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Gyordi: Difference between revisions

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Added dialogue options
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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 check based on either [[Arcana]], Insight, Persuasion, Intimidation, Deception 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.

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