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Goodge

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Watchman Goodge is a member of The Watch in the Upper City in Act Three. He attempts to flee the High Hall's courtyard after it has been overrun by forces belonging to the Absolute.
I'm not doing this for you, I'm doing this for Matthew. He was the best of us. He loved this city.
Goodge, to the party

Involvement[edit | edit source]

During the initial battle for High Hall, a large force of Absolutist cultists coming from the Upper City Sewers destroys the keep and routs the City Watch away from it, forcing what remains of the Watch to flee.[1] Faced with severe casualties, the last remnants of the Watch are composed of Goodge, EbberEbber, FryFry, GyordiGyordi, MatthewMatthew, and PreynPreyn. A Mind Flayer kills Matthew and Preyn as the Watchmen try to flee from High Hall, before being confronted with the party. Goodge yells Matthew's name in shock as Matthew dies.

If a Mind Flayer (be it the player character, KarlachKarlach, The EmperorThe Emperor, or OrpheusOrpheus) is present, Goodge and the remaining Watchmen led by Gyordi are frightened of the party. Succeeding a passive DC 20 Insight check DC 20 Insight check allows for the option of having the remaining Watchmen fight at the party's side. A Mind Flayer player character can convince them to partake in the ensuing battle as allies with a DC 18 Persuasion, Intimidation, or Strength check DC 18 Persuasion, Intimidation, or Strength check. A non-Mind Flayer must pass a DC 20 Persuasion, Intimidation, Deception, or Strength check DC 20 Persuasion, Intimidation, Deception, or Strength check 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 also get either a special DC 20 Arcana, Insight, Persuasion, Intimidation, or Deception check DC 20 Arcana, Insight, Persuasion, Intimidation, or Deception check to convince them, or two generic DC 20 Wisdom or Persuasion check DC 20 Wisdom or Persuasion checks.

If the interacting party member passes any of these checks, Gyordi rallies the rest of the Watchmen, and encourages them to fight with the party during the courtyard battle.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand AttackMain Hand Attack (Action)   –  Greatsword
Damage: 6~16
2d6 + 4SlashingSlashing

Make a melee attack with your equipped weapon.

Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
CleaveCleave (Action)   –  Greatsword
Damage: 4 + modifiers
4 + half weaponSlashingSlashing

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.

Recharge: Short rest Recharge: Short rest
Pommel StrikePommel Strike (Bonus Action)   –  Greatsword
Damage: 1~4

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

CON SaveCON Save
Melee: 1.5 m / 5 ft Melee: 1.5 m / 5 ft
Recharge: Short rest Recharge: Short rest
Rush AttackRush Attack (Action)   –  Greatsword
Damage: 5~8
1d4 + 4PiercingPiercing

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

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

Notable loot[edit | edit source]

Gallery[edit | edit source]

Notes[edit | edit source]

  • Goodge and the rest of the named Watchmen have identical stats to the Watcher GuardiansWatcher Guardians that can be summoned through the Gather Your AlliesGather Your Allies action The WatchThe Watch.
  • Goodge 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]