Part 11: The strange isle
Before proceeding further, remember to equip whatever headgear you were wearing instead of the gimmicky shield of speaking to illithids.
Go back to the duergar merchant, and this time speak to Cavallas the ferryman to go to the strange island.
Shaori's Fell
Decimate the drow camp and meet this area's boss, Sabal. She is in the middle of the camp with her familiar hell hound Zephid. Upon taking enough damage she will stop time and flee no matter what. Be sure to check one of the corpses for a crossbow +3 and a full stack of poison arrows. Crossbow +3, hmm, doesn't seem too interesting, does it? Come to think about it, we haven't found any interesting gear for Deekin yet. Maybe some of the nymph cloaks, but no particularly interesting piece of gear, let alone a weapon. (Deekin specializes in crossbow damage and criticals, so he greatly benefits from using one) The true treasure are the poison bolts, which sell for 975 a unit at the duergar merchant. (more if you have better appraise skill) This means you will have to be splitting all 99 of them in stacks of 10 or even less, which is annoying, but will yield good gold.
After that, we meet the winged elves that dwell in this island, and we learn of their strange situation. Now proceed to the center of the map, avoid the merchant for the moment, and head to the east into the library.
A man at the entrance will warn you about his wife Quathala having become a medusa and tell you how he drinks a potion that protects from her gaze. You may actually kill the medusa for some XP and a mirror shard that we still haven't heard about, or head to the room in the wall to the left as you enter the main hall and find the gimmick potion of protection from medusa. That way you can speak to her. She will give you the shard if you have good persuade score, or if you answer the riddle as "mud". And then you may go and kill her, for the XP. This whole Shaori's fell section gets on my nerves...
Before leaving the library, search the burning pile of books for a burnt book.
Go back to the center of town, where the winged elf merchant is sitting down. Ask about his wares and offer him the burnt book for his shard. He will instead give you a gimmicky gadget of finding broken shard mirrors. Yeah, makes a lot of sense. Head to the back of the library and activate the compass to find a hidden pile of garbage near the cave wall. Inside it is the mirror shard. So, what now of the compass? Well, congratulations on acquiring one of the gimmicky gadgets available in this area: the Merchant's compass. The item description still mentions its original use, though.
It has 3 uses per day of deactivate traps. Between the commander's ring and this, any rogue in your group (yourself included) is rendered basically pointless.
From this part head to the south and you will find a cave. You can actually set up an ambush yourself for a change (this was a nice addition) and deal with Sabal and her Red Sisters. (She will stop time and flee again)
Inside the cave you will find Shaori, the winged elven queen, who... wait. Wait. What? Look, I do get that most Neverwinter Nights original portraits were not supposed to be a 100% faithful representation of the in-game character models... but this is ridiculous. In the original campaign Lord Nasher, the woman in the prision district with the spiky tits dress (don't ask) and Maugrim resemble their in-game models. Even Grimgnaw and Daelan are recognizable enough. The in-game queen Shaori has elf ears, brown bird wings, cobalt blue hair, and a cloth tunic in yellow and light blue. The portrait, which is specifically named "queenshao_", thus in theory designed only to be used for her, features a woman without pointy ears, pearl white hair, no sign of wings, and a golden metallic armor. A full armor, not one of those slutty bikini armors featuring (somehow) cleavage, side-boob and under-boob all at the same time.
The point is, it looks nothing like her attire. We will be revisiting this portrait again later on. I would have done a portrait more accurate to how she actually looks, BUT one of my favorite modules: Tales of Arterra uses this portrait for one of the main characters: Persephythis "Percey" the succubus.
So, queen Shaori explains some plot to you and we can proceed with the mission.
Head towards the west, and in front of the castle this time you will be ambushed by Sabal and her Red Sisters, beware of their darkness and blindness spells. After dealing with them, prompting another time stop retreat from Sabal, head to the south towards the temple.
This can be a tough fight, so get ready before entering. As you approach priest Lomylithar, you will become infected with negative scores in about everything. See? These elves are assholes. The priest will inform you that he will give you the antidote if you successfully finish his challenge. You may actually just kill him to get the antidote and a mirror shard, but completing the combats here is worth some XP, and with your Rizolvir brand weapon, this should be a stroll on the park. Your henchmen cannot enter the area, but you can talk to them to cast buff spells and bard songs on you. If you enter the combat zone, check the corpse inside for a halberd +4 worth some good money.
Brave the gauntlet and Lomylithar will lecture you:
- Through weakness you discovered strength!
- Yes, I did. Now die!
Unlike the medusa, this priest has got some nice loot to hoard:
Staff of Ascension
- armor bonus +1
- bonus spell slot for druid: lvl 1, 2 and 3
- damage bonus: electrical 1d6
- enhancement bonus +4
- only usable by druid
- regeneration +1
- call lightning (10) 1 use / day
- entangle (2) 3 uses / day
I don't know... by this level, bonus spell slots for levels 1 to 3 are basically pointless. The call lightning and entangle may be useful, I guess, and it has armor too. At any rate, not bad, but not impressive.
Brawler's belt (bludgeoning resist 5 / - )
Yeah, there is a greater version of this item, if you are going to sacrifice the belt slot, you might as well think of better options.
Dragon slippers
Again, not bad, but we already had one pair plus the prismatic version. With this you have your whole party immunized against fear and knockdown, which is itself rather nice.
Vestiments of Faith (cloak)
- damage reduction +5 soak 5 damage
- only usable by: good
This is interesting, all damage sources from up to +5 attacks will be reduced by 5. Alignment restriction means that in theory 66% of the characters won't be able to use it, but on the other hand, as I mentioned before, this game basically leads you into being a saint, and many actions will change your alignment towards good, so chances are most of the times you may actually wear this.
All in all, nice loot to hoard, if you are not using it, save it for selling later.
Next stop is the wizard tower. Head there, ignore the imbecile at the door, because seriously, screw you winged elves and your emo-town. This whole area is a wild magic zone, so any magic ability may snap at any given moment and have unexpected outcomes. I particularly love when people are engulfed in a black load of crap. Even if you aren't a magic user, magic gimmicks such as our newly acquired trap disarming compass, may equally fail at random.
Anyhow, just take care of the drow and outsiders at the first floor, then the demons at the second, and then the slaadi at the third one. For whatever reason, there is a locked door with a lot of low level zombies. These are annoying, because they present no threat, but move so slowly that you have to go and kill each one of them where they are shambling.
In this floor you can find the mage apprentice Jansil, who after taking enough damage will surrender and offer the last mirror shard, begging for his life. Oh, dear, the poor thing... he only has a courtesan blade in him. Good lord, a courtesan blade... we got one like 200 years ago, in one of the Fisher price puzzle chain dungeons. See? This is what I mentioned earlier. Loot quality has come to a stop since we left the very first area of the Underdark, the one with the ogres and faeries. By this point we have gained like 5 levels, and the loot still is just as good in the best case, useless +x weapons for the most part.
With all available mirror shards in our hands, now we head back to the castle. Beware, because some more driders are waiting by the door. These are a hint of what's waiting inside the castle. This isn't by far the toughest fight you have had, but the driders here outnumber you and they can be really tough to deal with. In particular, be sure to loot the Drider chief, who has this unique short bow:
Assanti
- attack +5
- mighty +5
- unlimited ammo: 1d6 lightning
- use: lightning bolt (10) 3 / day
Again, not bad, but nothing we couldn't have crafted at Rizolvir's, besides the lightning bolt, which honestly, at lvl 10 isn't that impressive. As before: not bad, but not impressive.
In the hall to the east you will be attacked by a drider assassin. Take her down quickly for 2 daggers, and some poison arrows. These arrows must be coated in emeralds, they are worth a fortune. Of the 2 daggers, one is a +4 (ugh...) and the other is a unique:
Risktaker
- ability penalty: INTelligence and WISdom -4 each
- enhancement bonus: +8
- haste
- only usable by: assassin
- skill bonus: Hide & Move silently +10 each.
Holy shart. Its only advantages are the skill bonuses, and by this point you should have more than enough in each. Enhance +8 is respectably enough high, credit where it is due. But haste can be added for cheap at Rizolvir's. You get a -4 in both intelligence AND wisdom... what the fart? Even -4 on just one of them would be staggering. The bonus are not so good as to compensate for such a loss. Let's just save it to sell and pretend we didn't see it.
In the upper hall the Fool explains you all the plot and gives you the quest to search for the shards (even though we already have them, lol). Speak to him again to start the final battle against Sabal.
Sabal is one of those video game enemies who are supposed to be impressive, but lose all of their dignity by consistently failing to avoid your progress and running away. Sabal: we have met 3 times before, and your familiar hell hound and most of your precious Red sisters are now all dead. You are not dead only because of the scripted runaway. Whatever trick you think you have on your sleeve, you are already losing.
This final battle is one more show of gimmicky gadgets. You may now use the mirror shards on the 6 pillars in this room to activate wacky powers. The problem is, the fight just begins, and you have no idea what pillar does what effect. On top of that, after the initial cut-scene, you are left in an awkward camera angle aiming exactly the opposite way of the fight.
I (and apparently everybody else too) didn't care to list all of the effects, but these are some I can remember:
- turn into a golem. This is the one Sabal uses first in the cut-scene
- full restoration for your party
- cage with spikes. It traps part of the enemy group inside a cage in the middle and sets up blade barriers within it to damage them. The cage walls can be broken, keep it in mind if you are the one who gets trapped here.
- clones. Make 3 temporary clones of yourself that attack the enemies. No idea about their stats or equipment, though. If they are anything like the clone from the hall of mirrors in the first area of the first act, they should have your same equipment.
I have most likely used all of the pillars in all the times I have played this game, but the whole thing is so busy and confusing that I can't for the life of mine remember the other 2 effects.
This is so rushed and insignificant... such powerful pillars should have been given a more interesting background, so that you may actually know which does what, and know exactly what to do when the combat begins.
Instead of that, we know that the librarian has a wife who is turned into a medusa, and that there is a wizard with an apprentice, and that there is a merchant, how interesting!
Deal with Sabal and her remaining Red sisters, and loot them:
Sabal's flail
- damage bonus: 2d6 fire
- enhancement bonus: +5
- use: flame lash (10) 3 / day
Yeah, so basically only the flame lash makes this weapon unique. I am still unimpressed by these weapons... and I still think that the ones you get at the very first dungeon of the first act can be much better.
Ring of major electrical resistance (electrical resist 30)
I have already said what I think of these elemental resistance rings. At least the acid one covered an element that the Ring of power didn't.
Belt of fire giant Strength (STR +5)
DING-DONG Finally! Loot we can actually use! if you have a STR based character, with this you can replace the +3 old belt. Even if you don't want it, you might equip it on your henchman (basically Valen, since the other 2 options are Nathyrra and Deekin)
Take the last mirror shard from Sabal and speak to the Fool to end this area. (and good riddance) You will be automatically taken with queen Shaori, who will give you the gimmicky gadget Mirror of All-Seeing, which has so many spells to use per day you can fill half a toolbar with them. Most of them are sight status, like clairvoyance or true seeing, and you get ghostly or ethereal visage too. The point is: it has way too many gimmicks. Which is why we are here: Hoards of the Gadgetdark!
Oh, by the way, before leaving, you have the option to attack queen Shaori. You will get some XP and trigger the Fool as aggresive too. Killing Shaori shifts your alignment 5 points towards evil, and killing the fool 1. Because apparently killing people with mental disorders is less evil than killing royalty. Royalty who keep people with mental disorders as jesters, and they do not even have a name, they are just "the Fool". Just kill them. Shaori for being a bigot, queen of the annoying winged elves (of which we have already killed the priest, the wizard apprentice and the librarian) and the Fool because he is just as awful as them all. When he was lucid by influence of the mirror, he only thought of restoring everything. He had the chance to change things for better, but he would have just worked with Sabal just in order to achieve his goal anyways.
This is most impressive! After what seemed like a halt in the gimmicky gadgets, we finished this area with 2 of the most clunky ones, thus leaving our hoarding list like this:
- the Reaper's relic
- its rogue stones
- the 7 ioun stones (one for each stat and one for armor condition)
- a rod of resurrection
- Halaster's glass
- Enserric the talking sword
- the Doss Lute
- the Canaith mandolin
- the harp of charming
- the harp of haunting
- the Dove's harp
- the gem of seeing
- the branch of giving
- the chalice of Lathander
- the Djinni bottle
- 2 bags of holding
- a geas
- the Transmogrifying wand
- Nasher's ring of Strength
- Nasher's nimble boots
- Nasher's cloak of protection
- Nasher's gloves of discipline
- the helmet of shielding from illithid
- the merchant's compass
- the Mirror of All-Seeing