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Fezzerk: Difference between revisions
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'''Fezzerk''' and his gang can be found on the western most side of the Blighted Village where the windmill is, laughing at [[Barcus Wroot]] who is strapped to the machine. The choice comes to either trying to convince him to let go of Barcus, fighting his group or leaving them be. | '''Fezzerk''' and his gang can be found on the western most side of the Blighted Village where the windmill is, laughing at [[Barcus Wroot]] who is strapped to the machine. The choice comes to either trying to convince him to let go of Barcus, fighting his group or leaving them be. | ||
If | If trying to excuse and leave, he will demand 1000 gold, leading to a variety of choices: | ||
*''Pay the goblin.'' | *''Pay the goblin.'' | ||
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*{{SmallIcon|Detect Thoughts Icon.png}} [[Detect Thoughts]] {{Ability check|Intelligence|9}}. Your price is absurd and you know it. | *{{SmallIcon|Detect Thoughts Icon.png}} [[Detect Thoughts]] {{Ability check|Intelligence|9}}. Your price is absurd and you know it. | ||
*[[Monk]]. This will lead only to pain, not fulfillment. | *[[Monk]]. This will lead only to pain, not fulfillment. | ||
**No matter which of the above checks succeed, '''Fezzerk''' will lower the price to 5 because he can't count. The [[Illithid Persuasion]] check can be done to pay nothing and have his group leave. If paid, | **No matter which of the above checks succeed, '''Fezzerk''' will lower the price to 5 because he can't count. The [[Illithid Persuasion]] check can be done to pay nothing and have his group leave. If paid, the party will be allowed to leave, but if approaching again a fight will break out. | ||
*[[Bard]]. Not an orator, eh? I could teach you how to talk gold out of any purse, for free passage. | *[[Bard]]. Not an orator, eh? I could teach you how to talk gold out of any purse, for free passage. | ||
**{{Ability check|Performance|5}}. Wait! Just let me go...''please.'' | **{{Ability check|Performance|5}}. Wait! Just let me go...''please.'' | ||
*[[Illithid Persuasion]]{{Ability check|Wisdom|2}}. I'm going to pay nothing and you and your cronies are going to leave. This will make '''Fezzerk''' and his group leave, rewarding | *[[Illithid Persuasion]]{{Ability check|Wisdom|2}}. I'm going to pay nothing and you and your cronies are going to leave. | ||
This will make '''Fezzerk''' and his group leave, rewarding experience as if the party had defeated them all. | |||
If | If demanding to free the gnome, there will be the following choices: | ||
*[[Brand of the Absolute|Branded]] {{Ability check|Deception|5}}. We're allies - I have the Absolute's brand. Leave the gnome to me. | *[[Brand of the Absolute|Branded]] {{Ability check|Deception|5}}. We're allies - I have the Absolute's brand. Leave the gnome to me. | ||
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*[[Fighter]]. You're making a mistake. You can think it over in the Fugue Plane. | *[[Fighter]]. You're making a mistake. You can think it over in the Fugue Plane. | ||
If convinced to walk away, | If convinced to walk away, the party will be rewarded experience as if the party had defeated the whole group. | ||
If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. | If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. There won't be experience for those who run away however. It's possible then to interrogate him, to demand he gives up his belongings and / or kill him. If spared, he will make a minor reappearance in the next act. | ||
==Act Two== | ==Act Two== |
Revision as of 00:04, 20 May 2024
Fezzerk is a Goblin NPC leading a gang of goblins at Blighted Village in Act One, tormenting an unfortunate Deep Gnome as part of the Rescue the Gnome quest. Depending on if he is spared or not, he can make a minor appearance later on in Act Two.
Can be spoken to through the use of
.Act One
Fezzerk and his gang can be found on the western most side of the Blighted Village where the windmill is, laughing at Barcus Wroot who is strapped to the machine. The choice comes to either trying to convince him to let go of Barcus, fighting his group or leaving them be.
If trying to excuse and leave, he will demand 1000 gold, leading to a variety of choices:
- Pay the goblin.
- DC 15 Persuasion check. I might be willing to part with a more reasonable sum. (100)
- DC 10 Persuasion check. Here's my counter-offer: a far more reasonable sum. (500)
- DC 10 Persuasion check. That's a ridiculous amount. I'll make you a realistic offer. (250)
- Detect Thoughts DC 9 Intelligence check. Your price is absurd and you know it.
- Monk. This will lead only to pain, not fulfillment.
- No matter which of the above checks succeed, Fezzerk will lower the price to 5 because he can't count. The Illithid Persuasion check can be done to pay nothing and have his group leave. If paid, the party will be allowed to leave, but if approaching again a fight will break out.
- Bard. Not an orator, eh? I could teach you how to talk gold out of any purse, for free passage.
- DC 5 Performance check. Wait! Just let me go...please.
- Illithid Persuasion DC 2 Wisdom check. I'm going to pay nothing and you and your cronies are going to leave.
This will make Fezzerk and his group leave, rewarding experience as if the party had defeated them all.
If demanding to free the gnome, there will be the following choices:
- Branded DC 5 Deception check. We're allies - I have the Absolute's brand. Leave the gnome to me.
- DC 15 Intimidation check. I won't let you harm a defenseless being - not without a fight.
- DC 15 Persuasion check. You've had your fun - it's high time you found someone else to torment.
- Drow DC 5 Intimidation check. Say nothing. Stare down the gibbering coward.
- Half-Orc DC 10 Intimidation check. Don't utter a word. Just stare down the goblin.
- Detect Thoughts DC 9 Intelligence check. You don't have the stomach for a fight.
- Illithid Persuasion DC 2 Wisdom check. You will release the gnome. That's an order.
- Branded DC 5 Deception check. Show him your brand and say you're taking the gnome. The Absolute wills it.
- Fighter. You're making a mistake. You can think it over in the Fugue Plane.
If convinced to walk away, the party will be rewarded experience as if the party had defeated the whole group.
If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. There won't be experience for those who run away however. It's possible then to interrogate him, to demand he gives up his belongings and / or kill him. If spared, he will make a minor reappearance in the next act.
Act Two
If Fezzerk survived the first act, the party may encounter him again when entering Moonrise Towers. He, the rest of the goblins, and potentially Minthara are being judged for the failure to retrieve the Mysterious Artefact. Whether he and the rest of the goblins are spared or killed is left up to the party.
Combat
Attacks and Abilities
Items
Speak with Dead
Party member: Who are you?
- Fezzerk: Fezzerk... best raider... east o' the... Sea o' Sword...
Party member: What where you doing in the village?
- Fezzerk: Hostages... the Absolute wants... hostages...
Party member: Did you have any valuables?
- Fezzerk: No... valuables... only... hostages...
Party member: Who killed you?
- Fezzerk: Coward... attacked... interrupted my work...
Party member: Where did you come from?
- Fezzerk: The... Towers...
Party member: Who did you answer to?
- Fezzerk: The... Absolute... she... chose us...
Party member: Are there others like you nearby?
- Fezzerk: Many... so many... legions o' goblins... an' more... serving... the Absolute...
Notable loot
- Very Heavy Greataxe
- Smokepowder Bomb (If not used.)
- Grease Bottle (If not used.)
Notes
- Grants 50 experience when killed.
External links
- Fezzerk on the Forgotten Realms Wiki