Out of the Abyss

(Jeff_L) #1
he'll use any trick to maintain his hold on power. This
includes hiring assassins through third parties to lake
care of potential troublemakers (see "Empty-Scabbard
Killers," below). This strategy keeps all the city's
factions at each other's throats and out of Horgar's way.

COUNCIL OF LAIRDS
This advisory body represents the interests of the
different clans that have pledged allegiance to the
Deepking. The lairds hold council ro resolve disputes
and discuss future plans. Each clan has its own holdings
in Gracklstugh and specializes in a certain craft
or ser vice.


0UERGAR CLANS
Smithing Clan Steelshadow (weaponsmiths), Clan
lronhead (weaponsmiths), Clan Thrazgad
(armorsmiths), Clan Firehand (smelters), Clan
Anvilthew (toolmakers)
Mercantile Clan Thuldark (metalworks and jewels), Clan
Henstak (food), Clan Muzgardt (brewers)
Mining Clan Coalhewer (coal miners), Clan Xardelvar
(gas miners), Clan Saltbaron (salt miners)
Other Clan Parlynsurk (clothing manufacturers),
Clan Hammercane (construction engineers),
Clan Xundom (steeder breeders), Clan
Burakrinwurn (dock operators), Clan Xornbane
(scouts and prospectors), Clan Blackskull
{stonemasons), Clan Bukbukken (farming),
Clan Thordensonn {jewelers)

CH'\Pl'ER 4 CRACKLSTUCH


COUNCIL OF SAVANTS
The Council of Savants is a circle of derro savants who
enjoy all the privileges and trappings of a governing
body while the rest of their people live in squalor. Only
the best thirty-six savants are admitted into the council,
and succession almost always includes an incumbent
member's demise. The savants control members of
some duergar clans through magic and guile. and are
always looking for ways to expand their influence.

MERCHANT COUNCIL
The lairds and merchants who sit at this council make
sure that trade and commerce flow smoothly. They
employ slave labor to maintain trade routes in the
dangerous Underdark, and are always open to hiring
explorers to check out leads on potential new routes.
Expendable outsiders hired as caravan guards always
take point and receive little aid or support from the
caravan masters. Despite these unfair assignments,
the duergar always live up to their bargains, paying
survivors as promised.

GRACKLSTUGH MILITARY
Tn addition to the clans' regular armies, GrackJstugh
trains specialized warriors whose oaths of service
always supersede their original loyalties. See a ppendix
C for more information.
Stone Guard. This force of five hundred veteran
warriors serves the Deepking as bodyguards. elite
troops, and secret police.
Darkhafts. Members of the Deepking's secret corps
of psionic agents, the darkhafts often travel with duergar
merchants as overseers and s pies.
Kavalrachni. The vicious kavalrachni ride giant
tarantulas known as steeders (see appendix C). Most
kavalrachni come from Clan Xundom.
Xarrorn. These specialists train with deadly name
lances forged in GrackJstugh. Most xarrorn come from
Clan Xardelvar.

GRACKLE-LUNG
The constant smog in Gracklstugh causes grackle-lung
in living, breathing creatures, resulting in persistent,
wracking coughs and the spewing of thick, black phlegm.
Whenever a living, breathing creature finishes a long rest
in Gracklstugh, it must make a DC 11 Constitution saving
throw. On each failed save, the creature gains one level of
exhaustion as its airways become increasingly clogged. A
creature that reaches level 6 exhaustion dies, as normal.
A creature with one or more levels of exhaustion brought
on by grackle-lung must succeed on a Constitution check
to take the Dash action. If the check fails, the action
cannot be attempted. If the creature attempts to cast
a spell with a verbal component, it must succeed on a
Constitution check or be unable to complete the spell,
causing the spell to fail with no effect. The DC for each
check is 10 +the creature's current exhaustion level.
If a creature's exhaustion level drops below 1, it no
longer suffers the effects of grackle-lung and becomes
immune to it for the next week. Duergar and derro are
inured to grackle-lung, making Constitution checks against
it with advantage. Any spell or effect that cures disease
also cures grackle-lung, effectively removing all levels of
exhaustion brought on by the affliction.
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