In the riverside east of Oxenfurt and just north of the Crossroads signpost, Geralt spoke with a man whose horse had run off. He tells of a woodland spook who took his mare and sprinkled blood on his threshold at midnight. If Geralt agrees to help the poor man, he will describe his horse as a "gray mare, none too large." The witcher can then follow the horse's hoofprints into the woods to later find an enclosure of horses guarded by Scoia'tael. The witcher can speak to the Scoia'tael Commander or go in the enclosure and attack the Scoia'tael. If Geralt speaks with the commander, he can either start a fight, cast Axii on the commander, or pay 100 to buy the horse from him. Once the Scoia'tael are dealt with, the witcher will receive 25 and will have to select a horse from the enclosure to return to the peasant. If the witcher chooses a younger and stronger horse than the grey old nag the farmer originally owned, his monetary reward is higher with no penalty to XP earned. Once the horse is selected, the witcher can cast Axii to calm the horse, receive 25 and ride it back to the peasant's enclosure beside his house. After whichever horse is in the enclosure, the witcher can now talk to the owner. If Geralt brought back his gray horse, the owner will reward the witcher with 20 and gain 25 .
Journal entry Edit
- Geralt met a man who claimed one of his horses had been stolen by some kind of woodland spook. The witcher promised to bring back the missing mare.
- Find the missing horse using your Witcher Senses.
- Defeat the Scoia'tael.
- Lead the horse into the enclosure.
- Talk to the owner.
- The peasant's gray horse is named Jumper.