Round a River Bend Soon Ill Be Coming Back Again Folgers

After completing the quests Witch Chase and Mother of Monsters the quest Season of Bloom (not to be confused with the superquest of the same name) volition start, tasking you with returning to your throne room and conferring with your advisors. Before you practice that, however, you should Return to the Span Over the Gudrin River to complete some new encounters, which will influence how office of the quest Season of Bloom plays out. These new encounters will exist covered in the page beneath. For the sake of continuity, we presume yous explored the Bridge Over the Gudrin River surface area earlier, during the Kamelands Trek. Bank check out the linked pages for more information on the area's earlier encounters if yous haven't been here nonetheless.

The location of the Bridge Over the Gudrin River on the map.

The location of the Bridge Over the Gudrin River on the map.

To attain the expanse from your uppercase, follow these directions:

  • East
  • Eastward
  • East
  • Due south

As usual, you'll arrive on the northern edge of the area. The unabridged expanse map has been revealed previously, and most of the loot and random beasties should have been cleared out past now, hopefully leaving piffling to distract yous from the new encounters.

(i of three) Intervene in the dispute betwixt Tigni and the refugees and brand your position on exploitative markets clear.

Tigni Jusmert: The Greedy Merchant

Follow the road south until you discover some "Hungry Peasants" who are facing off with a merchant named Tigni Jusmert. Talk to the merchant to witness the exchange, where the peasants will accuse the merchant of predatorily marking upward the prices of his desperately-needed wares. When yous get a gamble to speak, pick the dialogue option "What is all the commotion at the bridge? Where have all those people come up from?" to learn that the Stag Lord - or more than likely, an impostor calling himself such - is charging for passage over the bridge. Peasants who tin can't pay take subsequently been stranded, at the mercy of somewhat less vehement thieves similar Tigni.

Let's stay focused on this price-gouging merchant, first, then you can see to this and so-called Stag Lord. Pick the dialogue choice "Your prices are three times higher than those of other merchants!", which he'll pass off as unproblematic supply and demand. This leads to a more diverse array of dialogue options to resolve the situation.

The [Neutral] option washes your hands of the situation entirely, offering no proceeds for yourself and no relief for the hungry peasants. Picking the [Lawful Neutral] pick volition hogtie Tigni to pay you the "taxes" he owes y'all - a sum of 512 gold. If you pick the [Neutral Good] option and succeed at a subsequent [Diplomacy 24] bank check yous'll shame Tigni into lowering his prices and volition earn an experience reward for your efforts. Y'all'll get the same consequences past picking the [Chaotic Neutral] pick and passing the attendant [Intimidate 18] cheque. Finally - and well-nigh lucratively - if you choose the [Neutral Evil] selection and pass an [Intimidate xviii] cheque y'all'll scare Tigni into lowering his prices and paying you lot 512 gold.

Reward: For shaking Tigni down for taxes
512 gold
Reward: For disarming Tigni to lower his prices
345 XP, lower prices
Reward: For threatening Tigni into compliance
345 XP, 512 aureate, lower prices

After dealing with Tigni, peruse his (hopefully now reasonably-priced wares), although he probably doesn't have much of interest to seasoned adventurers such every bit yourself. He does, even so, sell a re-create of Of Transmutations and and Bodily Poisons, Part III, which is 1 of the three volumes Bokken requested for his artisan quest An Ancient Formula. Buy what you will, then proceed off-road to the southward to find Tigni'south wagon, on which you tin find a chest [Perception 22] which yous tin can unlock [Trickery 22] to find a Shock Dagger +1.

(ane of three) Talk to a distraught refugee to learn about her stolen pearl necklace,

Elederian Pearls: The Goblin Prince

While this Stag Lord impostor is concerning, permit's focus on the troubles north of the Gudrin River for now. Non similar the bandits on the bridge are leaving their lucrative post any time shortly, anyway. A short distance northeast of Tigni, just off the road, you lot'll find a "Refugee" pantomiming anguish. Conversation with the sobbing woman and enquire what troubles her to hear about how she was robbed by a "woods monster". Foreign is the forest monster who is interested in grandmother's pearls, and her intent to spend them to proceeds passage across the bridge is still some other reminder of problems however to be resolved. Exhaust her dialogue options, being sure to say "Depict this forest monster.", which you can place with a successful [Knowledge (World) xviii] check. This starts the quest Elederian Pearls.

That washed, yous need merely track downward this beast and recover the pearls. Simple enough, correct? Follow the road back due north, head east when you lot pass some rocks (too to the e) to discover a Goblin Prince. What, exactly, qualifies him as royalty? Whatsoever, talk to the runt and ask "Are you alone here?" to learn that other goblins are virtually the area looking for a "greatbeast". Good to know.

More to the task at mitt, ask about the stolen chaplet he's wearing, and then either option the [Neutral Adept] choice and forfeit a unit of measurement of Camping Supplies and Rations, pass a [Barefaced twenty] check, or an [Intimidate 22] bank check ([Neutral Evil]) to get the beads without a fight. Alternatively you tin can pass an [Intimidate 22] check without request him virtually the beads to scare the goblin off, gaining the beads in the process. The game will besides automatically make a [Lore (Organized religion) eighteen] check that'll give yous a dialogue pick you tin employ to resolve the situation, if y'all pass it. If yous fail, y'all merely won't encounter the option at all. Should all that fail, you tin can simply kill him and take the Pearl Necklace by force. Passing ane of the dialogue checks is arguably the nigh lucrative way to go almost this, both for the XP it yields and the alignment consequences.

However yous manage information technology, once y'all have the pearls return to the Avoiding Daughter and give her back her pearls. If you wish to exist petty and evil, you can pick the [Chaotic Evil] response to go on the pearls, but in that location's little benefit in terms of experience or wealth for doing so. It botches the quest and you can sell the Pearl Necklace for a measly 2 gold. Alternatively you can option the [Affairs 28] response to attempt and convince her to remain in your lands, earning you a Community +one and Loyalty +one bonus and securing a loyal citizen willing to speak for your skillful nature, should you be in need of such support. If you're unable or unwilling to do either of those options, you can simply option the [Lawful Good] dialogue option to hand over the pearls, after which the adult female volition complaining handing them over to the bandits on the span. You tin can follow this up with a [Neutral Adept] option to also provide the money she needs, leaving you 200 GP poorer simply in the process gaining Loyalty +one..

Advantage: For convincing the adult female to stay in your lands
960 XP
Customs +1
Loyalty +1
Advantage: For giving back the pearls
600 XP
Reward: For giving the woman money
Loyalty +1

(one of 2) Some exceptionally stupid goblins volition attempt to rouse a sleeping owlbear,

Some exceptionally stupid goblins volition attempt to rouse a sleeping owlbear, (left), after which theyll flee, forcing y'all to fight the beast. (correct)

Boxing: The Greatbeast

From where the Fugitive Woman stood, venture east until you hit some rocks, at which keep east forth the northern side of these rocks - down south lurks the Crag Linnorm, and while you lot're stronger now than yous were when you first explored this surface area, you lot're likely non stiff enough for that. Keep eastward and you'll notice the lair of the "greatbeast", which is being pestered by some goblins. The greatbeast - an Owlbear - once roused isn't in the all-time of moods, and it's at this point ane must wonder if the goblin population is kept in check largely due to their fascination with monsters.

Naturally, when the greatbeast stirs the goblins volition flee, luring the Owlbear dorsum to you in the process. Cut the animal down for some easy experience (the animate being is a bruiser, but still slightly weaker than the Ferocious Owlbears you've been fighting), and then caput to the bridge the expanse is named after.

(i of 2) Talk to the simulated Stag Lord and convince him to desist, or join y'all.

Talk to the faux Stag Lord and convince him to desist, or bring together you lot. (left), Declining a dialog check will provoke the bandits, but you lot tin also opt to settle things with violence. (right)

Fake Stag Lord

Cross the bridge and about halfway across you'll discover an "Onetime Man". This identify seems admittedly littered with peasants in need of aid these days. Ignore him for now, equally his quest requires y'all to become hunting around on the southern side of the bridge, and before yous bother with that, you should really deal with this bandit business.

Speaking of which, as you reach the end of the bridge y'all'll exist accosted past a bandit. He'll quickly recognize you, nevertheless, and given the fate of the bandits who have crossed thus far, decides not to printing you for greenbacks. Feel free to question him every bit you wish to hear their excuses and justifications for their little performance. Ultimately, though, y'all'll make petty headway with these goons - if you want results, you lot'll need to talk to this Stag Lord impostor.

To that cease, finish crossing the span and turn eastward to find a camp, which is at present well-populated with bandits, including a "Fake Stag Lord" grapheme. Talk to the False Stag Lord and you'll quickly place him every bit the shoddy impostor he is - he couldn't even bother to get a halfway decent outfit! Identify yourself and accuse him of being the fraud he is, after which you'll become a variety of moral choices (paired with skill checks) to choose from:

  • [Chaotic Good] [Intimidate 22]: Attempt to convince the "Stag Lord" it might be best for his wellness if he surrender the deception and never allow you hear of him again. If you fail, the emboldened impostor volition set on.
Reward: For Intimidating the fake Stag Lord to desist
67 XP
Loyalty +2
  • [Neutral Good] [Diplomacy 28] Much like the [Cluttered Good] option above, but with a more lucrative XP advantage at the expense of the Loyalty +2 boost.
Reward: For Intimidating the fake Stag Lord to desist
360 XP
  • [Lawful Evil] [Intimidate 22] Scare the phony Stag Lord into leaving besides every bit secure y'all the 537 gold he'southward stolen from your subjects thus far.
Advantage: For Intimidating the simulated Stag Lord to forfeit the stolen money
67 XP
  • [Neutral Evil] [Affairs 17] You'll recruit this so-called Stag Lord to tax the bridge for y'all. As long as you're getting a cut, right?
Advantage: For recruiting the fake Stag Lord
28 XP
1 BP

Should you recruit the "Stag Lord", y'all can talk to him again and renege on your earlier bargain past picking the [Neutral] or [Lawful Evil] response, which take the same results every bit the ones listed above. While the rewards are somewhat paltry, there'south no good reason not to do the [Neutral Evil] activeness followed past either the [Neutral Good] or [Lawful Evil] to double dip, as it were. Either style, you'll also get some XP for running off the fake Stag Lord:

Reward: For evicting the Fake Stag Lord from your lands
450 XP

If you neglect a bank check - or if you only don't intendance to parlay and selection the [Attack] option - a fight will ensue. At that place are numerous bandits, and yous'll do yourself a great service if you arrange your political party tactically alee of time. Surround the Fake Stag Lord and proceed the unarmored brigand with a crossbow on his back inside accomplish, as both are spellcasters, and will make your life hell if yous let them. Place your squishy characters to the north of the Fake Stag Lord, behind the log, which is a fairly safe identify for them to operate. Summoning some skeletons via Animate Dead earlier the fight and striking your party with Haste likewise isn't a bad idea.

With this planning, and perhaps other buffs (Mage Armor, Shield, Mirror Image, Bless, Prayer, and Stoneskin), the fight should be pretty easy to win. The stats of the bandits aren't high - maybe not high plenty to warrant such an expenditure of spells - but your position is tenuous, and killing several bandits apace volition brand things much easier. Yous as well need to exist wary of a Bandit Conjurer, who will summon allies, a Brigand Cleric capable of lashing out with Concord Person and the fake Stag Lord himself, who will employ Haste. The sooner these three are dead, the better.

Collectively the XP you'll earn from killing them is… not terribly impressive. You lot can loot the fake Stag Lord for a Buckler +ane and an Amulet of Natural Armor +3, however, which most makes wanton violence tempting. The rest of his bandits will yield masterwork weapons.

Either style, when you're done, boodle a breast almost the imitation Stag Lord [Trickery 34] to score a Diamond, 34 units of Diamond Dust and some Soft Cheese. Yum!

(1 of iv) Talk to the Old Human on the bridge,

2nd Breath

With the Stag Lord dealt with (one way or another) return to the bridge to find the Old Man patiently waiting for you. Talk to him and certain enough, this sickly old man volition ask you lot to find him some black berries that abound along the coast. You can question him further if you'd like to know more nigh his travels. It's an unfortunately familiar tale past now - peasants afraid of the illness fleeing the lands of an incompetent baron(ess). Your rapport with the common folk could use some work. This starts the quest 2d Breath.

Make your way south forth the span, then on the road beyond until you striking the area transition at the southern edge of the map. From here, make your way west until you spot a Poisonous Hydra looming in your style. You don't demand to fight this fauna to get the berries you're later on - although you lot should kill it, as the XP more than justifies the effort - just first things start; head north to achieve the cliffs overlooking the southern cease of the river, and then plough west again until you encounter several goblins: Ii Goblin Horseslayers, a Goblin Sneak and a Goblin Roc Center. Put them down and so note the bush they were guarding.

Save your game, then approach the bush and, bold this didn't happen during your fight with the goblins, note the [Lore (Nature) xx] cheque that's automatically fabricated when y'all approach. Be sure to pass this check, as it'll vastly expand your options for resolving this quest. Laissez passer or fail, grab the Black Berries, then render to the One-time Man on the span. Talk to him and if you didn't succeed at the aforementioned cheque, he'll swallow the berries and reveal that he wasn't seeking a cure - he was seeking a more dignified decease.

Reward: For giving the Former Man some Blackness Berries
600 XP

While the experience advantage for resolving the quest by being duped by the old homo is satisfactory enough, y'all'll exist able to pursue other options if y'all noticed the berries were poisonous. Tell him as much, and if yous still want to let him to impale himself, pick the [Neutral] option, to become the aforementioned catastrophe existence ignorant of the berry's nature would have achieved. Picking the [Chaotic Neutral] response achieves nothing but reducing the man to begging for them, while the [Chaotic Evil] action will requite him the decease he wants, although perhaps not as painlessly as he wanted it.

The [Lawful Good] choice is the near lucrative, both immediately and in the short-term. Having a direct beneficiary of your benevolence in Tuskdale might be of value in the near future…

Reward: For sending the Sometime Man to encounter Jhod in Tuskdale
one,320 XP

Now, to finish up this area cantankerous the bridge over again to reach the southern shore, so head westward to attain the Poisonous Hydra. If you lot didn't impale information technology before, do then now. Either use spells similar Delay Poison to protect yourself, or only go along an middle out for the icon that signifies a jiff attack is imminent and retreat.

In one case it's dead continue west and climb the flat rocks you lot notice in the southwestern corner of the map, which you can climb with an [Athletics 22] check. If yous already visited this area and hence dealt with the owlbears that dwell (or rather, dwelt) on these rocks you'll take little to practice but collect loot, otherwise impale the owlbears as a prerequisite. Once they're dead, boodle a corpse to find a Jagged Central and a Dirty Notebook of a well-meaning (well, sometimes well-meaning) just ill-fated reformer. Of more firsthand concern - it's fourth dimension to return to Tuskdale and see near this affliction…

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Source: https://www.gamerguides.com/pathfinder-kingmaker/guide/walkthrough/chapter-2-season-of-bloom/return-to-the-bridge-over-the-gudrin-river

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