that might be a lack of focus on that aspect of the LP, plus lack of any kind of foreknowledge of what's coming up, and therefore cool to show off. Comparing with The Outer Worlds, and noting the 12 items in my locker associated with that LP, perhaps a lower number of screencaps was expected.

That aside, if I want to be perfectly honest, I've been more and more inclined to the LP for Xenosaga Episode 3. I'd rather not write two LPs at the same time, but, this game feels like it could have a similar number of sessions to Heroes of Might and Magic 3 Complete. Though, I would note that Heroes 3 was compartmentalized into that many sessions because of it's mission-based structure, whereas this game is more free-form in it's structure.
Marrend
Guardian of the Description Thread
21781

--Session 7 - Meeting the Crones --


Last time, Geralt met with the baron's daughter, and chose not to make any offer to help her find her mother. Or, at least, the game gave me no opportunity to do so. With no other leads concerning Ciri, or the baron's wife, he goes to Crookback Bog to find the Crones there, only to meet with an old woman running an orphanage there.

From the kids who live there, he then learns of Johnny, who turns out to be a goldling. After finding his voice, Johnny convinces the old woman to act as a medium to contact the Crones of Crookback Bog, which, in turn, gives Geralt a task in Downwarren. However, we need not do that right now. Refer to the optional content corner on this matter.

As for the task, the ealdorman can only speak vaguely about a cursed tree, or some-such, south of the village, and how any who have attempted to cleanse if have not returned. I have no idea what's there. However, as I approach the search area, I hear a voice, telling me to "begone". My curiosity gets the better of me, and I follow the voice rather than listen to it's probably useful counsel. The owner of the voice is...





...whatever this thing is. It spoke of the children of the orphanage being taken by the Crones. I'm not sure I can entirely trust either the Crones, or this thing. So, I do a bit of a test, and decided to help it. After a series of small fetch-quests, and a ritual, I report back to Downwarren, and received an ear for payment to the Crones for resolving their issue. The game teleports me to the orphanage, and it's during this scene that Geralt figures out, with a little display from the Crones, that "Gran" is actually the Bloody Baron's wife, thanks to the branding on her palms. Naturally, they aren't exactly happy to hear that I've helped the thornling (I'm just going to go with this delineation) revive into the body of a horse, but, a promise is a promise, and they relay what they know of Ciri's whereabouts.

However, something about all this didn't quite sit right with me, so I loaded an earlier save (giving me an opportunity to get the screencap above) and attempt to outright kill the thornling instead. The number of things that change between the two scenarios aren't all that much. Regardless of whether I betray the Crones, or not, I'll still get a short interlude from Ciri's POV. Wherein, she overhears the Crones speaking of cutting her up and putting her in stew. The Crones might consider her running from them after hearing such a thing a point against her, but, can you really blame her?

After seeing both scenarios, I end up helping the thornling anyway. The baron's wife is screwed either way, from the sound of things. The Crones lay the blame on her for letting the kids escape if I help the thornling, and I don't dare to consider what they would regard as a punishment. By not helping the thornling, she can only watch as the Crones take the kids away to who-knows-where, or possibly be eaten before her eyes? They are quite vague concerning the fate of the children in that scenario, and they dismiss the baron's wife long before they started speaking of Ciri in either scenario. She's certainly nowhere to be found, or at least nowhere in the huts of the orphanage, after the scene resolves.

So, now we find out how well does the baron take to the news of his wife. Of course, he's glad she's still alive, but, not exactly pleased we didn't take her back to him, nor that she's effectively ensaved to the Crones. The brand she bears is one they placed on her as an insurance to her servitude. That she bears it at all is because she made a plea for them remove the child she bore. It sounds like the Crones branded her, then used that brand to sap her of her strength, and apparently was the ultimate cause for the miscarriage.

That aside I kinda have to question if the baron's wife really agree to return? I dunno. I have the baron tell me more about his relationship with his wife, before getting him to tell me the rest of his story concerning Ciri. To sum it up, she helped him defeat a beast, but used her teleport power in doing so. The Wild Hunt would be able to sense this, so she feels leaving Velen entirely would be in order. She said she'd make for Novigrad, and was supplied a letter of conduct by the baron, himself. He supplies me with one as well, but also asks my help in fetching his wife from the grasp of the Crones.

I'm honestly not sure if this is a good idea, since I'm both uncertain as to the exact power of the Crones, plus, I can't say for sure if I have the ability to remove the curse/brand that the Crones have placed on the baron's wife to make her truly free to do as she pleases. However, you know what? I'll try helping him out regardless. That's a side-quest, though, and this is plenty of content for this session. There's doubtless a number of loose ends in Velen I'll want to look into, but, what will we find in Novagrad? Find out next time on the Witcher 3 LP!



Optional content corner
<An Invitation from Keira Metz>
How about seeing what Keira Metz wanted? She relays a tale concerning a curse on Fkye Isle, and that she was asked to do something about it by the local peasantry. Investigation is certainly more my thing than fighting, but, I cannot entirely discount the possibility of the latter.

<A Towerful of Mice>
I'm not sure if I randomly encountered a bug, or what. So, the game gave me a magic lamp with which I can see/hear various spirits. The search area was pretty wide, and, after felling a few groups of ghouls, I was at the edge of it. However, after checking a corpse, it just up and vanished on me?

Loading a previous save, and being a bit more careful about the lamp, I eventually reach the tower, itself, where the curse is said to originate. Rats have since moved in, but don't really bother me, or my investigative efforts. The path to the top floor lab is hidden with a secret door, but, my witcher senses detect the switch to open it. There, the deceased daughter of the old lord that ruled there lies in wait, as a wraith. Not one that I need fight, thankfully, but one that would see her once-beloved regret the actions he took on the day of her death.

Now, I sorta gotta wonder how long it's been since the events on this island that has taken place. I half-expect to meet with an old man who's moved on, perhaps even married another woman, and has grandkids to boot. As it turns out, I meet with a middle-aged man. He relays his part of the story, and certainly has reason to think his noble paramour drank poison. I relay what the wraith told me, and hand over her bones to him for a proper burial. I hear a scream as I leave the hut, and Geralt observes a ghost for a moment before it dissipates. Well. Sounds like things just got more complicated, as the noblewoman was actually a plague maiden. Still, the quest would have me report to Keira, so, we might as well see what she has to say. Of course, she's all too happy to learn that the island has been cleansed, but isn't exactly happy to learn that there's a plague maiden, and Geralt had not seen to it's demise.

<Wild at Heart>
The individual who posted this is a hunter by the name of Niellen. His wife, Hanna the ship's navigator, been missing, her last known location being a nearby wood. The first thing on our plate is to speak to various other people in this village to see if they have any information that would lead us to believe her disappearance is a more mundane matter of going to another village on a whim, or other possibility. However, everyone seems to think her last known location was the woods, and if she's gone for this long, she's likely died to the wolves there. However, a pair of children noticed another woman leading the hunter's wife out of town, though couldn't make out anything else about her.

I encounter a pack of wolves, and after clearing them off, Hanna's sister catches up to me, and is willing to pay double what Niellen is willing to pay if I drop the matter, and tell Niellen that Hanna is dead. Her argument is as the other townsfolk I've talked to. That she's likely dead. Now, call me crazy, or merely curious, but whenever a person offers to pay me to not do a thing in this game, I want to do that very thing all the more.

As I investigate the scene, it becomes more evident that it might not have been simple wolves, as everyone in town assumes. Examining the remains of a corpse of who Geralt assumes to be Hanna, he concludes that it's probably a werewolf. I happen to have the reagents to brew a cursed oil to help me fight such a thing, but, I do a hard-save before continuing toward it's lair.

Of course, not everything is as easy as it looks on the surface. It turns out Niellen was the werewolf. The wife's sister knew, and from the sounds of things, was the other woman that left with Hanna that day. Be that as it may, she was in love with Niellen herself, and thought that having Hanna watch the transformation process would make her change her mind. She didn't intend on Hanna dying, and certainly not okay with Niellen dying to my blade either. However, Neillen became angered upon learning of his sister-in-law's meddling, and would have turned his claws on her were I not there to stop him in his tracks. Which I barely manage to do, but, the deed is done. I don't doubt the sister-in-law will hate me for it, but, I could neither let Neillen live, nor simply allow him to kill his sister-in-law, as misguided as she might have been in her actions.

<A Favor for a Friend>
Keira's not quite done with me. She wants yet another favor, this time, tracking down a shipment of reagents. After getting a treasure guarded by drowners and a water hag (this was a little harder than I like to admit), I spot a set of wheel tracks on the ground that veer off from the road. I follow it, and find the cart, or what's left of it is found in due course. The owner's body isn't anywhere near, but, Geralt isn't terribly optimistic about their condition. The package seems to be in tact, though, which is definitely something? The contents of which aren't exactly reagents for potions, or rituals.

Turns out the package turned into something of a wine-and-dine, though not without a bit of trickery on the part of Keira. She naturally asked of Fyke Isle, the laboratory, specifically. I told her it was still in tact, and she seemed to be in a generally good mood. She presented an option for sexual relations, and while she's certainly pleasing to look at, something wasn't quite sitting right with me about it. I dunno, maybe I was being overly suspicious/cautious, or just plain being a prude. Either way, I ended up declining, saying I wasn't in the mood.

Laying down to gaze at the stars was an alternate solution presented, and it was here that she put me to sleep with a spell. The tower of Fyke Isle was in plain view, so it doesn't take a genius to figure that Keira's doing her own investigation of the lab there. I dunno if I should entirely trust her to her own devices, but, should I wish to track her down again, that's a separate quest.
Marrend
Guardian of the Description Thread
21781

--Session 8 - An Introduction to Novigrad --


Last time, Geralt met with the with the ealdorman of Downwarren, as per a request given to him by the Crones of Crookback Bog. As part of that task, he meet with a thornling that claimed that the Crones captured the kids at the orphanage, and decided to help a thronling take the body of a horse that would, in turn, help the kids.

Nothing comes without a cost, though. The Crones wanted those children for themselves, and placed the blame for their escape entirely on Gran, who turned out to be the missing wife of the Bloody Baron. As payment for the information, the baron finishes his tale, which suggests Ciri left Velen for Novigrad, but, from the sound of things, she's likely not there anymore. Still, Novigrad is our next point of investigation, but, there's a few matters to attend to in Velen. Refer to the optional content corner for what details I can manage.

For starters the world map made me think Novigrad was it's own location with a separate map. It's still a rather large city, but very much located on the map of Velen. If I bothered to tag the quest that would have me go here, perhaps this confusion on my part would've been rectified earlier.

All that aside, this is among the largest civilized areas I've been in. The city has three notice boards and at least two fast travel points within it confines from the brief amount of exploration that I did there. It's quite the disparity from the thatched huts in the wild that I've become accustomed to seeing. Even in the area of Crow's Perch, while certainly better off then most places, still had this downtrodden sense. Even so, let's have the game introduce us to Triss Merigold and see what information she has to share, if any.

...Is what I would say, if she was still residing in her residence. Apparently, she's in hiding due to the Temple Guards of the Eternal Fire in this city cracking down on anybody who even has the hint of magic about them. A pair of scavengers milling about the entrance to the house relayed as such, dropping the title of "King of Beggars" when they do, before the leader of the Guard, Caleb Menge, butted in, arresting them, then gave me a bit of a warning that his eyes are on me.

Still, I peek in her house to see if there is any additional clues as to her whereabouts. The house is in a state of upheaval, with objects thrown about every which way. There's plenty of loot, but, the points of interest only really lead me to the conclusions that she left in a hurry. Though, with the state of the house in such disarray because of the looters, perhaps that is a premature conclusion.

From what the looters told me before getting cuffed is that there's two possible methods to find this King of Beggars. One is to talk to beggars, and probably grease their palms a bit. The other is to tail suspicious-looking characters from the town square in the hopes they might lead me to him. I attempt the latter of these, and I meet with a partial success. I now know where the entrance is, but, the gatekeeper there won't let me past unless I either pay 50 coin, or speak a password. There's no certainty that I would have learned the password if I spoke to beggars instead, so, whatever. I pay it.

In the office is a man and a woman. The man is the presumed King of Beggars, sometimes also known as Francis Bedlam. The woman...





...is the sought-after Triss Merigold. Francis makes a bit of a speech concerning his vision and wish to change Novigrad, but, who knows how successful he'll be. As for Triss, given her reaction, it would be news to her that Ciri made way to Novigrad. Somehow, this doesn't surprise me. However, the question of who could know the whereabouts of Ciri in this town assuming she's still here, is left unanswered as we approach an alchemist. Triss ordered some ingredients from him, but, he was intercepted by a Temple Guard patrol, and had to drop the package. I volunteer to go with Triss and fetch it, but, rather than leave through the front door, another patrol is by the window, and presents a problem. I don't know how well-known Triss is, as a sorceress, but, I'm sure she'd rather not risk getting caught by them, even if it means going through the basement to avoid detection.

Along the way to the site the alchemist spoke of, Triss speaks about how of Novigrad was once correctly labeled a free city. A place where that would allow both magic-users and nonhumans to flourish. Even regular folk had better chances here than anywhere else. In more peaceful times, perhaps it could still be that, but, of course, the city, known for it's wellspring of coin, has become a point of desirability for the parties engaged in war. I've long lost track of the political landscape of this game. I don't think the war in question is necessarily limited to Nilfgaard and Tamera, but, I certainly can't name other nations/factions off-hand. For what it is worth, the codex categories are, bestiary, tutorial, characters, books, and crafting. Any reference to nations would be limited to the character tab.

Either way, once the package is returned to it's rightful owner, we visit a granary to take out some rats? Wait, a rat-killing quest? This late in the game? Or have I been mystically transported to Castleview? Either way, it sounds like a prior arraignment for Triss, and having an extra hand wouldn't hurt. The job done in due time, the merchant asking this of us got the idea in his head to send men after us, and do the Eternal Fire a favor. There were maybe three level 10 guys, and while I don't know Triss' level, Geralt was at 11. With their focus divided, they were dealt with in due time. We then had a talk with the merchant afterwards, and strong-armed him into paying double. Frankly, I would've been happy with whatever was agreed beforehand, but, there was no options of conversation here.

That done, Triss does me a favor, and gives me a lead as to who might have an idea about Ciri's current whereabouts. A dream-seer by the name of Corinne Tilly. This marks the Pyres of Novigrad story-quest complete, and in it's place is Novigrad Dreaming. Pyres of Novigrad level indication was 10, but Novigrad Dreaming is 7. Now, maybe it's just me, but this makes me not want to engage in more side-questing? However, I get the funny feeling that things aren't going to be as easy as it sounds. Find out how if my feelings are justified, next time on the Witcher 3 LP!



Optional content corner
<Contract: Shrieker>
Not sure how long I've had this in my log, but, whatever. The person to talk to is in Crow's Perch. Absolutely no description is given for this beast. The son of a man who made a failed attempt to capture/slay it apparently saw the whole mess. It takes a bit of convincing/Axii, but, the child describes the thing as a large rooster with a lizard's tail, and gives me a general area to search. I find the remains of a dog (the boy mentioned one), before I notice the trail of monster blood. They eventually lead to a cave, and Geralt makes a conclusion that it's a cockatrice. Now that I think back on the description, yeah, that checks out.

I refer to the codex for what they are weak against, and, to no surprise, I don't have all the reagents for either draconid oil, or grapeshot bombs. At least I can use Aard to maybe knock it out of the air? My abilities with the crossbow have been a bit lacking, but, I guess that could be a method if I have no other options. I barely come out of the fight alive, but, since I am alive, I can take the trophy, and bring it back to the quest-giver for the exp reward. Naturally, they offer gold, but, since this guy took in an orphan, I'm inclined to let him keep the money. I dunno, maybe I really am making Geralt to poorest witcher, but, it's, just, I generally take the option to not take money, if it presents itself?

<Return to Crookback Bog>
I probably should have name-dropped these characters earlier, but, whatever. The baron's daughter, Tamara, did not want my help in rescuing her mother, Anna. Phillip, the Bloody Baron, however, is another story. As I said last session, I can't say for sure if we can truly save Anna, so long as she bears the brand that was placed upon her by the Crones. Even if one would make an attempt, who knows what kinds of consequences there would be in going against them?

All that aside, the baron seems willing enough to make an attempt, and wanted me to join him. The quest marker's at Downwarren. The ealdorman there speaks of a horse trampling about. The way he describes it makes both me and Geralt come to the same conclusion. It's probably the spirit of the thornling I helped that took the body of a horse from last session. It might have helped the children of the orphanage escape, but, now it's taking some kind of revenge on this town? They did send a non-zero number of people to kill it, but, I can not blame them for that. Nor can I exactly blame this spirit for wanting vengeance, but, my current guess is that I have to stop it, and, maybe, the Crones as well.

Regardless of what's going on, the baron takes six other guys with him, and we come across some drowners between us and the orphanage. Nothing a party of this size can't handle, that's for sure. When we arrive, there is already a melee in progress. It's the group Tamara's was with! After the drowners and water hags are cleared, the baron and daughter have a few words for each other. Of course, the baron would see his daughter return, but, she will have none of that. Both me and the witch hunters make a point that we should really, really figure out where Anna is. She's found, and her form more closely resembles that of a water hag than anything else. Tamara would have me do something for her, but, something is coming.

Another mess of drowners, water hags, and a large fiend. The concerted effort of Tamara's witch hunters, the baron's men, and myself take care of these things, so that our attention moves towards the now-cursed Anna. If there is one person who might know more about how Anna got to be this way, and give us a lead as to how it could be reversed, it's the godling, Johnny.

There's drowners and a water hag where his alcove was. It doesn't take long to figure out that he's left, though, and a search ensues. I follow Johnny's tracks, and find him in due time. He spoke of a hidden ladder, which I think I found on an earlier point in the game. I might not 100% remember what all was down there, but, it kinda sounds like if there is a way to reverse whatever happened with Anna, it's down there.

An array of four voodo dolls await me there, with exactly one representing Anna. I can examine all four, and glean what clues I can, and I make a choice. I'm not sure if I can back out of this, but, Anna is screwed either way. If we left the dolls as-is, she would probably degrade into a water hag in due time. By removing the wrong doll, she burns to ashes, and dies horribly. By choosing the right doll, she regains her human form, but, her life span has been cut short regardless. However, she gains her sanity back for what time she has left. The baron apologizes profusely for what he has done, as he should. Anna, for her part, is happy to see both husband and daughter together again, but, has a few more parting words for her daughter than husband.

Tamara takes some additional time to cry. I overheard the witch hunters talking about taking the body with them to Oxenfurt. Does Phillip have no say in this? Though, speaking of, maybe it didn't matter to him where she was buried. When he departed, he told me to go back to Crow's Perch for payment. What I found was a body hanging from a tree in the courtyard. Having lost Anna was doubtlessly a heavy blow, and with Tamara, being very vociferous in her wish to have nothing to do with him, he must've thought there was nothing left to live for.

So, I looked this up to see what the variations for the Bloody Baron plot line would be. The children Anna were looking after will be removed from the narrative (I'll refer to this state as RFN/MIA) regardless of what I choose. However, I'm largely assuming they are dead if the Crones take them. They might live if I help the thornling, but, the cost of helping that spirit is that the people of Dunbarrow suffer madness, if not death, themselves. Slaying it seems to indicate that Anna and Phillip live, but, Anna's mind and heart are completely broken. From what I can gather, Phillip would take her to some place where mystics are said to live in an attempt to heal her. Which means they become RFN/MIA for the rest of the game. However, should I help the sprit-thornling-horse thing, they both die, and would be RFN/MIA regardless. Tamara lives in any given scenario, but, her mental and emotional state are probably more stable if Anna lives. This is not to say that she could stabilize if her mother dies, but, she also likely wouldn't need to stabilize as much. However, I also find it likely that she'll be RFN/MIA for the rest of the game, regardless of how things go down.

All this aside, there is no doubt that the plot-line concerning the Bloody Baron has come to an end. I even get a little cut-scene for it. For what little it is worth, I could imagine Geralt wishing Phillip and Anna Strenger to be happier, and better off, in the next life. Assuming he even believes in such things. As for Tamara, perhaps Dea, her lubberkin sister, yet watches over her. Perhaps, one day, she turn this tragedy to strength, rather than allow it to destroy her from within.

<For the Advancement of Learning>
For a person who claims to be a friend with benefits, I can't say I appreciate the fact that Keria Metz put me to sleep after telling her that Fyke Tower's lab is still around. Perhaps the sorceress was overly excited by what she could find there, but, in that excitement, I wonder if she forgot the detail that a plauge maiden was released?

Fighting said plauge maiden is what I half-expect from this quest, but, thankfully, that wasn't what was going on at all. With documents in hand, she would make her way to Radovid. I'm not exactly sure which nation he represents, but, they are not friends to Nifgaard. Regardless, she of of the mind that she would trade the notes for a high price, and be able to live in a manner she is more used to living. However, I manage to talk her out of doing such a rash thing. The reasoning I have Geralt put forward is that the research notes could be turned into the makings of biological weapons. Keira believes it's not particularly possible. Even if it was, there would be death either way. The only difference would be how the death would come about.

Regardless of this, I suggest an alternative. To go to Kaer Morhen instead. It may not have all the trappings that she's clearly looking to immerse herself in once more, but, it's certainly an improvement over her living conditions in Velen, and she could live in relative peace. She relents, and, probably, becomes RFN/MIA.
Marrend
Guardian of the Description Thread
21781

--Session 9 - Hunting Treasure Because it is Our Pleasure --

Last time, Geralt arrived at Novigrad, and met with Triss Merigold. However, Triss wasn't of the impression Ciri was in Novigrad, despite evidence pointing otherwise. Still, after helping her out with a few errands, she gave us a name of a person who might know, Corinne Tilly.

On a production note, I'm going to switch things up again. Rather than have the optional content being in a separate section, and having them labeled by their name, I will label all quests I perform during the session, placing a "MAIN" notation on story-line quests, or "OPTIONAL" on non-story quests. Not that I was having too many issues keeping things in order before, as optional content was either at the beginning, or the end of a given session, but, given how I'm playing the game, it just makes more sense to do it this way.



<MAIN: Novigrad Dreaming>
At the entrance to the house where the quest marker was pointing us toward, we meet something of a banker. He's recently purchased the residence, and is making use of Corinne's abilities, after witnessing some spooky things himself. He allows me inside to investigate the matter, in my capacity as a witcher. We didn't discuss payment, but, it behooves me to get to the bottom of whatever is going on here regardless.

Upstairs, we get a glimpse of... something. It looked like it might've attacked an in-trance Corinne if we were a moment too late. Failing to awaken Corinne, she yet manages to give us a clue to search upstairs, and spoke of some kind of doll. A note we find in the same room depicts the doll in a crib. Once we find the doll, and a crib, we then find another note, this time of a bread oven. We go and find that, and, thankfully, we find our culprit.

The being who's decided to "haunt" this place is a godling that goes by the name of Sarah. She's not particularly fond of the banker we met earlier, and has decided to give Corrine nightmares as part of her "fun". Since we know she doesn't mean any harm, we attempt to broker a deal with her. In exchange for allowing Corrine to wake up, we'll tell the banker this place is cursed, with no way to lift it. She eventually agrees to this, which likely means I won't get any payment from the banker, but, I wasn't here for that anyway.

Corrine thanks me for releasing her from her nightmares. She agreed to help me, but, also noted that it might take some time to shake off the nightmares. As for the banker, well, I put forward something of a white lie. That a demon had taken hold of Corrine, and while I managed to free Corrine of it's hold over her, I had no further ability to break it's power over the house. His claim is that the investment won't put him into the poorhouse, but, it sounded like it was still a fairly decent blow to his wallet.

Corrine said she'd be at the Golden Sturgeon. Here, I was to relay various memories and/or facts of Ciri for her to get a sense of the object of our search. While only two such objects of information seemed to be necessary to continue, I put forward six items out of a possible seven. When asked who she could possibly be with I had two choices here. One was to suggest Yennifer and Triss. Seeing that Triss was clearly not contacted or informed of Ciri's presence here, and Yennifer had gone to the Skellige Isles, this doesn't seem particularly likely. The other option was the poet, Dandelion, who has apparently been gifted ownership of a brothel?



<MAIN: Broken Flowers>
Funnily enough, the quest-marker is located very near to by the stash in this town, and the level requirement is on the nose for my own level.

As one's luck tends to be in this game, the poet isn't here, but, a dwarf by the name of Zoltan Chivay is here instead. This is another character that we've meet before, and are on pretty good terms, from their interaction here. I help the dwarf throw out a bunch of bums, but, the matter of Dandelion is one of investigation. Of all the objects in the room that could give us a clue, we find a planner/journal. We find a page of contacts, most of whom are women. Being a poet, it might be possible he said something to one of these ladies that could lead us to his current location. Zoltan suggests splitting up, and interrogating the women on the list.

Of course, the list was structured as verse, so there's only five for me to talk to. For the most part, finding and speaking to these women is pretty straight-forward, but also don't provide any actual lead to Dandelion's current whereabouts. The last one I visted mentioned the name of yet another lady. When I spoke to Zoltan about her, he seemed to know who I'm talking about. She does a performance every night at the Kingfisher Inn. We spoke in private after her performance. She seemed to think he made a deal with one of the crime families in the city, and from the sound of things, the deal went south.



<MAIN: Get Junior>
There are two names relevant to this quest line. One is Sigi Reuven, whose vault was the subject of Dandelion's attempted robbery. The other is Cyprain Wiley, whose alias, Whoreson Junior, gives this quest it's name. Our first point of contact is Sigi, who is apparently another acquaintance Geralt had. After I help him repel a raid by Whoreson's men, we get down to finding out where Whoreson, himself, might be. He's got a house, but, the likelihood of finding him there is infinitesimally small. He runs a casino, and is one of his largest sources of income. He's also said to frequent the arena, and making myself a spectacle there might draw him out.

Reuven also offers to inquire about Dandelion, but, as such matters tend to do, he requires something of me first...



<MAIN: Count Reuven's Treasure>
So, this is a little awkward, since I technically know that Dandelion was after Sigi's vault. However, Reuven's guard, a troll, didn't get eyes on the guy, and while Reuven sent a man to investigate the matter, he ended up getting poisoned from various mushrooms placed as a defensive measure against would-be thieves.

My initial investigation of the torn wall indicates that the explosion that tore said wall was not caused by magic, but by a bomb. So, there should be some remains of it somewhere, but, none are in that area. Downstream, however, we find what's left of a container of some kind. Taking a whiff, it smelled of wyvern oil and... caramel? Certainly not a bomb recipe I'm familiar with, but, I return to Sigi with my findings nonetheless.

While knowing what the bomb was made from interests him, our next point of investigation is a drain pipe that was damaged in the process. Upstairs, I note one of the bathhouse pools has traces of oil in it, and find a piece of the exploded bomb inside of it after we drain it. Of the list of people who used that particular pool that day, one jumps out at Sigi: Margrave Henckel. What makes this name jump out is that this person should be dead. Even if it was a false name, I am now to investigate the home of the margrave in hopes that some clues as to the impersonator's whereabouts could be found.

The investigation of the house actually lead to some amount of revelations. First, the margrove was actually a dopper who took his form. Second, Ciri was in on the heist. Third, the gold ended up in the hands of Caleb Menge, the captain of the temple guard in Novigrad. The only thing Sigi needs to know is about Megne, and while I don't say much beyond that, he's still willing to have me on the job of getting back his money.

Infiltrating the temple barracks would be a risky move. Thankfully, it looks like I have help on this mission in the form of Triss Merigold. She was there when I gave my report to Sigi, as he wanted to know what the runes on the bomb container said. While that item of information might still be unknown, Triss and I can put our heads together to formulate a plan of action in regards to getting info from Caleb.

The plan we come up with is, in it of itself, a risky one. Triss would allow herself to be turned in to the witch hunters to give me an opportunity to talk with Menge. Perhaps sweeten the deal if I suggest I know the whereabouts of Phillpa Eilhart. However, Menge isn't stupid, and saw through our little charade. We ended up murdering him, and a decent number of guards. However, not all was lost. In his office, we found a note from a "Yamurlak" concerning instructions of when to meet, and what signal to use when a meeting is desired. I just need to know where the meeting would be located.

I meet one of Sigi's men not five paces from leaving the temple barracks, so I guess we're going to relay what we know. Before that, though, he makes it quite plain that he's figured us out. That he now knows exactly who it was that stole his stuff, and isn't exactly happy that we knew it from the start. Still, he rewards me for my efforts so far, and even has some info for us concerning the "where" in regards to Yamurlak. However, if I am to deal with Sigi again, I'd best not lie. However, while this job is undone, I feel I should return to my initial line of investigation for a while.



<MAIN: Get Junior>
I would not expect to find Cyprain, himself, there, but, I decided to drop by his house regardless. A dwarven search party had gotten here ahead of me, and are conducting their own investigation. I search what points of interest there are here, but, they don't actually lead anywhere. Next stop would be the casino, though, I better stop by a shop to sell some of this crap on me for a bit more wiggle room in case I actually have to use the facilities there.

The bouncers at the entrance say it's invite only, and while a part of me is inclined to give them an invitation to my fist, there may be another way to gain entrance. The arena then becomes my next target, expect that location also has bouncers that, well, bounce me.

So, it looks like either I resort to fisticuffs, attempt bribery, or develop the Axii Sign's Delusion level to 2. I'm probably going to go the bribery route, and use console commands to negate the cost. However, my desire to continue writing this LP is waning. Let me be clear, I would not be dropping the game. Though, if I am to be honest, I'm considering exactly that. At the bare minimum, I'd be dropping this LP in favor of writing this LP, probably to completion, before getting back to this. If at all. I'll post again when a more final decision is made. Regardless of what decision is made, allow me to relay to those who have followed, or are reading now, a big thank you!
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