Visited North Midmaer Way and wanted to provide some feedback: I thought the scene was well designed and had a lot of good things going for it, including a cool side quest. Details below: Spoiler North Midmaer Way was set up very well. It begins a bit confusingly and I found myself going in circles. The mobs seemed appropriate, and there were interesting NPC's and points of interest. In the future, having the NPC trader stocked with some type of rare inventory would have made it even better. The one odd placement in the scene was The woodsman's cabin being so very close to the witch's house. It was convenient to be sure, but it also felt manufactured. I happened to visit the woodsman first, and when he told me about the witch I immediately assumed that was his wife based on the dialogue. Later when I visited the witch, I opened up by saying "Daisy?" and to my great delight she responded in a way that made sense! This was great, this was good dialogue that kept my immerssion because the NPC's responded as I would expect them to. Great job @Lum the Mad! The quest played out easily, but for the fact that I did not ask the witch for details about each ingredient. I already had garlic, and I knew there were tons of spiders in the forest already. So the only thing I really had to find was the woodsman's tears, and one could assume that would be found where the woodsman lived. So back I went to the woodsman's cabin, and for the second time I noticed a locked chest. Surely this is where the woodsman keeps his tears! But I couldn't find a key, and no NPC's seemed to mention the chest or understand what I was saying when asked. So why is that chest even there? Did I miss something? Is it just decoration? This is frustrating because no one wants to walk around trying to figure out if this is intended or not intended. If it's part of a puzzle or a quest it should be more clear, if it's not part of anything important then remove it or make it so the chest opens and you can see there's nothing important going on. I was stumped though, I couldn't find a key and I couldn't seem to get the woodsman to give up his tears. So back I walked to the witches home for the second time. Now I asked her specifically about each ingredient, and it was very clear where to find the tears. After a third trip to the woodsman's cabin and back to the witches home, I had the ingredients and followed the new instructions from the witch easily. But now the witch was saying "come back later" when the potion is down brewing. Well ok, how long is that?! Do I have to wait a day? Do I have to leave the scene? At what point is is ok to come back? This should be made more clear, or an extra task should be added to the quest to ensure that the dialogue does not confuse or annoy people. It turns out that if I just waited a few seconds it was ok to move through the quest and go to the next step, but for a few seconds I was really annoyed and it felt like there was no point in doing that. I finished the last step in the quest and found myself being very disappointed that the Reapers didn't all try to attack me. I thought for sure the witch was double crossing me and making the Reapers attack everyone onsite. That would've been a cooler finish, imo. But it's still good the way it is. I received the anti-virtue painting as a reward. Cool, love it! I thought the dialogue here was very good too, the witch saying something like she just wanted to get rid of it, it meant something to her once but not anymore. Great, I can dig that. But what I don't understand is what exactly she's talking about, it seems like perhaps it has something to do with her husband, but that's just a reach based on what little I know about that situation. I just feel like that dialogue needs one or two more lines that point towards what she's really trying to say. Did she feel like that was the wrong path (the anti-virtues) for her to take? I think the open-ended language is unsatisfying to some degree. It's almost perfect now, but it nags at me like I'm supposed to understand something that I don't. I think there's room to put some type of virtue "lesson" into this quest. Certainly the act of taking a man's tears seems like something that might count against you, but I'm not really interested in the virtue score card hear. Instead I'm interested in cause and effect. I feel like these side quests should have alternate choices that can be made. Take the tears and sure you get to help the witch and get the prize. But don't take the tears (the game would need a way to record this choice) and what happens? Is there a way to reunite the husband with daisy? Or maybe there's a way to help him get over her? The point is that the choices we make should have some kind of impact on the world, the world shouldn't appear to be static all the time. Here's the best way I can describe it. In game of thrones season seven *spoilers* "the Hound" revisits a cabin that he once stole money from. Now the man's skeleton rests against the wall of the cabin holding his daughter, presumably they didn't have enough money to eat and starved/froze to death as winter came. "The Hound"see's this and realizes the cause and effect of his actions. There's no virtue score needed here. I'd like to see more of that type of story telling in our quest line. I'd like to see players choose an action, and then later when they talk to an NPC, the NPC deals with them differently than if they didn't take that action. So for example, what if the player doesn't take the woodsman's tears? Perhaps later in the game while traveling through another scene there is an NPC that talks about her father the woodsman of North Midmaer Way. She explains that her mother left him, and he hasn't been able to get over it. But recently he noticed that he had cried so much that he's filled an entire bowl with tears! He looked into the bowl and saw his reflection, and it reminded him that he still had a daughter! So now he's coming to visit her! If that bowl of tears wasn't there, she's not sure she would've ever seen her father again! (I know that's lame but something like that would show how the world and the actions players make are connected) Overall, great job! I hope we see more and more of these side quests. This one definitely didn't feel like it was a go fetch quest even though there were still elements of that within. Oh, and I found a corpse with an undelivered letter that could be taken to any town crier. I thought this was really cool, not sure how long we've been doing this but it was well received and seemed very appropriate in this scene location.