'''Fezzerk''' and his gang can be found on the western most side of the Blighted Village where the windmill is, laughing at {{CharLink|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 {{CharLink|Barcus Wroot}} who is strapped to the machine. If approached, Fezzerk and his gang will confront the party. The party member can ask him what he is doing, or ask him to let them pass. Asking what he is doing will let the party demand Barcus be let down, either by persuading him to pick another victim or intimidating him.
==== Solving the ecounter peacefully ====
Asking to let the party pass will result in Fezzerk demanding 1000 gold, which the party can decide to pay or haggle down. If paid, or convinced not to pay, Fezzerk will let the party leave, but if approaching again a fight will break out.
If demanding to free the gnome, there will be the following choices:
* {{Dialogue option|We're allies - I have the Absolute's Brand. Leave the gnome to me.|tags=Branded|roll=Deception|dc=5}}
* {{Dialogue option|We're allies, you and I. Servants of the Absolute.|roll=Deception|dc=15}}
* {{Dialogue option|You dare refuse a ''githyanki warrior''?|tags=Lae'zel|roll=Intimidation|dc=15}}
* {{Dialogue option|I won't let you harm a defenseless being - not without a fight.|roll=Intimidation|dc=15}}
* {{Dialogue option|''Read the goblin's mind.''|roll=Wisdom}}
** {{Dialogue option|You don't have the stomach for a fight.}}
* {{Dialogue option|Negotiations are over. Either leave or die.|roll=Intimidation|dc=15}}
* {{Dialogue option|I'm not bargaining with you. Free him, or I swear on my oath, you will ''die.''|tags=Paladin|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|All of you lot against one deep gnome? You should go find a better target.|roll=Persuasion|dc=15}}
* {{Dialogue option|You've had your fun - it's high time you found someone else to torment.|roll=Persuasion|dc=15}}
* {{Dialogue option|''Don't utter a word. Just stare down the goblin.''|tags=Half-Orc|roll=Intimidation|dc=10}}
* {{Dialogue option|I consider the gnome under my protection. You ''don't'' want to fight me for him.|tags=Paladin|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|''Show him your brand and say you're taking the gnome. The Absolute wills it.''|tags=Branded|roll=Deception|dc=5}}
* {{Dialogue option|Your skull will make a fine chalice one I plug those beady eye sockets.|tags=Barbarian}}
* {{Dialogue option|You're making a mistake. You can think it over in the Fugue Plane.|tags=Fighter}}
If using the tadpole:
Lastly, the party can straight up attack Fezzerk and his gang. If during the fight Fezzerk is severely injured, he will surrender when nearly killed, making the rest of his group flee. It's possible then to interrogate him, to demand that he gives up his belongings and / or kill him. There won't be experience for those who run away, however, so to get the most experience while still engaging in his surrender the party must kill all others first.
* {{Dialogue option|You ''will'' release the gnome. That's an order.|tags=Illithid|roll=Wisdom|dc=2}}
* {{Dialogue option|I am a True Soul. Now once again - release the gnome.|tags=Illithid|roll=Wisdom|dc=2}}
* {{Dialogue option|You ''will release the gnome. That's an order.|tags=Illithid|roll=Wisdom|dc=2}}
If convinced to walk away, the party will be rewarded experience as if the party had defeated the whole group.
If trying to excuse and leave, he will demand 1000 gold, leading to a variety of choices:
* {{Dialogue option|''Pay the goblin.''}}
* {{Dialogue option|I might be willing to part with a more reasonable sum. (100)|roll=Persuasion|dc=15}}
* {{Dialogue option|Here's my counter-offer: a far more reasonable sum. (500)|roll=Persuasion|dc=10}}
* {{Dialogue option|That's a ridiculous amount. I'll make you a realistic offer. (250)|roll=Persuasion|dc=10}}
* {{Dialogue option|''Read the goblin's mind.''|roll=Wisdom}}
** {{Dialogue option|Your price is absurd and you know it.}}
* {{Dialogue option|I can pay twice that much. I just have to go and fetch it.|tags=Deception|dc=15}}
* {{Dialogue option|This will lead only to pain, not fulfillment.|tags=Monk}}
* {{Dialogue option|''Provide directions to a non-existant cache of gold.|tags=Rogue}}
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.
* {{Dialogue option|Not an orator, eh? I could teach you how to talk gold out of any purse, for free passage.|tags=Bard}}
** {{Dialogue option|Wait! Just let me go...''please.''|roll=Performance|dc=5}}
* {{Dialogue option|I'm going to pay nothing and you and your cronies are going to leave.|tags=Illithid|roll=Wisdom|dc=5}}
This will make '''Fezzerk''' and his group leave, rewarding experience as if the party had defeated them all.
==== Attacking the goblins ====
If attacking the goblins without attempting to convince them to stop or let the party pass (it is possible to ask what and why he is doing this first) nets {{Approval|Wyll|+5}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|-1}}.
If a fight does break out, he will surrender when nearly killed, making the rest of his group flee. It's possible then to interrogate him, to demand that he gives up his belongings and / or kill him. There won't be experience for those who run away, however, so to get the most experience while still engaging in his surrender the party must kill all others first.
[[Barbarian]]s have a unique dialogue path:
* {{Dialogue option|''Ignore the rage. Listen to your head. There is nothing to gain from being rash.''|roll=Wisdom|dc=10|disadvantage=y}}
* {{Dialogue option|'''''Give in. KILL THE MAGGOT.'''''|tags=Berserker}}
* {{Dialogue option|''Leave reason to the reasonable. Kill the runt.''}}
Otherwise, the party can interrogate him:
* {{Dialogue option|I want the gold you took. Now.}}
* {{Dialogue option|Give me my gold back - and anything else you have, too.}}
* {{Dialogue option|Talk and you might live. ''If'' it's worth my while.}}
* {{Dialogue option|Your valuables - now.}}
* {{Dialogue option|I want everything of value you have.}}
* {{Dialogue option|Your valuables are mine now. Hand them over.}}
* {{Dialogue option|Run along, goblin. Before I change my mind.}} {{Approval|Astarion|-1}} {{Approval|Shadowheart|-1}} {{Approval|Wyll|-5}}
If spared, he will make a minor reappearance in the next act.
If spared, he will make a minor reappearance in the next act.
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*{{MdRarityItem|Smokepowder Bomb}}
*{{MdRarityItem|Smokepowder Bomb}}
*{{MdRarityItem|Very Heavy Greataxe}}
*{{MdRarityItem|Very Heavy Greataxe}}
== Related quests ==
* {{Quest|Rescue the Gnome}}
== Speak with Dead ==
== Speak with Dead ==
Revision as of 09:55, 19 November 2024
Fezzerk is a Goblin character 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.
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. If approached, Fezzerk and his gang will confront the party. The party member can ask him what he is doing, or ask him to let them pass. Asking what he is doing will let the party demand Barcus be let down, either by persuading him to pick another victim or intimidating him.
Asking to let the party pass will result in Fezzerk demanding 1000 gold, which the party can decide to pay or haggle down. If paid, or convinced not to pay, Fezzerk will let the party leave, but if approaching again a fight will break out.
Lastly, the party can straight up attack Fezzerk and his gang. If during the fight Fezzerk is severely injured, he will surrender when nearly killed, making the rest of his group flee. It's possible then to interrogate him, to demand that he gives up his belongings and / or kill him. There won't be experience for those who run away, however, so to get the most experience while still engaging in his surrender the party must kill all others first.
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.
Swing your weapon with all your might. You can attack multiple targets, dealing bonus 1d6SlashingDRS damage, but become Off Balanced for Duration: 1 turn.
Normal weapon damage + Superiority DieWeapon damage
Spend a superiority die to deal normal weapon damage + 1d8Weapon damage and possibly Frighten the target.
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...
Notes
Grants 50 experience when killed.
Seemingly due to a bug, it is possible to receive the experience for killing him even if you had received the experience for convincing him to leave through dialogue. There is a limited window of time in which you can accomplish this.