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Nautiloid

Overview[edit section | visual editor]
The player character starts on the Nautiloid immediately after character creation and must escape from it before the ship crashes in Avernus. Unlike most areas in-game, the Nautiloid has a linear layout where the party can only proceed in one direction.
A full description on how to escape can be found at the related quest Escape the Nautiloid.
Locations[edit section | visual editor]
Nursery[edit section | visual editor]
The nursery is the initial area where the player characters awakens. The room contains scattered mind flayer pods and a nursery in the centre of the room, a pool filled with larvae which explodes upon the slightest touch. In case of any health loss, there is a Restoration device on the western side of the room.
Surgery room[edit section | visual editor]
In the adjacent room, Myrnath is undergoing surgery on an elevated platform. The Intellect Devourer Us can be recruited as a temporary companion by removing it from Myrnath's exposed skull. Interacting with one of the three Rune Slates laying on the table at X: 3 Y: -414 unlocks a unique option for a future dialogue with Omeluum. Leaving the surgery room triggers a cutscene with Lae'zel, who joins the party to escape the Nautiloid. If Lae'zel is chosen as origin, Losiir joins the party instead.[1]
Imp battle room[edit section | visual editor]
After the cutscene with either Lae'zel or Losiir, the party automatically moves to the next room, where three Lesser Imps must be defeated.[2] Among the loot are common ranged weapons which can be quite convenient for starting characters. There is a restoration pod at the northern side of the room before a stairway which leads up towards the ceremorphosis chambers.
Ceremorphosis chambers[edit section | visual editor]

The ceremorphosis chambers consist of two adjoining rooms on the northern side of the Nautiloid. In the first room, at the centre are two unconscious victims of the mind flayers. The control panel adjacent to them has three sigils and buttons. The left panel is "Unleash", the middle is "Aggression", and the right is "Annihilate". "Unleash" causes psionic energy to radiate from the cultists while "Aggression" causes them to become hostile, initiating combat. "Annihilate" kills both instantly.
In a mind flayer pod nearby Shadowheart is trapped, rescuing her completes Rescue the Illithids' Captive. The pod can be opened in a few ways:
- Warlocks, wizards, and sorcerers can free her by passing DC 7 Arcana Check
- Barbarians can free her through passing a DC 10 Strength Check
- With a slate carried by a corpse in the second room
In the second ceremorphosis chamber, adjacent to Shadowheart's room, an unresponsive woman is trapped in a mind flayer pod. The console behind her contains a button with the label "Perfect". Pressing the button causes her to undergo ceremorphosis.
Helm[edit section | visual editor]
The ship's helm is past the ceremorphosis chambers, before entering there is another Restoration . Inside the next room a Mind Flayer battles Commander Zhalk. Upon entering this area, combat immediately commences, and the party have a maximum of 15 turns to reach the transponder before the ship crashes. After several turns, two cambions spawn at the entrance of the helm. If Zhalk is defeated along with his imps and hellsboars, the Mind Flayer attacks the party. Interacting with the transponder ends the prologue regardless of the remaining foes and party members' status.[3]
Related locations[edit section | visual editor]
Related quests[edit section | visual editor]
Characters[edit section | visual editor]
Creatures[edit section | visual editor]
Loot[edit section | visual editor]
Gallery[edit section | visual editor]
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Concept Art
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Concept art by Dan Iorgulescu
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Concept art by Dan Iorgulescu
Achievements[edit section | visual editor]
Notes[edit section | visual editor]
- ↑ Prior to meeting Lae'zel or Losiir, characters cannot cast certain spells which summon controllable entities. The tooltips for such spells state they "can't be cast while your new parasite adjusts to your mind and magic". This is known to affect Mage Hand and Find Familiar. Casting Minor Illusion is allowed, possibly because the entity cannot be moved around like the others. The affected spells become available at the start of the first combat encounter with the Lesser Imps.
- ↑ The enemies within the Nautoloid have a hidden status that prevents Critical Misses from occuring whenever the party rolls a 1 in their Attack Rolls.
- ↑ When playing as a custom character, if Lae'zel or Shadowheart are killed before reaching the Helm, they are found dead on the beach in Act One and can be revived.
- ↑ Disarmed or looted from Zhalk
External links[edit section | visual editor]
- on the Forgotten Realms Wiki









































