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T O P I C    R E V I E W
Drunken Master Posted - 10 Mar 2008 : 19:55:33
Has anyone pulled off using Fzoul Chembryl as a villain in an encounter? The group I DM for has been a thorn in the side of the Zhentarim for quite some time, and I think Fzoul will just about have had enough once they liberate Shadowdale and take down Scyllua Darkhope.

But Fzoul's a smart guy, so he's not going to put himself into needless danger where the PCs could get ahold of him easily. What's a smart way to use him so they can get a dose of deadly combat against a heavy-duty Realms villain? The Temple in the Sky, perhaps - protected by a few beholders and the resident mindwitness?
7   L A T E S T    R E P L I E S    (Newest First)
Iliyan Posted - 18 Mar 2008 : 10:08:40
Perhaps you could steal his rod somehow, but be prepared to get smitten by Bane, Fzoul, the whole standing army of Zhentil Keep; and manny other mercs and monsters who just want a peace of your buttocks...

Have fun! ;_D
Aravine Posted - 17 Mar 2008 : 16:23:02
Yeah...um...Have funmaking new characters...unless...no, have fun making new characters...
Iliyan Posted - 17 Mar 2008 : 13:22:23
Well, im my oppinion, the main fear for the NPCs when facing Fzoul directly shouold be his insidious ability to

summon 9 death tyrant beholders.... !!!!!!!
Aravine Posted - 14 Mar 2008 : 15:21:55
They save the day, and are wiped out by the pit feind!
Drunken Master Posted - 11 Mar 2008 : 17:28:30
Excellent suggestions! I know I want him to move from the background villain to a main, recurring villain - CV, I like the "pop in w/ 2 lesser priests" idea a lot as a "warning shot".

The players' permanent base of operations is currently Lover's Glade/Myth Drannor (the mythal I believe blocks teleportation...?), but since they're temporarily in Shadowdale, perhaps the blasphemy/pit fiend/etc. tactic would be a great encounter after the PCs have saved the day and routed the occupying Zhents.

Thanks for the input!
crazedventurers Posted - 11 Mar 2008 : 09:43:42
quote:
Originally posted by Drunken Master

What's a smart way to use him so they can get a dose of deadly combat against a heavy-duty Realms villain?


Have the Players got a 'base of operations' (homes, towers, church etc?) If so have him appear flanked by two 'lesser priests' and have 3 rounds of prayers go off (blade barrier, firewalls, blasphemy, summon pit fiend etc) from each of them and then they disappear again. This is their first warning that they are starting to tread on toes - it may be that one of more of the PC's die, then so be it.

Now if the PC's continue to act against him, make the 2nd assault longer and more planned, so 20 or so Zhentarim of reasonable level of all classess attacking the PC's stronghold/favourite tavern/loved ones.

I find that attacking what the PC's cherish is more effective than attacking them, and tends to draw the players out into a fool hardy revenge attack against Fzoul/Zhentil Keep/Church of Bane directly which is what HE wants. Fzoul wants to fight the PC's on his terms and on his home ground, by going after the players indirectly, it draws them to him, so he and his beholders et al can finish them off more easily.

Fzoul is a schemer and quite bright - I don't see him launching an all out assault against the PC's on their terms as it might be a trap to finish him off as the PC's allies wait to suprise him etc.

Just my thoughts

Damian
Rollo Ruttikin Posted - 11 Mar 2008 : 03:12:41
With villains it's always too easy to have them "poof" away at the last second or be "resurrected" by some magical means or even by the Gods.

I use recurring villains ALL the time in the campaigns I Dungeonmaster.

I usually have a couple that are on the same level with the PCs so they grow and develope as the PCs grow and develope. The ones that run the show are several levels higher and encounters with them are kept brief and brutal.

(The Wizards Six was a band of Dragon Cult wizards that plagued my players group for years. I developed backgrounds for each individual wizard and included their own motivations. One of them was secretly a memeber of the Zhentarim another was an illithid and still another was loyal to the Red WIzards of Thay.)

This produced infighting amongst them and developed plot and storyline almost completely on its own once the ball got rolling.

I never let them stay locked in combat, but always had a readily available escape route where the PCs would ALMOST have them before they were whisked away. (Once on a raft in an underground river chase that was suicidal in itself and promptly dumped the PCs into a slaver's lair operated by the Dragon Cult.)

It's great to have good villains, but be careful about killing them off if you can help it.

But then again....they can alway come back.

Rollo

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