* Why is it that Deekin only sells armour that can only be worn by various prestige classes? Given that the player is likely to be the only one in the game world that can use them, it does seem overly specialised. Where did he get them and who does he hope to sell them to?
** The game takes place in the Forgotten Realms -- where someone like Drizzt is probably the LEAST powerful person you're likely to run into. They doll out prestige classes like they're candy over there.
** Deekin should be a level 26 or 27 Red Dragon Disciple if ''Hordes of the Underdark'' is canon. He could just take over Neverwinter if he wanted, but he's cooling his heels in an outdoor stall. It just bugs me.
*** Only level 26-27? I managed to actually take him to the cap. It took forever, but it was worth it.
*** The only way it makes sense is if Deekin went the bard route in Hordes, or, if Hordes actually takes place AFTER [=NWN2=], during Mask of the Betrayer. (I think I'm wrong about that, but I don't want to dig to find out.)
*** Elminster's level 40-50 and he just ''sits in his little tower'', ridiculous.
*** I believe Deekin's book "The Hordes of the Underdark" is mentioned, so I guess it would limit it for the bard's route.
*** Deekin explicitly says in [=NWN2=] that he became a bard.
*** Even still, a 30th-level bard is still an epic spellcaster! Even in FR, epic characters aren't ''that'' common.
*** I think the leadership of the city of Neverwinter is quite underestimated. Nasher is said to be a retired adventurer in both games, and has spent a considerable amount of time in the underdark, so hie has to be somewhere between level 20 and 30 as well. Thats the least I expect from a supposedly great retired adventurer. Accordingly Sir Nevalle as his right hand man has to be around level 20 as well.
** He's ''Deekin''. What does he want with his own city?
*** He doesn't, but good grief. He's an epic-level adventurer selling his loot from a shitty outdoor merchant's stand. And he still puts up with FantasticRacism from people who want to run him out of town. Now ''that's'' an ExtremeDoormat.
*** Why does God need a starship?
*** Because he's actually a malevolent alien who invented monotheism and natural disasters and who used to hang out with Q, Gorgan, and that anger-eating thing from ''Day of the Dove''. And Q killed all the dinosaurs by accident. That's why he got stuck with us.
* Why is it that ''anyone'' believes the Luskans speak the truth when they accuse the player character of massacring the population of Ember? All that point in that direction is the fact that someone who looked like the PC was the leader at the event, which should not count for much in a world where illusory and shapeshifting magic is common.
** And if the player character is a paladin, why is it that you are not allowed to point out that killing those people would make lose favour with your patron god and thus the special powers granted by that deity? That fact that you retain them speaks rather strongly in favour of your innocence.
*** Problem is that paladin powers can be duplicated. Unless you ask the god directly there's always the chance of a dupe.
** I don't think every God a Paladin can gain powers from necessarily thinks murder is wrong. I've heard of Paldins who worship non Good Gods.
*** In this game paladins can only be lawful good.
*** Also, in this game, none of the gods that paladins are allowed to follow would approve of murder. Paladins in Forgotten Realms can't even worship non-good gods - Sune is the only exception to a non-Lawful Good god, if this troper remembers correctly.
*** Who is STILL Chaotic Good.
*** Acordding to the FR wiki, Helm has Paladin worshipers (a noteable portion of his of worshipers acctualy), but he is LN.
** Actually, Paladins can worship a god that's 'one step' away from the LG, which means they can worship a LG God (Tyr), LN God (Helm), or NG God (Lathander), Sune is the only exception to this (CG is two steps).
** Is this truth in television? The more stupid and filled with holes the conspiracy theory, the more popular it becomes?
** It's less that the people in Neverwinter believe the Luskans; it's that they know if they don't at least give the appearance of giving the accusations their day in court, they're giving Luskan the excuse to use overt military retaliation.
** It's also worth remembering the PC is almost as much a foreigner as the Luskans, being a backwater hick with wild stories. Some people know better, sure, but Neverwinter's still largely unfamiliar with the PC. Just because the Luskans have obviously ulterior motives doesn't mean the PC's innocent in the eyes of strangers.
** Likewise, part of the whole plot isn't just that Luskans are accusing the PC. It's that there's a witness from the massacre claiming as such, a citizen of Ember, given that the massacre happened with Lorne under an illusion that made him appear to be the PC. Even if the setting is known to have illusion magic, this offers just enough to the claims to make it a messy battle, because it's not just proving Luskan a liar about the PC. It's about proving that the PC didn't do it - and, if they didn't, who actually did.
* Why does the player have to jump through so many hoops for the watch to prove they're trustworthy enough to enter the Blacklake district? Yes, I know they've had some trouble with traitors in the ranks, but even after single handedly winning a war in Neverwinter's favor, you ''still'' can't get in.
** At that point, they've pretty much got you labelled as the worlds biggest chump. What would you do if you found a group of high level heroes willing to do your job for you for a fairly nebulous reward? Note that the watch commander later uses all this to gain a place on the council, sneaky girl...
* Why in the nine hells, didn't they came to resurrect Amie after the party got a cleric? Or even, why didn't they brought her dead body with them to Never Winter, so they could try to get her resurrected?
** For the same reason as why they didn't just use Phoenix Down on Aerith: resurrection can only treat Main/NonLethalKO, not Main/PlotlineDeath.
** But... but... * snap* [[TabletopGame/DungeonsAndDragons DUNGEONS AND DRAGONS]]! FIFTY POUNDS OF RULEBOOKS! NOT FINAL FANTASY! DEATH HAPPENS! AND THEN IT UNHAPPENS! EXPEND ONE FIFTH-LEVEL SPELL SLOT AND CALL ME IN THE MORNING! THIS CAN'T BE HAPPENING! I NEED ''+5 VORPAL SCISSORS''! 1d6!
** I would like to point out that this is the funniest rant on this website.
*** I rationalize it as this; the DM in the game was a total ass.
*** Well, this makes some sense considering the rest of the game as well, but it still makes me extremely discontent with the writers of the game.
*** This is probably also why Main/RocksFallEveryoneDies.
** To be fair, nobody in west harbor is capable of swinging a fifth level cleric spell. [[spoiler: And by the time you're high enough level to have a party member who can cast it, West Harbor is gone.]] Or, it's possible that resurrection magic doesn't work in West Harbor because [[spoiler: of the King of Shadow's influence.]]
*** But they could do it in Neverwinter. Just drag the corpse there (put it on a mule or something), and get like a few grand at the worst, what the player at least SHOULD be able to get even if with a little difficulty.
*** Given that Tarmas basically went mad after Amie's death to the point of accepting that she's gone forever, even declining all offers of help by the player and Bevil, and given that he thought it was their fault, it's likely that he wouldn't ever entrust her corpse to the player's party, much less let them take it all the way to Neverwinter.
*** Yeah, but they could always beat the crap out of Tarmas and then take her corpse. At the point when its possible to have a cleric with 5th level spells, you could probably do this easily.
*** Look, I don't know where ''you'' live, but when I start dragging corpses around in burlap sacks, folk get ''suspicious.'' Questions are asked. Law enforcement is called. Unkind accusations are made. Then there are ''more'' corpses to deal with. ''Nobody wants that.'' Besides, she went and got herself killed, it's hardly your problem. Spell slots are precious.
*** I don't know where ''either'' you or any of the posters above live, but it's presumably somewhere in the real world. You know, where resurrection flat-out doesn't work and the police don't have to worry about the guy in front of them being potentially able to pull out a sword and kill twenty armed men with nary a scratch to show for it. The ground rules are ''different'' in D&D-land...particularly in the Realms, where adventurers of all types and alignments are for the most part just another accepted fact of life. If you're a low-level mook and somebody who looks like they mean business asks you for the way to the nearest temple while carrying a body around, you ''don't'' grill them about where said body came from in the first place -- you give them what directions you can and wish them all the best! You never know when you might be thankful later that you did...
*** Going by the D&D rules, raise dead only works if the body has been dead for something like one day per level of the caster. Maybe Amie's corpse would get a little too ripe by the time you get to Neverwinter. The target also has to want to come back to life, which is probably fairly rare given the cosmology of the Forgotten Realms. Amie probably woke up with her parents in some paradise for spellcasters. Why would she want to go back to getting attacked by lizardfolk and left to die in a swamp? [[spoiler: The "gone to heaven, don't want to return" argument could probably explain Shandra's death, too.]]
** Speaking of which, there is a suitably leveled cleric IN THE PARTY when [[spoiler: Ammon Jerro accidentally murders Shandra]]. Why doesn't Zhjaeve just hand out a quick Raise Dead? Why doesn't Ammon ask? Why didn't Obsidian even handwave it with "her soul is not willing to return"?
*** As said before, the Dm is an Ass and the writers sucks.
*** Her body was trapped under tons of rubble and Zhjaeve can't cast True Resurrection. The thing that got me was that you couldn't save Callum, I even tried hitting his body with a Resurrection.
** Is resurrection even an option after prolonged death?
*** Yes, but you have to use a more powerful spell, such as True Resurrection.
*** Precision: The dead character can be dead for one day per level with Raise Dead (Level 5 spell). It ceases being relevant after that (10 years per caster level for Resurrection and True Resurrection).
*** Do you actually need a corpse to resurrect someone? Is it possible to bring someone back to life whose body has been, say... blown to pieces? Or someone who was dead for so long that his body turned to dust?
*** Only Raise Dead requires an intact corpse. Resurrection can work with any part of the body, and for True Resurrection, you just need to know enough about the deceased to identify them unambiguously. There's nothing stopping you from chopping off one of your dead friend's fingers and carrying it around until you find a 13th-level cleric, if you're that desperate.
*** Actually there kind of is- the part needs to have been part of their body at the time of death. Other than that, yes, the lack of ressurection attempt(s) makes no sense.
** Three words: Website/WomenInRefrigerators.
** Shandra's player stopped coming to game nights, so they had to leave the character dead.
** This troper always assumed that the game is set in a version of Forgotten Realms with slightly altered death mechanics. Raise Dead and Resurrection in Neverwinter Nights 2, after all, are used on characters who are incapacitated in combat and will come back at the end of the fight anyway (so long as the entire party doesn't die); so perhaps in this world they work on people who are dead but whose spirits aren't gone yet. So Shandra has been dead too long to be raised by the time you get to her.
*** That's likely the truth. Most fluff writers for FR and a hell of a lot of [=DMs=], those who were playing AD&D especially, tend to treat Raise Dead as little more than Magical CPR (the older ones probably throw in Princess Bride jokes). And True Resurrection is also generally treated as something that won't work if the body is too fucked (that's Wish material). Even the 3rd edition FRCS core book is generally accused of treating the game as "3rd edition AD&D" (which D&D 3 and 4 is very far removed from) in terms of disconnect from the modern core rules.
* Why is Shandra the only person able to mark the location of the Highcliff Castle Ruins on the map? Granted, this is because she later becomes heavily involved in the plot, but that's a contrived reason for you to seek her. Given that both Juni's husband and Gera and Zachan's kids were able to find it, its location seems to be pretty common knowledge in Highcliff.
** I don't remember the the quest dialogue and details so correct me if I'm wrong, but I think the Elder sent you to Shandra because they didn't know that the lizardmen were coming from the ruins. As the only person who stayed behind to defend her farm, she was probably the only one who could make a good guess as to where they were coming from.
*** That's true, but don't Gera and Zachan say that the kids had gone off in that direction? And Juni might not mention the ruins directly, but she says her husband went off into the woods without giving any other directions, which seemed like it should have opened up an area. It would have seemed a little less forced if the kids and/or Juni's husband had gone toward the farms, or if someone mentioned that Shandra's farm was on the way to the ruins, or something.
* In ''Mask of the Betrayer'', Gann is a Favored Soul -- a divine spellcaster. The player must choose a deity when choosing this class. Yet Gann not only has no assigned deity in character stats, but is explicitly identified as Faithless in-story. Then where do his spells come from?
** Maybe he's an Athar.
*** [[TabletopGame/{{Planescape}} +1]].
** Gann is actually a Spirit Shaman, and though he is still a Divine Spellcaster the game explains that he gets his powers from said spirits rather than a deity.
** Complete Divine, the same splatbook which gave us the (massively imbalanced) Favored Soul class, also gave us such lovely things as clerics who can gain their divine power simply from championing a specific concept, however mundane. It was a pretty broken splatbook.
*** Actually, clerics (and paladins) gaining magic from championing a cause rather than a deity is allowed in the Player's Handbook. It also allows druids and rangers to gain power from "the force of nature" rather than a specific deity. However, this game is set in the Forgotten Realms, and the campaign setting book says that, in the Realms, deities are the only source of divine magic. The game reflects this by requiring all divine spellcasters to choose a deity at character creation. Which brings us back to the question of how Gann, and Bishop for tht matter, get spells without worshipping a deity.
*** As said, this rule was new to 3rd. ed. I suspect Avellone just declared it CanonDisContinuity. It contradicts too much earlier fluff anyway. (there are also notes in the rulebook that sometimes gods grant spells to people who claim to worship other gods or forces, eg. Shar is still pretending to be Ibrandul, the dead God of Caverns. Presumably some god considers Gann interesting enough to sponsor even without his formal worship)
*** That rule was present in 2e, actually; I remember that's where I first heard of it.
* Similar to the above, in Forgotten Realms, rangers and druids are required to choose a deity. This is part of the game rules, and is one of the trivia pieces that are shown on the loading screens. So how does Bishop get spells, given that he doesn't worship a deity?
** Because that rule is some newfangled 3rd. ed. tomfoolery.
*** As above, no it isn't.
*** Ahtar clerics, as most of Planescape's fluff, is definitely 2e, and Rangers gaining their powers from worship is definitely a 3e FR addition. Even druids, since the manuals couldn't make their mind whether they were treehugger clerics of no god in particular or celtic specialty priests (their powers tended to go for the former)
** Perhaps Malar grants him spells. Being a ChaoticEvil god of the hunt, he might like Bishop's style even if Bishop doesn't explicitly worship him.
* During the [[spoiler:Reaver attack on Castle Never]], Nevalle tells everyone to assemble in the guard room, then once you get there he tells you to get out and take a secret passage to the throne room. Why doesn't he just tell you to go find it in the first place?
** Probably just falling back to a defensible position. When the attack first hits, he and the player are probably more worried about the civilians they can see-and don't forget, about not getting killed themselves-than Lord Nasher. Once Nevalle and the Knight-Captain have the civilians locked up somewhere Nevalle can defend them, then the PC can go find Nasher.
* Why is the player supposed to mistake Amon Jerro for the King of Shadows? The spirits in the catacombs were pretty clear that The King is a being of pure magic turned shadow, not a human binding demons to do his bidding. Granted, there are plenty of reasons to kick Amon's ass, but mistaken identity really shouldn't be one of them.
** On the one hand, Ammon is supposed to be dead and when you first arrive it's a surprise to find the place occupied at all. On the other hand the opening cinematic is clearly the guy you know is summoning the demons fighting the King of Shadows, so clearly they weren't TOO committed to getting the player confused on that point.
* The justification for the wall is that acts as a deterrent for those without faith. It's existence is a fairly obscure bit of lore even among Doom Guides serving the god who maintains it. Somehow this doesn't add up.
** Who says the Doom Guides who do know aren't going around warning people about the wall and teaching the others in their ranks?
* Events are referred to as ancient history that should only be about thirty or forty years before the game takes place. The Time of Troubles is a big offender here, a PC of the longer-lived races should remember it themselves but the mere fact it happened is a minor revelation in Mask.
* Myrkul mentions that the spirit eater curse also gave him a form of immortality by abusing GodsNeedPrayerBadly. The problem here is that this was not the case until after the time of troubles, many years after the rebellion, not to mention Myrkul's death. On the other hand, ''VideoGame/BaldursGate'' forgot about this too.
** Some of the post-2E ''sourcebooks'' also had GodsNeedPrayerBadly as present before the Avatar Crisis. Presumably, Ao didn't so much ''implement'' it after those events as he made it much more important, relatively speaking to other sources of divine power.
** Myrkul already had immortality. Like Bhaal and Bane, he also had a contingency plan in place to survive his possible death. He lost his divine portfolio to Cyric but retained a chunk of his power he'd stored in the Crown of Horns, and continues to receive worship and prayers by dominating the people who used the Crown and had them form cults dedicated to his worship. Which has allowed him to slowly rebuild his power, similar to how Bane hid inside of Xvim until he'd absorbed enough worship to restore himself, or Bhaal eventually resurrected when all his essence was finally collected back into a single Bhaalspawn (though it took awhile to get his full power back). (though of the three Mykrul's plan didn't restore him completely, as while he did regain some of his portfolio eventually, he's equivalent to Jergal and works under Kelemvor. Where as Bane and Bhaal both regained their full Godhood status and power.
* Why didn't Shandra just tell Ammon she was his grandaughter? [[spoiler:It would have probably saved her life.]]
** Because there was never the opportunity to. As far as she knew, her grandfather was dead and by the time she finds out differently, she's been separated from her friends with no real means of getting to them (remember her influence on the haven isn't as secure as Ammon's). The better question might be why Ammon didn't see fit to investigate the fact that someone else of Jerro bloodline was in the Haven and deal with that before tackling the player party. Surely with the influence he has on the place he must have known she was there - unless the demons and devils intervened somehow? Of course, hubris is another possibility, that he didn't think Shandra would be a threat because he didn't think she'd release his servants.
* Where in the timeline does ''Storm of Zehir'' take place? I'm assuming its either before or at the same time as ''Mask of the Betrayer'', since in the former, Khelgar is still waiting for the Knight Captain to return.
** It must be after, since One of Many can be discovered hanging around in the jungle, craving morsels.
* The name "West ''Harbor''". Last I checked, the village is in the middle of a swamp and there is no harbor in sight.
** The same reason that there's a town named Battle Ground in Washington State, there was no battle there, but the name hasn't changed.
* Why is Khelgar in charge of Crossroad Keep in ''Storm of Zehir''? First of all, anyone with a Wisdom score above that reserved for lemmings -- and ''especially'' Nasher and Nevalle -- should realize he's a walking PR disaster. Second, the closing narration for the original campaign says Kana assumed command of the keep in the Knight-Captain's absence -- where is she anyway, when she'd no doubt make a more reasonable and diplomatic leader than Khelgar? (For that matter, where is ''everyone'' you recruited for the keep back in the OC? Where are Katriona, Bevil, Light of Heavens, why is the church closed, etc.?) And third, wasn't Khelgar going to take over Clan Ironfist?
** I encountered Kana wondering around the Sword Coast. She said she had resumed her studies of "the way of something or other", which was what she was doing prior to the OC
* Population numbers sometimes seem... off. You can recruit more Greycloaks for Crossroad Keep than there are in Neverwinter's entire army! (Which is not that large -- only 400, according to sourcebooks.)
** Same reason most of the city's population is made up of corrupt guards and thieves you have to kill.
** The whole "400" number is idiotic, especially if you look at the breakdown. The fact it was completely disregarded is not the least bit shocking. If you go by the sourcebook, at any given time, almost half the military is off duty or training. The entire city of 23,000+ people is guarded by exactly 60 people. The about 200 people that are on duty also patrol a hundred miles of road and garrison the city and man the walls and patrol a few hundred square miles of territory at all times. Considering all the bandit, undead and monster attacks, plus the almost constant state of war Neverwinter seems to be in, these are horribly unrealistic numbers.
** Not reading the sourceworks properly are we? 400 is the number of Neverwinter's STANDING army. 400 is, within the Greycloaks around Neverwinter, the ones that were not drafted. You also have to count on that the mercenaries you may or may not have recruited, the commoners being drafted for the Shadow War (most of whom are going back to their farms after the war, at least the ones that survive)and adventurers from other towns and cities around Neverwinter just deciding that this may be a good start for their new adventuring life. So yeah, it is possible to recruit over your standing army. It is in real life.
* Here's a mild one: Why does Shandra go from having her farmer's attire in Act I to have generic Fighter attire in Act II, at least when she doesn't have any armor on? Did they not have her original model with weapons?
** Do you wear the same clothes you do dirty work in out in public?
** Completely in-character. Shandra's whole motivation for training as a fighter is so that she defend herself instead of always relying on the PC to rescue her, considering what a disaster magnet she is. She was just training offscreen between the acts.
* Shandra is like, what, a level 3 Commoner when you first meet her? If not less? Than she trains with you for what couldn't be much more than a month, and becomes a level 10 Fighter or somesuch. You had to go on four or five adventures, slay hundreds, and save several towns to get to that point. She's one heck of a good student, Shandra...
** A [[WildMassGuessing possible]] solution. A common source for village defenders in D&D (and in reality) is to recruit a militia from among able-bodied members of the community. (Remember Bevil Starling? He's part of the West Harbor militia, if you recall.) Therefore, Shandra Jerro got some of her Fighter training from the Highcliff militia, so she wasn't a total greenhorn when the player started teaching her. Admittedly, if I were writing her as an NPC in pen and paper D&D, I'd probably build her as a Warrior rather than a Fighter, but the point stands.
* How did Bishop get caught in the temple's collapse? The fights with Garius and the King of Shadows had to have taken at least a few hours, and some of your party members were able to reach the exit from the center of the building. Bishop had a head start and is likely quick on his feet, so by all means he should have gotten out. Did he just decide to nap in the corridor or something?
** Maybe he decided he did want to help you after all and was heading back when the place collapsed? I mean, he shows up to help you if you ally with the King of Shadows, and he wouldn't have been able to do that if he wasn't in the general area. Though that raises a bunch of questions relating to how he reached you faster in the latter scenario...
** Or maybe he decided to stick around and see what would happen. You FaceHeelTurn, he sees a chance to kill Casavir and not be crushed under the upcoming ruler's heel and takes it. If you don't, he waits long enough to make sure the BigBad is dead before leaving.
** On top of reasonable explanations for Bishop to stick around, as anyone who plays pen and paper rpgs (or LARPs) will tell you, 'combat time' is a major abstraction. A D&D round is, what, six seconds? Even major RPG fights are often done inside of ten minutes in-game, but take hours out of it. Granted, NWN doesn't rely on rounds in quite the same way, but still, fighting is fast - real-life battles in wars might take hours or days, especially with medieval technology, but those are with whole ''armies'' clashing, hundreds or thousands of people on a side. An all-out fight with less than ten people on a side is likely to go quite quickly.
* If the PC joined up with the Shadow Thieves, why didn't [[spoiler:Toriojust bring up the player character's impressive kill count of dozens of Watch members to get them out of the way, instead of trying to frame them for destroying a village for no apparent reason?]]
*** [[spoiler:Torio's well-informed, sure, but not omniscient, and the Shadow Thieves are decidedly not on her side. While she may have suspected the PC's alliance with the Shadow Thieves, she's still blindsided by their manufactured witness. If she doesn't have proof of the player character's pogrom on the Watch, one that doesn't even necessarily happen depending on whether the player obeys orders from higher up, she's better off with the frame job. That's especially true when you remember that such an accusation would be less about the player at that point, and more about fingering the Shadow Thieves themselves, which would get unhealthy for her.]]
* The fact that One of Many appears in ''Storm of Zehir'' raises interesting questions about what the canonical Knight-Captain did in Rashemen.
** Interesting to note that One of Many also states that its "Master" is far more terrible than it is. Of course, nothing stops the explanation from being "som necro frum sumwhar sommoned him yo" making the necessity of killing Okuu and such moot. It's actually more interesting to wonder how One of Many got to where he was in the first place, as he does say that he was supposed to be in Rashemen. Actually... how does the good character + good influence ending with One of Many go, again?
* As in most ''TabletopGame/DungeonsAndDragons'' [=CRPGs=] there's a bit of a chronological issue if the Knight-Captain is any race besides [[HumansAreAverage human]], [[{{Hobbits}} halfling]], [[HalfHumanHybrid half-elf, half-orc, or planetouched]]. If you're any other race then you'd logically be too old for the story to make sense. The time factor is figured out mostly through the age of other characters, such as Shandra Jerro, who's implied to be about the same age and whose grandfather was present at your birth (sort of).
** This adds to the fanbase's negative reaction to Elanee.
** There's only a chronological issue if you don't alter your elf character's age from the default. Sure, the ''Player's Handbook'' states that elves' default age is 120 or so, but the Forgotten Realms novels have been ignoring that forever -- most of ''Literature/TheLegendOfDrizzt'' takes place with the title character in his forties. Elves seem to be physically mature around the same time humans are, but ''other elves'' don't treat them as adults until they've passed their first century.
** It's explicitly made unclear whether Ammon Jerro is Shandra's grandfather, great-grandfather, or what. This is probably why.
* Why did Nefris and Lienna need to go to the Coven? The advice the Coven gives them basically boils down to "go talk to Myrkul". Um yeah, it didn't occur to them to go to the guy who created the spirit-eater curse? Also, after receiving their advice, Nefris proclaims that "it can be done". "It" being the ability to talk to a dead god, which presumably would take a lot of time doing research and amassing enough power. What, did Nefris just spend all this time and energy for the lulz and shove all that knowledge and power in her desk drawer in her tower in Thayamont until the coven told her to get off her ass and ''do'' something with it?
** In their place, I wouldn't turn first to the guy who intentionally created the curse in the first place in the name of both twisted amusement and enforcing loyalty - he killed the Founder once, who'd want to offer him the chance to try again? The Covens contain the greatest source of knowledge available to them. If there was an alternative, they'd be the likeliest to know.
* The souls of the Sprit Eater hosts are transported to the wall once they’re cursed. What if said hosts are faithful, can’t Kelemvor just say: ”The dead god’s curse conflicts with my current laws in my domain. Janitor, please remove that soul.”?
** The problem is that the Spirit Eater's host's soul has been replaced by the soul of Akachi. For all intents and practical purposes, the soul of the host is filling the void Akachi's soul leaves in the wall.
* Khelgar's quest to become a monk never really made much sense to me. And I'm not even talking about how much worse monks are than fighters mechanically. Part of the quest involves retrieving the Hammer of Ironfist, a powerful artifact that as a monk ''he is not proficient in.'' The game marks it as a generic weapon rather than a hammer so he can still wield it as a monk, but there's no reason why he would, because it renders all his unarmed combat abilities useless. And it's tied to Khelgar specifically so no other character can use it. The whole thing just seems poorly thought-out to me.
** Part of the method of getting Khelgar to qualify to change class to a monk is about causing him to rethink his actions and desires, in effect, reconsidering himself. In this case, the weapon that is most suited for him is incompatible with him becoming what he wants, because he wants it for the wrong reasons. Really, Khelgar is not suited to be a monk, and he only wants it because he wants to fight like them, rather than have devotion to their cause. GameplayAndStoryIntegration well be at play here.
* The witness at the Ember massacre says she only saw you there, not your party members, and that only humans were with you. Why can't you just ask Elanee, Grobnar, Khelgar and/or Neeshka for an alibi? They obviously weren't there at the time, so if you were with them, you couldn't have been either. If you side with the Shadow Thieves, one of them will come in to claim you were with him the whole time, but the people who were ''actually'' with you can't do the same. What's the deal?
** The same reason they'd be your alibi is the same thing that easily disqualifies them - they're the PC's TrueCompanions, and they'll stand beside the PC regardless of their reputation in Neverwinter, so they're not reliable witnesses, especially once they start going around with the PC to collect evidence. (Out of universe, it probably has to do with a combination of line limits/scripting, too much time and effort to have the companions be called upon, maybe even a wish to have influence be involved, but running out of time to implement it.)
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