Expand all | Hide all flags | Hide context | Hide tags | Hide checkflag | Hide setflag | Hide roll | Hide approv | Hide ruletag | Hide node id
Synopsis:
The player connects to a brainjar that's controlling a steel watcher somewhere in the city, wielding their power over life and death.
How to trigger:
Load up CTY_Main_A
Go to -1985; 0; 205
Click on S_LOW_SteelWatchFoundry_BrainJar10_9515f083-1767-4ab2-b1c9-7bec3d5980af
2. : *You see the familiar sights of Wyrm's Crossing before the parasite shuts down the connection.*LOW_SteelWatchFoundry_Hasmet_BrainJar10End
22. : *Your tadpole eagerly responds to the parasite in the brain jar. You blink, to find yourself standing at Wyrm's Crossing.*LOW_SteelWatchFoundry_Hasmet_BrainJar10 = FalseLOW_SteelWatchFoundry_Hasmet_BrainJar10
19. : *You are a Steel Watcher, a guardian of Baldur's Gate - before you stands a group of humans.*LOW_SteelWatchFoundry_Event_BrainInteraction
7. : He said he was Flaming Fist - that we had to empty our pockets if we wanted to enter the city. We didn't know it was a scam!
24. : We have nothing left, and my kids are half-starved. Please, let us into the city - we have nowhere else to go.
14. Player: Step to one side to let the family pass.Roll (Wisdom, ) vs 25 (0)
13. [RollResult] True
29. : *Your gears whine in protest, but you force your body to one side - gesturing for the family to enter the city.*
17. : Thank you, saer. Come on, kids - grab your bags. Hurry!
31. : *You are kicked from the Watcher's brain. The family runs into Baldur's Gate, unnoticed by the parasite.*End
20. [RollResult] False
5. : *You are a mouse to an elephant, so overwhelming is the parasite's power.*
15. : *You reach behind you, but the family runs before you can draw your sword - fleeing towards the Risen Road.*
28. : *And, most likely, their deaths.*End
18. Player: Wrest control from the parasite and allow the family to pass.GLO_Tadpoled_UsedToday1 = False, ILLITHIDGLO_Tadpoled_UsedToday1Roll (Wisdom, ) vs 10 (0)
9. [RollResult] True
21. [Jump]
Jump to Node 29 (1)
27. [RollResult] False
6. [Jump]
Jump to Node 5 (1)
1. Player: Wrest control from the parasite and allow the family to pass.GLO_Tadpoled_UsedToday1, ILLITHID
26. : *You focus on the source of the power, but it is quiet and still. You can only watch as you reach for your sword.*
12. : *The family flees before you can draw it - heading for the Risen Road and, mostly likely, their deaths.*End
32. Player: HEY! STUPID PARASITE! LEAVE THEM ALONE.
16. : *Your words are snatched away in the tempest of the parasite's power as it activates the Steel Watcher.*
25. [Jump]
Jump to Node 15 (1)
0. Player: Attack the family.
30. : What - what are you doing? Kids, run! GO!
4. : *Her screams for help as the Watcher draws its sword are the last thing you hear.*End
3. Player: Ready the Watcher's sword. One fewer mouth should make her life a breeze.LOW_SteelWatchFoundry_State_Brainjar_UsedDarkUrge = False, REALLY_DARK_URGELOW_SteelWatchFoundry_State_Brainjar_UsedDarkUrge
11. [Alias]
- Alias to Node 30
8. : *Of course she darts in front of the attack. Silly woman, letting yourself die will only doom your herd.*
10. : *You are kicked from the Watcher's brain as your sword cleaves the woman's head from her shoulders, coating her screaming children in blood.*End
23. : *You catch something squirming in the shadows of the container, but then it is gone.*ILLITHID_HIDDEN_CHECK = FalseEnd