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Avenge the Ironhands: Difference between revisions

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Added more dialogue options and clearly sectioned out different paths
(Use quest objective template)
(Added more dialogue options and clearly sectioned out different paths)
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Once the Foundry has been entered, a cutscene plays, revealing that the Gondians are being forced to work by Banite cultists, under threat of explosive collars and their families being murdered. If the party approaches, the Banites move to attack the cultists and bid the Gondians to aid them. It is possible to convince the Gondians to help fight back:
Once the Foundry has been entered, a cutscene plays, revealing that the Gondians are being forced to work by Banite cultists, under threat of explosive collars and their families being murdered. If the party approaches, the Banites move to attack the cultists and bid the Gondians to aid them. It is possible to convince the Gondians to help fight back:


*[INTIMIDATION] Gondians! Fight back! Do not let these people torment you.
* {{Dialogue option|Gondians! Fight back! Do not let these people torment you.|roll=Intimidation|dc=18}}
*[PERSUASION] I am here to help, Gondians. Together, we can free you all.
* {{Dialogue option|I am here to help, Gondians. Together, we can free you all.|roll=Persuasion|dc=18}}
*Touch these people, and I'll kill you.
* {{Dialogue option|I am here to help, Gondians. Together, we can free you all.|tags=Paladin|roll=Persuasion|dc=18|advantage=y}}
* {{Dialogue option|Cowardly Gondians - do not let these people torment you! ''Fight.''|tags=Berserker, Barbarian|roll=Intimidation|dc=18|advantage=y}}
* {{Dialogue option|COWARDLY GONDIANS - FIGHT BACK! FIGHT WITH ME!|tags=Barbarian|roll=Intimidation|dc=18|advantage=y}}
* {{Dialogue option|A proposal, Gondians. You hold these arseholes, and I stab them all to death?|tags=Rogue|roll=Persuasion|dc=18|advantage=y}}
* {{Dialogue option|I've heard many a tale of Gondian genius and courage. Let us write another today - and take down your captors.|tags=Bard|roll=Persuasion|dc=18|advantage=y}}
* {{Dialogue option|Touch these people, and I'll kill you.}}


If the first two options are chosen, the Gondians help the party. Otherwise, they are too scared to fight against the Banites and remain hostile until Black Gauntlet Tamia Holzt is defeated. Upon her death, the Motivator she carries begins to activate and can be deactivated with an Intelligence roll (DC 5). After the battle, the Gondians begin to panic and state that their families are being kept hostage.
If the skill checks are passed, the Gondians help the party. Otherwise, they are too scared to fight against the Banites and remain hostile until Black Gauntlet Tamia Holzt is defeated. Upon her death, the Motivator she carries begins to activate and can be deactivated with an Intelligence roll (DC 5). After the battle, the Gondians begin to panic and state that their families are being kept hostage.


In order to gain more information, the party must go into the Security Office. The key can be looted off of Tamia Holzt's body, or lockpicked (DC 15). Only one Gondian is inside - {{CharLink|Zanner Toobin}}, who immediately recognizes the party as intruders. He explains more about the Gondian's families being held hostage and beg the party to rescue his daughter. If the party agrees, he will help shut the place down. This begins {{Quest|Save the Gondians}}.
In order to gain more information, the party must go into the Security Office. The key can be looted off of Tamia Holzt's body, or lockpicked (DC 15). Only one Gondian is inside - {{CharLink|Zanner Toobin}}, who immediately recognizes the party as intruders. He explains more about the Gondian's families being held hostage and beg the party to rescue his daughter. If the party agrees, he will help shut the place down. This begins {{Quest|Save the Gondians}}.
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The Ironhand Gnomes appear once the Foundry explodes to confront any surviving Gondians and congratulate the party. Wulbren states that any Gondians must be killed, as they are a threat to Baldur's Gate. If Barcus is alive, he interjects that the Gondians are no threat and that Wulbren has been a negative influence on the Ironhands.  
The Ironhand Gnomes appear once the Foundry explodes to confront any surviving Gondians and congratulate the party. Wulbren states that any Gondians must be killed, as they are a threat to Baldur's Gate. If Barcus is alive, he interjects that the Gondians are no threat and that Wulbren has been a negative influence on the Ironhands.  


*[PERSUASION] Perhaps the Ironhand Gnomes need a new leader. What say you, Barcus?
Choosing these options causes Barcus to step up as the new leader of the Ironhand Gnomes, and both the Gondians and the Ironhand Gnomes to become allies to the party:
*[INTIMIDATION] Walk away Wulbren - I won't ask twice.
* {{Dialogue option|You carry the light and love of all that is good, Barcus. I think you would make an excellent leader of the Ironhands, don't you?|tags=Good Cleric|roll=Persuasion|dc=10}}
*I won't let you hurt the Gondians.
* {{Dialogue option|By all that glitters, perhaps the Ironhand Gnomes need a new leader. What say you, Barcus?|tags=Deep Gnome|roll=Persuasion|dc=10}}
* Wulbren makes a good point - you must die for the city, Gondians.
* {{Dialogue option|There's no honour among thieves, Barcus - and same goes for the Ironhands. Take Wulbren's place, lead them yourself!|tags=Rogue|roll=Persuasion|dc=10}}
* {{Dialogue option|If this was an epic of old, Barcus here would summon his courage - and ''lead'' the Ironhand Gnomes.|tags=Bard|tags=Rogue|roll=Persuasion|dc=10}}
* {{Dialogue option|Perhaps the Ironhand Gnomes need a new leader. What say you, Barcus?|roll=Persuasion|dc=15}}


Choosing the first option causes Barcus to step up as the new leader of the Ironhand Gnomes, and both the Gondians and the Ironhand Gnomes to become allies to the party. Choosing the second option makes Wulbren walk away, but promising death on both the party and the Gondians. The last two options make the respective side hostile and a fight ensues.
Threatening Wulbren causes him to walk away if successful, promising death on both the party and the Gondians:
* {{Dialogue option|Leave, Wulbren - or I'll cleave that thick skull of yours in two.|tags=Berserker, Barbarian|roll=Intimidation|dc=18}}
* {{Dialogue option|LEAVE, LITTLE WULBREN. OR DIE.|tags=Barbarian|roll=Intimidation|dc=18}}
* {{Dialogue option|I know a hundred ways to kill you, Wulbren. So I'm only going to say this once - walk away|tags=Rogue|roll=Intimidation|dc=18}}
* {{Dialogue option|You are outnumbered and outmatched, Wulbren. Retreat - now.|tags=Fighter|roll=Intimidation|dc=18}}
* {{Dialogue option|Walk away Wulbren - I won't ask twice.|roll=Intimidation|dc=18}}
* {{Dialogue option|Wulbren, I could burn you alive - and possibly myself. But that's a chance I'm willing to take - walk away.|tags=Wild Magic, Sorcerer|roll=Intimidation|dc=18}}
* {{Dialogue option|Wulbren, don't make me burn you to a crisp. Walk away.|tags=Sorcerer|roll=Intimidation|dc=18}}
* {{Dialogue option|Leave now, little Wulbren, or I'll split you from head to navel - and that's a ''promise.''|tags=Oath of Vengeance|roll=Intimidation|dc=18}}
 
Otherwise, the party can choose to side with the Gondians and a fight ensues:
* {{Dialogue option|I won't let you hurt the Gondians.}}
* {{Dialogue option|Toobin has suffered enough - I won't let you hurt him.}}
 
...or the Ironhand Gnomes:
* {{Dialogue option|Wulbren makes a good point - you must die for the city, Gondians.}}
* {{Dialogue option|Sorry Toobin - I guess this is it for you.}}


If none of the hostages were saved from the Iron Throne, Wulbren points out the dead bodies floating in the harbour. If the party had previously told Zanner that they survived, he and the Gondians become hostile and attack the party automatically.
If none of the hostages were saved from the Iron Throne, Wulbren points out the dead bodies floating in the harbour. If the party had previously told Zanner that they survived, he and the Gondians become hostile and attack the party automatically.

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