Ad placeholder

Gyordi: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
m (SEO)
(Added XP reward to infobox (250))
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{PageSeo
{{PageSeo
|title=Watchman Gyordi
|title=Watchman Gyordi
|description=Watchman Gyordi is a member of The Watch in the Upper City. As High Hall is overrun by Absolutist cultists, he attempts to lead a squad of Watchmen to safety.
|description=Watchman Gyordi is a member of the Watch in the Upper City. As High Hall is overrun by Absolutist cultists, he attempts to lead a squad of Watchmen to safety.
| image = Portrait Gyordi.png
| image = Gyordi.png
}}
}}
{{Infobox creature
{{Infobox creature
| name = Watchman Gyordi
| name = Watchman Gyordi
| image = <gallery>
| image = <gallery>
Watchman Gyordi Model.png|Model
Gyordi.png|In-game
Portrait Gyordi.png|Portrait
Portrait Gyordi.png|Portrait
</gallery>
</gallery>
| va =  
| va =  
| title =  
| title =  
| faction = [[The Watch]]
| faction = [[City Watch|The Watch]]
| class = [[Fighter]]
| class = [[Fighter]]
| race = [[High Elf]]
| race = [[High Elf]]
Line 24: Line 24:
| t hp = 109
| t hp = 109
| movement m = 9
| movement m = 9
| xp = 250
| weight kg = 75
| weight kg = 75
| str = 18
| str = 18
Line 37: Line 38:
| passives = Great Weapon Master: All In, Great Weapon Master: Bonus Attack, Extra Attack, Great Weapon Fighting, Opportunity Attack
| passives = Great Weapon Master: All In, Great Weapon Master: Bonus Attack, Extra Attack, Great Weapon Fighting, Opportunity Attack


| athletics = 4
| acrobatics = 2
| perception = 0
}}
}}
'''Watchman Gyordi''' is a member of [[The Watch]] in the [[Upper City]] in [[Act Three]]. He attempts to flee [[High Hall|High Hall's]] courtyard after it has been overrun by forces belonging to the [[Absolute]].
'''Watchman Gyordi''' is a member of [[City Watch|The Watch]] in the [[Upper City]] in [[Act Three]]. He attempts to flee [[High Hall|High Hall's]] courtyard after it has been overrun by forces belonging to the [[Absolute]].
{{DiQ|City Watch - with me! We'll follow you. To our last breaths.|Gyordi}}
{{DiQ|City Watch - with me! We'll follow you. To our last breaths.|Gyordi}}


Line 44: Line 48:
During the initial battle for High Hall, a large force of infiltrated Absolutist cultists coming from the [[The High Hall#Upper City Sewers|Upper City Sewers]] destroyed and routed the City Watch away from the keep, forcing what's left of the Watch to flee.{{ref|{{MdCharLink|Lewis Morell|Lewis Morell's}} {{SAI|Speak with Dead}} dialogue.}} Faced with severe casualties, the last remaining remnants of the Watch are composed of Gyordi, {{SmCharLink|Ebber}}, {{SmCharLink|Fry}}, {{SmCharLink|Goodge}}, {{SmCharLink|Matthew}}, and {{SmCharLink|Preyn}}. A [[Mind Flayer]] vaporizes Matthew and Preyn as the Watchmen try to flee from the High Hall, before being confronted with the party.
During the initial battle for High Hall, a large force of infiltrated Absolutist cultists coming from the [[The High Hall#Upper City Sewers|Upper City Sewers]] destroyed and routed the City Watch away from the keep, forcing what's left of the Watch to flee.{{ref|{{MdCharLink|Lewis Morell|Lewis Morell's}} {{SAI|Speak with Dead}} dialogue.}} Faced with severe casualties, the last remaining remnants of the Watch are composed of Gyordi, {{SmCharLink|Ebber}}, {{SmCharLink|Fry}}, {{SmCharLink|Goodge}}, {{SmCharLink|Matthew}}, and {{SmCharLink|Preyn}}. A [[Mind Flayer]] vaporizes Matthew and Preyn as the Watchmen try to flee from the High Hall, before being confronted with the party.


Gyordi leads the remaining Watchmen out of the courtyard before being met with the party, and will be frightened by the presence of its Mind Flayer (be it the avatar, {{SmCharLink|Karlach}}, {{SmCharLink|The Emperor}}, or {{SmCharLink|Orpheus}}). Passing a passive DC 20 [[Insight]] check is essential to get the option to have the remaining Watchmen fight at the party's side. A Mind Flayer player avatar can convince Gyordi to partake in the ensuing battle as City Watch allies with a DC 18 [[Persuasion]], [[Intimidation]] or [[Strength]] check. A non-Mind Flayer would need to pass a DC 20 Persuasion, Intimidation, [[Deception]], or [[Strength]] check to convince them.
Gyordi leads the remaining Watchmen out of the courtyard before being met with the party, and will be frightened by the presence of its Mind Flayer (be it the avatar, {{SmCharLink|Karlach}}, {{SmCharLink|The Emperor}}, or {{SmCharLink|Orpheus}}). Passing a passive DC 20 [[Insight]] check is essential to get the option to have the remaining Watchmen fight at the party's side.


If the party's Mind Flayer is too far away and dialogue starts with the Watchmen oblivious to it, the insight check will instead reveal that Gyordi is completely dejected and has given up, but still retains hope that something will happen to tip the odds;{{ref|Devnotes: ''*His words say that he's given up, but buried deep behind them is a fragment of hope. He doesn't want it to be over any more than you do.*''}} every class except [[Wizard]] will instead get a special DC 20 dialogue based on either [[Arcana]], Insight, Persuasion, Intimidation, Deception check to convince them, or two generic DC 20 [[Wisdom]] and Persuasion checks.
A Mind Flayer player avatar can convince Gyordi to partake in the ensuing battle as City Watch allies with a DC 18 ability check:
* {{Dialogue option|''I'm not like other mind flayers. I'm here to save you. Fight with me.''|roll=Persuasion|dc=18}}
* {{Dialogue option|''While the High Hall stands, you've no right to leave. Get back to your duty - fight.''|roll=Intimidation|dc=18}}
* {{Dialogue option|''Join me in the fight against the brain or I'll turn you into a thrall right now.''|roll=Intimidation|dc=18}}
* {{Dialogue option|''If you leave now, the brain will kill you anyway, and turn you into its slaves. You may as well fight with me. For your own salvation.''|roll=Strength|dc=18}}
 
A non-Mind Flayer would need to pass a DC 20 ability check to convince them.
* {{Dialogue option|This mind flayer is not like the others. This one will save you. Fight with us.|roll=Persuasion|dc=20}}
* {{Dialogue option|This mind flayer is my thrall. Fight with us, and we'll defeat the brain together.|roll=Deception|dc=20}}
* {{Dialogue option|Join us, or I'll set the mind flayer on you.|roll=Intimidation|dc=20}}
* {{Dialogue option|If you leave now, the brain will kill you anyway, and turn you into its slaves. You may as well fight with me. For your own salvation.|roll=Strength|dc=20}}
 
If the party's Mind Flayer is too far away and dialogue starts with the Watchmen oblivious to it, the insight check will instead reveal that Gyordi is completely dejected and has given up, but still retains hope that something will happen to tip the odds:
* {{Dialogue option|It's not too late. Fight with us. For Baldur's Gate.|roll=Persuasion|dc=20}}
* {{Dialogue option|While the High Hall stands, you've no right to leave. Get back to your duty - fight.|roll=Intimidation|dc=20}}
* {{Dialogue option|If you leave now, the brain will kill you anyway, and turn you into its slaves. Fight with us, for your own salvation.|roll=Wisdom|dc=20}}
* {{Dialogue option|The fires of adversity forge the most noble heroes. Stand by your city. Stand by your ''people''.|tags=Paladin|roll=Persuasion|dc=20|advantage=y}} (non-Vengeance/Oathbreaker)
* {{Dialogue option|Oh, you think ''this'' is scary? Wait until you see what I do if you leave. ''That'' will be scary.|tags=Oathbreaker|roll=Persuasion|dc=20|advantage=y}}
* {{Dialogue option|If you leave now, I will hunt you down as the cowards you are. Your choice.|tags=Vengeance|roll=Persuasion|dc=20|advantage=y}}
* {{Dialogue option|When legends recall this day - will you be a valiant sentinel or a cowering runaway?|tags=Bard|roll=Persuasion|dc=20}}
* {{Dialogue option|Stay and fight - even if you die here, you will die a martyr. Your soul lauded forever.|tags=Neutral Cleric, Good Cleric|roll=Persuasion|dc=20}}
* {{Dialogue option|Run if you must, it will not help. You will be judged, and your soul will be forfeit.|tags=Neutral Cleric, Good Cleric|roll=Persuasion|dc=20}}
* {{Dialogue option|You knew the risk when you signed your sword arm to protect this city. ''Stay.''|tags=Fighter|roll=Persuasion|dc=20}}
* {{Dialogue option|Fear is natural right now. But still your heart, focus your mind. Stay - fight - ''win.''|tags=Monk|roll=Persuasion|dc=20}}
* {{Dialogue option|Never turn your back on a predator you don't understand. Running now won't save you.|tags=Ranger|roll=Persuasion|dc=20|advantage=y}}
* {{Dialogue option|To the victor go the spoils - the Duke said anything you find while fighting, you get to keep.|tags=Rogue|roll=Intimidation|dc=20}}
* {{Dialogue option|Once I burn these aberrations to dust, I will turn my ire on any who ran on this day.|tags=Sorcerer|roll=Intimidation|dc=20}}
* {{Dialogue option|''Let your patron run their magic through these guards - convince them to stay.''|tags=Warlock|roll=Persuasion|dc=20|advantage=y}}
* {{Dialogue option|Running would be futile, this is ''exactly'' what will happen if illithids take Baldur's Gate...|tags=Warlock|roll=Arcana|dc=20|advantage=y}}


Successfully passing any of these checks will have Gyordi rally the rest of the Watchmen, and encourage them to fight with the party during the courtyard battle.
Successfully passing any of these checks will have Gyordi rally the rest of the Watchmen, and encourage them to fight with the party during the courtyard battle.
Line 52: Line 84:
== Combat ==
== Combat ==
=== Attacks and abilities ===
=== Attacks and abilities ===
{{Feature box|Cleave|item=Greatsword}}
{{Feature box|Main Hand Attack|item=Greatsword}}
{{Feature box|Main Hand Attack|item=Greatsword}}
{{Feature box|Cleave|item=Greatsword}}
{{Feature box|Pommel Strike|item=Greatsword}}
{{Feature box|Pommel Strike|item=Greatsword}}
{{Feature box|Rush Attack|item=Greatsword}}
{{Feature box|Rush Attack|item=Greatsword}}
Line 59: Line 91:
=== Notable loot ===
=== Notable loot ===
* {{MdRarityItem|Greatsword}}
* {{MdRarityItem|Greatsword}}
* {{MdRarityItem|Helmet}}
* {{MdRarityItem|Plate Armour}}
* {{MdRarityItem|Plate Armour}}
* {{MdRarityItem|Helmet}}
 
== Gallery ==
<gallery heights="250">
Watchman Gyordi Model.png|Model
</gallery>


== Notes ==
== Notes ==
{{notebegin}}
{{notebegin}}
* Gyordi and the rest of the named Watchmen have identical stats to the {{SmCharLink|Watcher Guardian|Watcher Guardians}} that can be summoned through the {{SAI|Gather Your Allies (class action)|Gather Your Allies}} action {{SAI|The Watch}}.
* Gyordi and the rest of the named Watchmen have identical stats to the {{SmCharLink|Watcher Guardian|Watcher Guardians}} that can be summoned through the {{SAI|Gather Your Allies (class action)|Gather Your Allies}} action {{SAI|The Watch}}.
* Gyordi and the rest of the named Watchmen's armour is similar in appearance to the {{SmRarityItem|Breastplate +1}} dyed in blue, brown, and black colours, rather than the plate armour specifically designed and seen on the rest of [[The Watch]].
* Gyordi and the rest of the named Watchmen's armour is similar in appearance to the {{SmRarityItem|Breastplate +1}} dyed in blue, brown, and black colours, rather than the plate armour specifically designed and seen on the rest of [[City Watch|The Watch]].
** Gyordi's breastplate is exclusively coloured black and blue, rather than having brown accents.
** Gyordi's breastplate is exclusively coloured black and blue, rather than having brown accents.
** Gyordi also wears the {{SmRarityItem|Scalpspike Helm}}.
** Gyordi also wears the {{SmRarityItem|Scalpspike Helm}}.

Latest revision as of 00:26, 23 November 2024

Watchman Gyordi is a member of The Watch in the Upper City in Act Three. He attempts to flee High Hall's courtyard after it has been overrun by forces belonging to the Absolute.

Portrait Gyordi.png
City Watch - with me! We'll follow you. To our last breaths.
Gyordi

Involvement[edit | edit source]

During the initial battle for High Hall, a large force of infiltrated Absolutist cultists coming from the Upper City Sewers destroyed and routed the City Watch away from the keep, forcing what's left of the Watch to flee.[1] Faced with severe casualties, the last remaining remnants of the Watch are composed of Gyordi, Ebber Ebber, Fry Fry, Goodge Goodge, Matthew Matthew, and Preyn Preyn. A Mind Flayer vaporizes Matthew and Preyn as the Watchmen try to flee from the High Hall, before being confronted with the party.

Gyordi leads the remaining Watchmen out of the courtyard before being met with the party, and will be frightened by the presence of its Mind Flayer (be it the avatar, Karlach Karlach, The Emperor The Emperor, or Orpheus Orpheus). Passing a passive DC 20 Insight check is essential to get the option to have the remaining Watchmen fight at the party's side.

A Mind Flayer player avatar can convince Gyordi to partake in the ensuing battle as City Watch allies with a DC 18 ability check:

  • [PERSUASION] I'm not like other mind flayers. I'm here to save you. Fight with me. (DC 18)
  • [INTIMIDATION] While the High Hall stands, you've no right to leave. Get back to your duty - fight. (DC 18)
  • [INTIMIDATION] Join me in the fight against the brain or I'll turn you into a thrall right now. (DC 18)
  • [STRENGTH] If you leave now, the brain will kill you anyway, and turn you into its slaves. You may as well fight with me. For your own salvation. (DC 18)

A non-Mind Flayer would need to pass a DC 20 ability check to convince them.

  • [PERSUASION] This mind flayer is not like the others. This one will save you. Fight with us. (DC 20)
  • [DECEPTION] This mind flayer is my thrall. Fight with us, and we'll defeat the brain together. (DC 20)
  • [INTIMIDATION] Join us, or I'll set the mind flayer on you. (DC 20)
  • [STRENGTH] If you leave now, the brain will kill you anyway, and turn you into its slaves. You may as well fight with me. For your own salvation. (DC 20)

If the party's Mind Flayer is too far away and dialogue starts with the Watchmen oblivious to it, the insight check will instead reveal that Gyordi is completely dejected and has given up, but still retains hope that something will happen to tip the odds:

  • [PERSUASION] It's not too late. Fight with us. For Baldur's Gate. (DC 20)
  • [INTIMIDATION] While the High Hall stands, you've no right to leave. Get back to your duty - fight. (DC 20)
  • [WISDOM] If you leave now, the brain will kill you anyway, and turn you into its slaves. Fight with us, for your own salvation. (DC 20)
  • [PALADIN] [PERSUASION] The fires of adversity forge the most noble heroes. Stand by your city. Stand by your people. (DC 20 Advantage Icon.png) (non-Vengeance/Oathbreaker)
  • [OATHBREAKER] [PERSUASION] Oh, you think this is scary? Wait until you see what I do if you leave. That will be scary. (DC 20 Advantage Icon.png)
  • [VENGEANCE] [PERSUASION] If you leave now, I will hunt you down as the cowards you are. Your choice. (DC 20 Advantage Icon.png)
  • [BARD] [PERSUASION] When legends recall this day - will you be a valiant sentinel or a cowering runaway? (DC 20)
  • [NEUTRAL CLERIC] [GOOD CLERIC] [PERSUASION] Stay and fight - even if you die here, you will die a martyr. Your soul lauded forever. (DC 20)
  • [NEUTRAL CLERIC] [GOOD CLERIC] [PERSUASION] Run if you must, it will not help. You will be judged, and your soul will be forfeit. (DC 20)
  • [FIGHTER] [PERSUASION] You knew the risk when you signed your sword arm to protect this city. Stay. (DC 20)
  • [MONK] [PERSUASION] Fear is natural right now. But still your heart, focus your mind. Stay - fight - win. (DC 20)
  • [RANGER] [PERSUASION] Never turn your back on a predator you don't understand. Running now won't save you. (DC 20 Advantage Icon.png)
  • [ROGUE] [INTIMIDATION] To the victor go the spoils - the Duke said anything you find while fighting, you get to keep. (DC 20)
  • [SORCERER] [INTIMIDATION] Once I burn these aberrations to dust, I will turn my ire on any who ran on this day. (DC 20)
  • [WARLOCK] [PERSUASION] Let your patron run their magic through these guards - convince them to stay. (DC 20 Advantage Icon.png)
  • [WARLOCK] [ARCANA] Running would be futile, this is exactly what will happen if illithids take Baldur's Gate... (DC 20 Advantage Icon.png)

Successfully passing any of these checks will have Gyordi rally the rest of the Watchmen, and encourage them to fight with the party during the courtyard battle.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Cleave.webp
Cleave Cleave ()   –  Greatsword
1/2 Normal weapon damage Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
AoE: 2 m / 7 ft (Cone)
Recharge: Short rest
Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Greatsword
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Pommel Strike.webp
Pommel Strike Pommel Strike ()   –  Greatsword

Make a non-lethal attack against an enemy and possibly Daze Daze them.

CON Save
 Melee: 1.5 m / 5  ft
Recharge: Short rest
Rush Attack.webp
Rush Attack Rush Attack ()   –  Greatsword

Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance.

STR Save
 Range: 9 m / 30 ft
Recharge: Short rest

Notable loot[edit | edit source]

Gallery[edit | edit source]

Notes[edit | edit source]

  • Gyordi and the rest of the named Watchmen have identical stats to the Watcher Guardian Watcher Guardians that can be summoned through the Gather Your Allies Gather Your Allies action The Watch The Watch.
  • Gyordi and the rest of the named Watchmen's armour is similar in appearance to the Breastplate +1 dyed in blue, brown, and black colours, rather than the plate armour specifically designed and seen on the rest of The Watch.
    • Gyordi's breastplate is exclusively coloured black and blue, rather than having brown accents.
    • Gyordi also wears the Scalpspike Helm.

References[edit | edit source]