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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.
Can be spoken to through the use of
.“Look what we got here - another little birdie wantin' to fly!„
Involvement
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.
Attacking the goblins without discussing further +5 +1 -1
If trying to excuse and leave, he will demand 1000 gold, leading to a variety of choices:
- Pay the goblin.
- [PERSUASION] I might be willing to part with a more reasonable sum. (100) (DC 15)
- [PERSUASION] Here's my counter-offer: a far more reasonable sum. (500) (DC 10)
- [PERSUASION] That's a ridiculous amount. I'll make you a realistic offer. (250) (DC 10)
- [WISDOM] Read the goblin's mind.
- Your price is absurd and you know it.
- [DECEPTION] I can pay twice that much. I just have to go and fetch it. (DC 15)
- [MONK] This will lead only to pain, not fulfillment.
- [ROGUE] Provide directions to a non-existant cache of gold.
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.
- [PERFORMANCE] Wait! Just let me go...please. (DC 5)
- [ILLITHID] [WISDOM] I'm going to pay nothing and you and your cronies are going to leave. (DC 5)
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] [DECEPTION] We're allies - I have the Absolute's Brand. Leave the gnome to me. (DC 5)
- [DECEPTION] We're allies, you and I. Servants of the Absolute. (DC 15)
- [LAE'ZEL] [INTIMIDATION] You dare refuse a githyanki warrior? (DC 15)
- [INTIMIDATION] I won't let you harm a defenseless being - not without a fight. (DC 15)
- [WISDOM] Read the goblin's mind.
- You don't have the stomach for a fight.
- [INTIMIDATION] Negotiations are over. Either leave or die. (DC 15)
- [BERSERKER] [INTIMIDATION] ROAR. (DC 15 )
- [BARBARIAN] [INTIMIDATION] Mine. (DC 15 )
- [PALADIN] [INTIMIDATION] I'm not bargaining with you. Free him, or I swear on my oath, you will die. (DC 15 )
- [PERSUASION] All of you lot against one deep gnome? You should go find a better target. (DC 15)
- [PERSUASION] You've had your fun - it's high time you found someone else to torment. (DC 15)
- [HALF-ORC] [INTIMIDATION] Don't utter a word. Just stare down the goblin. (DC 10)
- [PALADIN] [INTIMIDATION] I consider the gnome under my protection. You don't want to fight me for him. (DC 15 )
- [BRANDED] [DECEPTION] Show him your brand and say you're taking the gnome. The Absolute wills it. (DC 5)
- [BARBARIAN] Your skull will make a fine chalice one I plug those beady eye sockets.
- [FIGHTER] You're making a mistake. You can think it over in the Fugue Plane.
If using the tadpole:
- [ILLITHID] [WISDOM] You will release the gnome. That's an order. (DC 2)
- [ILLITHID] [WISDOM] I am a True Soul. Now once again - release the gnome. (DC 2)
- [ILLITHID] [WISDOM] You will release the gnome. That's an order. (DC 2)
If convinced to walk away, the party will be rewarded experience as if the party had defeated the whole group.
Surrendering
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, so to get the most experience while still engaging in his surrender kill all others first. It's possible then to interrogate him, to demand he gives up his belongings and / or kill him.
Barbarians have a unique dialogue path:
- [WISDOM] Ignore the rage. Listen to your head. There is nothing to gain from being rash. (DC 10 )
- [BERSERKER] Give in. KILL THE MAGGOT.
- Leave reason to the reasonable. Kill the runt.
Otherwise, the party can interrogate him:
- I want the gold you took. Now.
- Give me my gold back - and anything else you have, too.
- Talk and you might live. If it's worth my while.
- Your valuables - now.
- I want everything of value you have.
- Your valuables are mine now. Hand them over.
... or potentially just kill him or release 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
Notable loot
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...
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.
External links
- Fezzerk on the Forgotten Realms Wiki