It's rare for a character, even the hostile Gekh Coal, to be just what they seem. Nearly every choice matters in, and the party will often be presented with the opportunity either to help a character in distress or leave them for dead. Sometimes, they even have the choice to kill a character outright if it best serves their needs. Ultimately, the right choice is whatever makes the most sense from the characters' standpoint, but sometimes, knowing the options and their consequences can influence the decision.
Gekh Coal is a gruff, mistrusting duergar who lurks in the Underdark of. There are two possible routes the party can take to reach the Shadow-Cursed Lands, where the Moonrise Towers await: the often-missed Mountain Pass or the Underdark. The Underdark is a far more complicated route, and Gekh Coal is just one of the obstacles that stand in the way. Crucially, though, he has access to a boat that can take the party to the Grymforge, which can be used regardless of how the party ultimately decides to deal with him.
As a slave trader, Gekh Coal is downright evil, and doesn't deserve the help of a party looking to do good in the Underdark. If they refuse, they'll have to kill him, but there are almost no negative consequences for doing so. Killing him doesn't lock the party out of the "" side quest line that begins with helping him. The quest can still be taken, especially if the party visits the nearby Myconid Colony and saves the dying gnome Thulla before starting Gekh Coal's interaction. If not, they can still pick it up later by other means.
The biggest advantage of killing Gekh Coal in may come from fulfilling the "" quest, which can be picked up from the Myconid Colony. If Gekh Coal and his allies are eliminated, Sovereign Spaw will show his thanks to the party by granting them access to a closed-off area with some loot inside. From headwear that can grant invisibility to a selection of spell scrolls, there's a lot of utility to be found here, as well as a
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