The first time the characters are a llowed inside the
city or turned away from a gate, a secret door on the
wall opens, revealing Gorglak, a duergar Stone Guard
(see appendix C).
"Well.'' The duergar removes his helmet, revealing the
gray skin of his kind. He musses his white beard as he
walks closer, switching to Common as he lowers his
voice. There is a discomfiting glint in his eyes and his
smile. "You are clearly lying. I ought to just send you to
the slave pens, but ... you amuse me. What do you have
that is worth your freedom?"
The duergar waits for your answer, his gaze touching
on each of you in turn as he smiles in anticipation.
If they are with the party, Topsy and Turvy, Sarith
Kzekarit,Jimjar, and Buppido can whisper to the
characters that few ducrgar are so blatantly corrupt
as Gorglak seems to be. A successful DC 12 Wisdom
(Insight) check lets a character notice that Gorglak is
eying the adventurers' weapons (especially any drow
CtiAY!'£)( 4 I GRACK.LSTUGH
weapons or magic weapons they might have), and that
there's something odd about his behavior. The madness
creeping into Gracklstugh has made Gorglak obsessed
with rare weapons. He's willing to go to great extents to
acquire new weapons of exquisite design for his growing
collection.
Offering Gorglak a worthy weapon for his collection
gets the characters through the gate. Any other bribe
requires one of the characters to succeed on a DC 13
Charisma (Persuasion) check, or Gorglak is insulted
and has the pany arrested. Tf the characters are too
open about the negotiation, Gorglak has them arrested
and pretends he didn't say anything.
If Gorglak finds the characters' bribe appealing, he
refuses to accept it then and there, instead directing
them to find one Werz Saltbaron in the Darklake Docks
and hand the bribe to him. Gorglak tells the characters
that he will check with Werz at the end of his shift. and
will find the characters and arrest them if they have not
paid by then.
Characters allowed through the gate are escorted to
the Dark lake District by four duergar guards, two of
whom are invisible. Once the party reaches the edge of
the district, the guards leave and return to the posts.