Out of the Abyss

(Jeff_L) #1

Search for Droki. Errdc explains that her guards
'lave been tracking the movements of a derro named
Droki. Despite his presence in the Darklake District, the
C~'rrO has managed to avoid capture, as if he somehow
-utows in advance where t he duergar patrols will be-
rn' isible or otherwise. All the Stone Guards know is
hat Droki lives in the West Cleft District. a place the
duer~ar enter only in force and where their presence
would likely provoke a chaotic uprising. Errde wams the
characters to follow Droki. see what he does and where
e goes, and report back. Or if they see an opportunity.
,etze him and either bring him in for questioning, or kill
1m and bring back evidence of his activities.
Errde·s tone turns dark as she voices her suspicions
at Droki is linked to a conspiracy involving the
Council of Savants. and maybe even elements among
"'e clan lairds. She describes in detail how discovering
the conspiracy and purging the corrupt will earn he r
~-cat favor with the Deepking. Errdc swears (tr uthfully)
.,at she will arrange for the characters to get safe
.-5Sage out of Gracklstugh if they do as she asks.
S earch for Corruption. Errdc's suspicions of
ospiracy have her looking for signs of corruption
..-eping among the people of Gracklstugh. She rewards
.. characters if they bring her evidence of such
~ruption that has escaped the eyes of her warriors.
oe characters can build a case if they witness odd
~nts throughout Gracklstugh, such as some of the
1.dom encounters and the behavior of merchants in
Blade Bazaar. For every three such events they
.lrt. the characters can attempt a DC 15 group
Ch...risma (Persuasion) check. but they only need to
·eed once to convince Errde and complete this
t-st. Errde then promises to outfit the characters with
_ plies and gear when they leave Gracklstugh. from
,. Swne Guards· own armory. Each character can
...m a total of 350 gp worth of equipment, including
.._pons. armor, and common potions and scrolls.


1e characters refuse Errde's offer after being
-.-sted. they spend a few days imprisoned and then
:.old back to the drow. Xalit h and her squad meet
.ah llvara and then return to Velkynvelve. if the
ractcrs can't manage to escape from their captors.
lilhe characters accept Errde's offer, she gives
insignias allowing them to move as far south as
:L.adu~ucr's Furrow without being accosted by guards. The
~nturcrs need only to show the insignias discreetly
~confronted. and should keep them hidden otherwise.
-::be't are then released without fanfare. Errde knows about
~·one giants' invitation if the characters spared the two-
~ giant's life. and advises the characters to heed it
looking for Droki.
Tb characters· pursuit level is reduced to 0 and
.liDS so while they arc in Errde's employ inside
-ltlstugh. lf they end their employment. the Stone
rei:. stop covering for them and their pursuit level
-c::a::.es as normal ifXalilh is in town (see .. Signs of
-....uit .. in the ·'Blade Bazaar~ section). Otherwise, it
.. ins at 0 until some other action raises it again.

FLASHING BADGES
Working for either the Stone Guard or the Keepers of
the Flame grants characters a degree of freedom in
Gracklstugh, as they can show the insignia given to
them by each faction if they are detained. At least one
character in the party must succeed on a DC 14 Charisma
(Persuasion) check to convince duergar not to detain the
party any longer, but characters who show the insignia
have advantage on the check.

THE SHATTE R E D SPIRE
A broken stalagmite juts out from the Darklake about
forty feet from the shore. forming the foundation of a
tavern built with fungi stalks in a manner similar to a
log cabin. A bridge woven of rothe wool allows patrons
to cross the water to visit.

MEETING WERZ
If the characters rescued Werz Saltbaron from the
assassins (see "Darklake Docks''), he meets them at
the Shallered Spire at the designated date and time. As
modest thanks for saving him, he gives each character
an obsidian gemstone worth 10 gp. He then offers them
a job. delivering a sack full of raw gemstones (worth 100
gp total) to a svirfneblin named Kazook Pickshine in
Blingdenstone, no questions asked.
Jimjar. Topsy, and Turvy know of Kazook Pickshine
and can provide basic information about the gnome
alchemist (sec chapter 6). The deep gnomes also
recognize that Wcrz's gems resemble empty spell gems.
similar to those used in the defense of Blingdenstone.
The gems, mundane in their current form, are actually
raw stones used in the crafting of spell gems. Werz
met Kazook in Mantoi· Derith (see chapter 9), and the
two have been trading recently behind their superiors·
backs. He declines to mention this. though, deflecting
any questions by mentioning that Blingdenstone is a
good place to lind a way out of the Underdark.

B A R FIGHT
While the characters are in the tavern, two duergar
who had been just talking business suddenly fly into a
rage and start brawling. If the characters don't intervene
to stop the fight, other patrons do. No guards appear
unless weapons or spells come out, and the fight stops
as soon as any of the brawlers is restrained or knocked
unconscious. Neither of the ducrgar remember why they
started fighting.

THE GHOHLBRORN'S LAIR
This inn is the only establishment in Gracklstugh that
accepts non-duergar guests. "Ghohlbrorn·· means
-bulette .. in Dwarvish. and the inn is built inside a
small ca,·ern complex beneath the Blade Bazaar at the
northern end of the Darklake District. hs halls are cold
and damp. A central chamber serves as a dining room,
branching out into different small, twisting halls along
which the rooms arc excavated. Tfs dark. cramped, and
uncomfortable, but safe and defensible.

CH ~PTER t I GRACKLSTUCH
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