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Fezzerk

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Fezzerk is a Goblin NPC leading a gang of goblins at Blighted Village in Act One, tormenting an unfortunateDeep 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 Speak with Dead Speak with Dead.

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 you try to excuse yourself 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, you'll be allowed to leave, but if you approach 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.
  • 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 you experience as if you had defeated them all.

If you demand to have the gnome free, you will get these choices:

If convinced to walk away, you will be rewarded experience as if you had defeated the whole group.

If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. You won't be rewarded experience for those who run away however. You can then chose to interrogate him, 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 player 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 player.

Speak with Dead

Player: Who are you?

  • Fezzerk: Fezzerk... best raider... east o' the... Sea o' Sword...

Player: What where you doing in the village?

  • Fezzerk: Hostages... the Absolute wants... hostages...

Player: Did you have any valuables?

  • Fezzerk: No... valuables... only... hostages...

Player: Who killed you?

  • Fezzerk: Coward... attacked... interrupted my work...

Player: Where did you come from?

  • Fezzerk: The... Towers...

Player: Who did you answer to?

  • Fezzerk: The... Absolute... she... chose us...

Player: Are there others like you nearby?

  • Fezzerk: Many... so many... legions o' goblins... an' more... serving... the Absolute...

Attacks and abilities

Main Hand Attack - Very Heavy Greataxe

Action

Attack roll: +5

D12 Slashing.png 1d12 + 2 (3~14) + 1 modifier Damage TypesSlashing

Throw Stone

Action

Attack roll: +5

D4 Bludgeoning.png 1d4 + 1 (2~5) Damage TypesBludgeoning
 Range: 18 m / 60 ft

Notable loot

Notes

  • Grants 50 experience when killed.

External links