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Ebber: Difference between revisions

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'''Watchman Ebber''' is a member of the [[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]].
'''Watchman Ebber''' is a member of the [[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|We're going back in - we're really going back in. I'm not ready...|Ebber}}


==Involvement==
==Involvement==

Latest revision as of 20:47, 22 November 2024

Watchman Ebber is a member of the 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 Ebber.png
We're going back in - we're really going back in. I'm not ready...
Ebber

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 Ebber, Fry Fry, Goodge Goodge, Gyordi Gyordi, 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.

Ebber and the remaining Watchmen led by Gyordi will be frightened of the party, if a Mind Flayer (be it the avatar, Karlach Karlach, The Emperor The Emperor, or Orpheus Orpheus) is present. 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 them to partake in the ensuing battle as 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.

If the party's Mind Flayer is too far away and dialogue starts with the Watchmen oblivious to it, every class except Wizard will also 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.

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]

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
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
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]

  • Ebber 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.
  • Ebber 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.

References[edit | edit source]