The Curse of the King Read Free Online

Ravaged Capital

You lot'll appear in your capital letter, where the Lantern Rex has been busy, having obviously merged your lands with the First World to the great detriment of the old. Suffice to say, fey beasts and shadows of foes vanquished in the past at present cruise around, and as king yous'll need to defeat these enemies for the sake of your kingdom.
Apparently such a struggle wouldn't be entertaining enough on its ain, however, then the Lantern King volition curse yous and your political party for good measure out - for the foreseeable hereafter you'll bear the Lantern Male monarch's curse which will crusade all your d20 attempts to automatically scroll a one (automatically miss 40% of the time in combat), xl% of the enemy's d20 rolls will be 20s (automatically hitting forty% of the fourth dimension - and critically striking around xvi% of the time). If that'south neat enough, your impairment, Base of operations Set on Bonus, Saving Throws and Hitting Points are reduced past lx% of their normal amounts. Worst of all, your casters just have access to zilch-level level spells, which functionally makes them next to useless for this affiliate, hence why you were encouraged to replace your party with warriors, as a warrior at 40% of their normal strength is even so superior to a pulley who can't use any noteworthy spells.

Perchance displeasing a demi-god wasn't such a good idea?

(one of two) The Lantern King will gloat virtually the trials youre immediately about to confront

The Lantern King will gloat about the trials youre immediately about to face up (left), The capital letter is polluted with First World foes and the shades of expressionless men, and the Lantern Kings curse will ensure these are unsafe foes. (right)

Oh well, nothing for it now. Once the chatter is washed head southeast, descend some stairs, then turn southwest to notice your capital's plaza overwhelmed past beasts. These include Owlbears, Young Hydras, Manticores, Wyverns and Dweomercats. Be sure to loot your fallen foes and claim the odd bit of treasure y'all can observe lying around, as gold volition assist you buy your way to victory in the long run.

Ultimately make your way west to find the Shadow of Nugrah waiting for you, forth with several bandits. They range from level vii to ix, and you should note that Nugrah isn't restricted from his spells like y'all are. Still, they shouldn't pose much of a threat considering your level disparity… even if you're gimped. Put Nugrah downward a 2d time and follow the road southeast, kill two more bandits, then loot a chest to detect a Necklace of Magic Missile Mastery. Continue south to reach a magical barrier which blocks you path. Just venture near information technology and the Storyteller will use magic to take information technology down, then encourage y'all to follow the rest of the refugees to prophylactic. Use an area transition to the s to accomplish the Camp at the Capital Gates.

Camp at the Capital Gates

From where yous announced caput southeast to find the Storyteller - who has some vital information for you - likewise as Anoriel Eight Optics and your stash. This will have to serve equally your defacto base of operations for the present, and any preparations you failed to brand earlier against Nyrissa should be fabricated now, including hiring new characters and selling off any junk you lot may have. More than on that last bit soon, but for now talk to the Storyteller and heed his words, every bit he'll reveal another limitation existence imposed upon you - you've got a mere xv days to resolve this state of affairs. Since the mythical bond betwixt king and kingdom take been made literal by the Lantern King, the only style to complimentary yourself from his expletive is to save your kingdom from the First World influence that pollutes it. Naturally that means traveling near and killing whatsoever shadows and Starting time World critters y'all find. Just in one case that is washed can you consider confronting the Lantern King.

This starts the quest The Cursed King, which helpfully keeps track of how much time you lot have left and where you must provide aid. Correct at present this includes:

  • Varnhold, where Vordakai'due south shadow is wrecking havoc.

  • Pitax, equally Irovetti's shadow has decided to reclaim his throne.

  • The Flintlock Grassland, where another Brevic army is aggress by barbarians.

  • Oleg's Tavern, which is in one case once again being threatened past bandits.

(ane of 2) The rest of this affiliate is a scrap of an endurance run, so spend your golden on Scrolls of Heal to cut down on resting

The rest of this chapter is a scrap of an endurance run, so spend your gold on Scrolls of Heal to cut down on resting (left), Youll have several options of where to go, merely focus on Oleg first so youre fighting the weakest foes when the Lantern Kings curse is strongest. (correct)

Before yous run off, however, consider perusing the wares of the merchants who take fled to your camp. These include Issili, who is standing almost the Storyteller, and Arsinoe, who can be found to the northwest. In the latter example Arsinoe will sell diverse clerical scrolls, including nearly 200 Scrolls of Heal. Be sure to take a cleric handy who can utilize these (or amend yet, a character with the Use Magic Device skill), equally they'll be essential sources of healing in the upcoming boxing.

It also wouldn't be a bad thought to make a hard save here, in case something goes wrong in 1 of the upcoming battles. No sense letting yourself endure from a game-catastrophe mishap at this late phase if you can avoid it.

When you lot're ready to move on, caput northeast from Arsinoe to detect a portal that'll take y'all to your next destination, which you'll get to choose between the following destinations: Oleg's Trading Postal service, the Shrine of Lamashtu and the depths of Trobold. Unless you're a masochist, it's suggested y'all avoid the Shrine of Lamashtu and Trobold areas, as the enemies in that location are much stronger than at Oleg's Trading Post, and the need to venture to those areas is dubious, at all-time. At the very least you should travel to those areas later on yous're done with Oleg's Trading Post, for reasons which will get clear before long.

Oleg'due south Trading Mail service

When you arrive at Oleg'south Trading Post, caput northeast to return to the familiar vista of your early adventuring career, at present clogged with Starting time World leaf. Caput through the long-suffering gate to Oleg'due south Trading Postal service and talk to the poor defenders, who include Kesten Garess, Jhod Kavken and poor Oleg himself. Later on a short bit of chatting, their antagonist will bear witness up - who else only the Stag Lord?

(i of 2) The Stag Lord will evidence upwardly and brand threats

The Stag Lord volition show up and brand threats (left), make him swallow his words and save Olegs Trading Post to reduce the furnishings of the Lantern Kings expletive. (right)

He's non much on talking and a fight will before long ensue. The Stag Lord's eight levels of Ranger no longer makes him an impressive foe, the Lantern King'southward expletive notwithstanding. In add-on you've got plenty of guards to help occupy enemies, so jump on the Stag Lord when he appears inside the palisade, then focus on the bandits that spawn after him, paying particular attention to enemy mages (or Bards, as the instance may be).

Once you lot're victorious, talk to Oleg and company again to transport the forces you take here to the upper-case letter in preparation for the inevitable showdown with the Lantern Male monarch. Subsequently, with this objective complete, you lot'll exist blessed with an easing of the Lantern King'southward curse, which now just has a 30% chance for you lot to curlicue a 1 and an enemy to roll a 20 on a d20, your damage, Base of operations Attack Bonus, Saving Throws and Hit Points are now only reduced by 45% and you can at present cast 1st and 2d level spells. Mayhap not skillful enough to bring your casters back into the party all the same, just information technology's a beginning.

Be sure to loot the Stag Lord for a Longbow +3, a Ring of Protection +2, Bracers of Archery, a Mithral Chainshirt +two, a Chugalug of Physical Perfection +4, a Cloak of Wintertime Veil some other Stag Helmet, some Boots of Elvenkind and an Amulet of Natural Armor +2. At the very worst these can be sold to buy some healing scrolls, if necessary. When done, head through the portal to Varnhold, although you tin perhaps spare time to a trip to Trobold, if you lot feel so inclined. Once more, there's no incentive to do so - even the feel and loot probably isn't worth the fourth dimension you lot'll waste, much less any damage y'all sustain. The Shrine of Lamashtu should yet be avoided at all costs.

(one of 2) Defeat a small group of Trolls and Kobolds

Defeat a small group of Trolls and Kobolds (left), then vanquish Tartuk and Hargulka again. (right)

Trobold

Trobold's less of a hassle than the Shrine of Lamashtu, every bit you'll just take to fight… what else? Trolls and Kobolds. They're of a much more reasonable level, and yous should be able to brute-force your mode through these low-level enemies. Merely exist certain y'all accept a style to deal acid damage, as that's i of the few ways to proceed these trolls downwards. Tartuk and Hargulka are more formidable, but Tartuk'due south 34 Armor Class is far less impressive now - fifty-fifty with your combat stats at (hopefully) 55% of its normal amount - than it was back in Chapter 2. Just rush Tartuk and hope your defenses concord confronting Hargulka, who isn't a stellar combatant by higher-level standards. In fact, he's a good bit weaker than just most all the foes at the Shrine of Lamashtu.

Varnhold

When y'all arrive caput southeast to find two Dread Zombie Cyclops. How you fare against these foes is a good measure of how difficult you'll detect this expanse, every bit they'll exist the least of your concerns going forward. Although bearing 12 levels of undead, their Hit Points and Armor Course aren't really sufficient to make them significant threats every bit much as speed bumps. If you brought an arcane pulley dorsum into the fold, Web can be used to debilitate them, but in that location shouldn't really exist a need for it.

Fight your way south, and so e, then northwest forth the river, aiding guards as y'all observe them and putting down undead as they block your path. At the river crossing y'all should find Maegar Varn, who volition insist you liberate Varnhold before he acquiesces to mustering at your capital. Agree and Vordakai volition spawn across the river, joined by some more than Dread Zombie Cyclops.

Unlike other foes y'all've faced thus far, Vordakai tin can be something of a nuisance, equally his Impairment Reduction 15/Bludgeoning and Magic will make information technology quite hard for you to deal damage. To counter this, have all your warriors equip any magical edgeless weapon they tin - with the Lantern King's Curse they won't be dealing any damage otherwise. The adjacent nuisance yous'll take to prepare for is his Fear Aureola (Will 29), which might require Remove Fear and a bit of luck to avoid. On the plus side, the allied guards will join in on the fight, but Vordakai has little interest in them and will save his spells - including Finger of Death, Bone Shatter, Fright and Concur Monster - for your party. All y'all can really count on the guards for is a few rounds of occupying Vordakai'southward minions, and even and so they're more probable to arrive the way than anything else.

(i of 2) Defeat Vordakai and his minions

Defeat Vordakai and his minions (left), and youll further reduce the effects of the Lantern Kings curse. (right)

Afterward Vordakai is defeated you'll automatically end upwardly chatting with Varn again, who will commit to fighting for your cause. This causes the curse to weaken further, at present imposing a mere xx% chance for you to curl a i and an enemy to roll a 20 on a d20 and a 30% reduction to your your harm, Base of operations Assail Bonus, Saving Throws and Hit Points. Your casters tin can now also utilize up to 4th level spells, which brings back into play mainstays like Haste, Ho-hum, Obsidian Flow, Prayer and Death Ward… meaning it might be time to go back to camp and fetch them. Your warrior mercenaries/companions have served their part well enough.

Choice upward all the masterwork weapons your enemies (and allies) dropped, and so loot Vordakai for an Amulet of Natural Armor +2, a Headband of Mental Perfection +4, a Band of Protection +1 and some other Shroud of Abaddon. Your casters might exist getting their arsenals back, merely supplemental healing may notwithstanding exist required. Once done, cantankerous the river and employ the area transition to motility on to the Rostland Borderlands, which should be an easier fight than dealing with Irovetti again.

(1 of ii) Assail the barbarians and Brevoy Soldiers you discover

Attack the barbarians and Brevoy Soldiers you find (left), only go on your casters away from the mist, as more foes will arrive through information technology. (correct)

Flintrock Grassland

Venture northward from where y'all go far and brand sure your Magic Lantern is still equipped, as mist blocks your path. If y'all teleport through this mist yous'll just become to a immigration with some Faerie Dragons loitering around, so don't waste your time and just pass through it. Across the mist you'll find some barbarians and Brevoy Soldiers fighting, neither of which is your ally. If y'all brought a caster along, or otherwise accept whatsoever vulnerable characters, be sure to move them away from the mist, as some reinforcements will testify up from there eventually. As for the fight itself, the barbarians and soldiers hither are weaker than the cyclops you just fought, so they should provide little resistance equally y'all cut your fashion through them.

Articulate the get-go grouping of combatants, then piece of work your way due west to find another, smaller group. Farther west is a tertiary group which includes a Barbarian Colina Giant - a somewhat mightier foe, but still not much of a threat for your party, what with the reduced curse and all. Afterwards this third grouping falls, either Armag or Dugath (depending your choices before in the game) will come from some mist to the westward and pledge themselves to your cause.

(ane of 2) After you lot find your ally youll exist attacked by more barbarians - and giants - emerging from the mist

After y'all detect your ally youll exist attacked by more barbarians - and giants - emerging from the mist (left), Help your ally fend off the barbarians to perchance secure their help and reduce the Lantern Kings curse. (correct)

Fair plenty. Return back east to where you fought the second group of foes and, if you have casters in your political party, consider buffing with Haste, Prayer, and other buffs that may be available to you. When you're ready head north and y'all'll detect some allies battling barbarians. This ally varies depending on who yous sided with in Chapter five, either Jamandi Aldori or Natala Surtova, and the amount of help they'll extend you lot as well depends on how cozy you left that alliance. For now, however, focus on mopping upwards the barbarians, after which a larger raiding political party will spawn from some mist to the due south, including several giants. Keep your casters and archers north and your warriors wary, yet, as more than groups of foes will materialize to the east and west as yous fight. None of the foes you'll face here should exist overly challenging (peculiarly if you're buffed), just that's no reason to go sloppy.

When the battle is over, talk to your ally and try to become them to reinforce your majuscule. If you kept your brotherhood strong (at the expense of petulant notions of independence) you'll go your ally to support yous, otherwise they'll country they were only hither to ensure that your problems don't spill over the edge. Ah well. Either way, the Lantern King's Curse will weaken yet again. You at present are encumbered with only a ten% take a chance for you to roll a 1 and an enemy to roll a 20 on a d20 and a 15% reduction to your your damage, Base Assail Bonus, Saving Throws and Hit Points. Your casters tin now utilise upwardly to 6th level spells, bringing back some of your almost powerful debilitating spells similar Baleful Polymorph and Phantasmal Spider web and your power to cast powerful restorative spells like Heal. Casters are back in action!

Choice up the masterwork weapons, potions, and odd bits of magical gear the enemies leave backside if you wish to pad your coffers fifty-fifty further. Once done, make for Irovetti's palace din Pitax…

Irovetti'south Palace

Of all the foreign scourges unleashed upon your lands by the Lantern King, the affairs in Pitax are probably the about baroque. Irovetti hasn't just overrun his old palace - an army of Irovettis has! The start few Irovettis yous'll face in the antechamber, all named "Irovetti the Tireless", are 8th-level Fighters with stats that are frankly laughable. Even at the beginning of this curse you lot would take handily smote such foes, but now with nearly your full powers back at your disposal, it'due south child's play.

Wipe the floor with this lilliputian opposition and caput into the long hallway leading to the throne room, where you lot'll find a more than powerful and diverse cast of Irovettis. These include several "Irovetti the Invincible" foes (who are annihilation but), several "Irovetti the Cunning" foes (what'southward and then cunning most existence archers with depression mental stats?) and an "Irovetti the Genius", which is peradventure more than fair, all things considered. The Invincibles are warriors that serve little purpose only to hinder your advance, the Cunnings are archers, and the Genius is a 7th-level Wizard. These foes are stronger than the Tireless warriors you fought earlier, just they're still well beneath you on the pecking social club. Fifty-fifty granted the 10% auto-hit, they shouldn't exist capable of inflicting too much damage to your warriors, nor should their ain Armor Course slow yous down much. The Genius volition waste his time casting Greater Invisibility, followed by Phantasmal Killer, and finally a barrage of Scorching Ray and Magic Missile Spells, making him at all-time a nuisance with mayhap 1 chance to be dangerous.

Acceleration these goons and accelerate to the throne room, where another host of Irovettis await. These include 4 Invincibles, 4 Cunnings and two Geniuses. If you experience like making this fight easier, merely subdue them with Phantasmal Web and dispose of them.

(1 of 3) Irovetti will summon minions to ho-hum you lot down

Finally advance to throne itself, where Irovetti has subdued whatever governor you may have left backside. Later on a fleck of chatter, Irovetti volition set on and you'll be joined in combat by your governor. Irovetti is joined by several Immortals and Cunnings, and more will spawn to the northwest and backside y'all to the southeast. Both groups can likely be delayed indefinitely with Phantasmal Web, leaving you to focus on Irovetti himself, For his office, Irovetti hasn't changed much. He's withal got a empty-headed high Armor Form and decent saves, but Baleful Polymorph should still have effectually a 25%+ hazard of working. This won't stop him from using his Tempest of Razors ability, but information technology will preclude him from casting any spells.

Once Irovetti - the real, fake Irovetti - is vanquished, talk to whomever is left standing, be it Gasperre, or Evindra (the person will vary depending on your choices earlier). After the chat you'll finally be freed of the Lantern King'due south Expletive. Time to end this… unless, of class, yous want to take a diversion to the Shrine of Lamashtu. Now would be the time to practise information technology, since yous're back at full force and all.

Whatever the case, grab whatever loot you wish (sadly you won't get to loot Irovetti again) then return back to your capital letter… or the aforementioned Shrine of Lamashtu.

The Shrine of Lamashtu

In the Shrine of Lamashtu you'll see four Greater Owlbear-similar Treants, a Poisonous Fundamental Hydra and Tsana herself (now a 16th-level Cleric). These would exist formidable enough foes without the Lantern King'due south Curse, simply with it the fight'due south a right task… which is why y'all saved this for last. Or skipped it entirely. Right?

If you choose to pick a fight here, send up 1 fast graphic symbol (Monk or Barbaric will do fine, as volition a character wearing Manticore Skin Boots) to provoke your foes (they'll remain neutral until you get near Tsana), then lure the Poisonous Central Hydra and Tsana s to the rest of your party. The saving grace of this encounter is the glacial pace at which the owlbears move, so utilize the fourth dimension to cut downwards the hydra and limit your exposure to its poison, then acceleration Tsana, who will merrily spam negative energy channeling until y'all force her to stop. Once those ii are down, focus on taking out the owlbears.

There's no great booty of loot or experience waiting for you at the end of this fight, but… at least it'due south done?

The Curse of the King Read Free Online

Source: https://www.gamerguides.com/pathfinder-kingmaker/guide/walkthrough/chapter-7-the-cursed-king/the-cursed-king-lifting-the-curse

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