Key takeaways
- Ebonlake Grotto and the Myconid Colony are the same game location The colony occupies the northern part of the Underdark.
- Approach the guards peacefully Sovereign Spaw normally contacts the party telepathically and allows entry if the party does not attack.
- Spaw and Glut offer different political paths Spaw asks for help against the duergar and later Nere. Glut can become an ally, a temporary follower or the leader of the colony.
- Several important quests converge here the duergar conflict, Thulla’s poison, Baelen’s disappearance, the missing gnome boots and Omeluum’s parasite investigation.
- The colony contains three notable traders Derryth Bonecloak, Blurg and, after relevant quest progress, Omeluum.
- Do not assume the grotto contains the whole northern Underdark The Dread Hollow, Decrepit Village, duergar beach, Arcane Tower and Grymforge are separate neighbouring locations.
About this guide
Scope: Baldur’s Gate 3, base game, Act One Status: Researched guide. The location boundary used here is the named Ebonlake Grotto/Myconid Colony area, including its colony paths, guarded entrances, waypoint, residents, traders, quest spaces and the vine-blocked chamber. The Dread Hollow, Decrepit Village, Duergar beach, Arcane Tower, Grymforge and surrounding Underdark wilderness are treated as neighbouring areas rather than parts of Ebonlake Grotto.
Overview
Ebonlake Grotto, also called the Myconid Colony, is one of the Underdark’s main settlements in Baldur’s Gate 3. It is not merely a convenient trading post. The grotto is a living myconid refuge, a political centre, a quest hub and one of Act One’s most important meeting places for the Underdark storyline.
The colony is led by Sovereign Spaw, whose people have recently suffered a raid by duergar searching for the poisoned deep gnome Thulla. At the same time, the displaced Sovereign Glut is sheltering nearby and wants revenge on the duergar, while the hobgoblin scholar Blurg, dwarf merchant Derryth Bonecloak and rogue mind flayer Omeluum provide separate links to trade, the parasite storyline and the wider Forgotten Realms setting.
The grotto is peaceful if approached carefully, but it is easy to create lasting consequences. Attacking myconids, mishandling Glut’s rebellion, advancing certain Act One events or leaving key quests unresolved can change who remains available and which rewards can be obtained.
Named places within the grotto
Some of these are descriptive labels used by players or guides rather than separate map regions. The Sovereign’s throne, Blurg’s study and Thulla’s resting place are useful internal descriptions, but they are not separate named locations in the same sense as Ebonlake Grotto itself.
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Named places within the grotto
Entering the grotto
The main approach is from the south-east, through a guarded rocky entrance around X: 113, Y: -127. A second route lies to the south-west around X: 34, Y: -123, where giant mushroom caps lead towards Dread Hollow. Both entrances are guarded by myconids and spore servants.
When the party approaches an entrance guard, Sovereign Spaw normally addresses them telepathically. If the party does not attack, Spaw invites them to explain their intentions and the guards allow them through. This makes the colony one of the more welcoming settlements in the Underdark, provided the party does not begin hostilities.
Hazardous approach
The south-eastern approach is covered by Torchstalks and Timmasks. These mushrooms can explode in a chain reaction when ignited or struck, making careless use of fire particularly dangerous. After the flames are gone, the remains of an adventurer near X: 124, Y: -127 can be searched for two spell scrolls.
A careful route is
- 01Stop before entering the mushroom field.
- 02Use ranged attacks, water, frost or another controlled method to remove the immediate threat.
- 03Keep party members spread out.
- 04Search the remains once the area is safe.
- 05Approach the myconid guards without attacking.
Waypoint and movement
The Myconid Colony waypoint is positioned in the heart of the settlement. Activate it as soon as possible. It provides a safe return point for:
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The Myconid Circle
The colony is home to the Myconid Circle, a community of telepathic mushroom beings led by Sovereign Spaw. Their society is organised around shared memory, communal survival and the preservation of the circle. The colony’s animated corpses and spore-based abilities are part of this biological and spiritual culture rather than ordinary necromancy in the conventional wizardly sense.
The myconids are not automatically hostile. Their guards defend the colony, but a peaceful first approach gives the party access to its main quests and merchants.
Named myconids
The dead myconid sprout can be questioned with Speak with Dead. Its corpse is connected to Spaw’s account of the recent duergar attack.
Sovereign Spaw
Spaw is the established leader of the colony. It is found near a construction of overlapping mushroom caps, where it tends to the colony and animates corpses. Spaw’s first major request is to remove the duergar raiders responsible for the recent attack.
Spaw’s quest sequence is the colony’s most direct progression path:
Killing the duergar causes Spaw to open the purple-vine barrier. This gives access to a hidden section containing loot and the corpse of the drow wizard Xargrim. Reporting the victory also grants the Entitled inspiration event to eligible Noble-background characters if they have not already earned it.
Sovereign Spaw: steps
- 01Enter peacefully.
- 02Speak with Spaw.
- 03Accept the request to defeat the duergar intruders.
- 04Travel to the duergar-controlled lake-shore area.
- 05Defeat the raiders.
- 06Return to Spaw.
- 07Gain access to the previously blocked chamber.
- 08If desired, accept the further request to deal with Nere.
Sovereign Glut
Glut is the deposed sovereign of another myconid circle. Its people were destroyed by duergar, leaving Glut as the sole survivor. It takes refuge in Spaw’s colony but believes Spaw failed to help when its circle was attacked.
Glut can join the party as an attached follower for the duergar conflict. Its special value is the ability to raise fallen creatures as temporary spore servants. This makes it useful for testing corpses, scouting encounters and adding an extra body to difficult fights.
After the duergar have been defeated, Glut can ask the party to support a coup against Spaw. The party can:
Supporting Glut gives the New Management inspiration event to Dark Urge characters and can place Glut in charge of the colony. Either sovereign can still direct the party towards Nere if the relevant conditions are met.
Thulla
Thulla is a deep gnome rescued from the duergar. She is poisoned and rests near Spaw. Speaking with her starts the Cure the Poisoned Gnome quest.
The relevant antidote is carried by Gekh Coal, the duergar squad leader. The practical order is:
Thulla is also connected to the wider deep gnome and Grymforge storyline. Her presence is therefore more than a healing side quest. She links the colony to the imprisoned gnomes and the duergar operation deeper in the Underdark.
Thulla: steps
- 01Speak with Thulla.
- 02Travel to the duergar area.
- 03Obtain the Duergar Antidote from Gekh Coal.
- 04Return to Thulla.
- 05Give her the antidote.
Blurg
Blurg is a hobgoblin trader and scholar who maintains a small study in the colony. He is associated with the Society of Brilliance and is interested in unusual magical and biological phenomena.
Blurg can introduce the party to Omeluum, making him an important contact for the parasite investigation. His shop contains several useful early-game magical items, including the Psychic Spark, Circlet of Blasting and Melf’s First Staff.
Derryth Bonecloak
Derryth Bonecloak is a dwarf merchant searching for her missing husband, Baelen Bonecloak. Speaking with her starts Find the Mushroom Picker.
Her quest directs the party to the bibberbang area where Baelen is trapped. That area is outside Ebonlake Grotto, so it should not be counted as a subarea of the colony. Derryth’s presence in the grotto is the starting point and return point for the quest.
Derryth sells alchemical and practical equipment, including the Caustic Band, Amulet of Restoration, Herbalist’s Gloves, Gloves of Hail of Thorns and Ring of Jumping.
Omeluum
Omeluum is a rogue mind flayer who has separated itself from the illithid collective. It is associated with Blurg and becomes involved in the party’s parasite investigation.
Omeluum’s presence is one of the most significant pieces of world-building in the colony. It presents a mind flayer who claims independence from the force that created it, although the player should treat its promises and experiments with caution.
The Help Omeluum investigate the parasite quest involves gathering unusual ingredients and allowing Omeluum to study the party’s condition. Omeluum can also become a trader. Its stock includes the Ring of Mind-Shielding, Pearl of Power Amulet, Ring of Salving, Boots of Stormy Clamour, Creation’s Echo and The Shadespell Circlet.
Named residents and visitors directory
Residents and local leaders
Visitors and story-associated characters
Associated but not resident in the grotto
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Ebonlake Grotto is one of Act One’s best early trading locations, but not every named character is a merchant at all times.
Merchant inventories can depend on trading progression and story state. The list above records the notable items associated with their stock, not a guarantee that every item will appear in every transaction state.
Named residents and visitors directory
| Merchant | Role | Notable stock or function |
|---|---|---|
| Blurg | Trader and scholar | Psychic Spark, Circlet of Blasting, Melf’s First Staff, The Baneful and other magical equipment |
| Derryth Bonecloak | Trader and quest giver | Amulet of Restoration, Caustic Band, Herbalist’s Gloves, Ring of Jumping and related equipment |
| Omeluum | Quest-associated trader | Ring of Mind-Shielding, Pearl of Power Amulet, Ring of Salving, Creation’s Echo and other items |
Non-shop functions
Do not infer a service merely from a character’s presence. For example, Blurg is a trader and scholar, while Spaw is a quest-giver and faction leader, not a conventional merchant.
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Defeat the Duergar Intruders
This is the colony’s central quest. It can begin after a peaceful approach and conversation with Spaw. The party is asked to remove the duergar who attacked the colony and killed young myconids.
Avenge Glut’s Circle
Glut asks the party to help avenge its destroyed circle. It may join the party and animate corpses. The quest becomes politically dangerous after the duergar are defeated, because Glut’s grievance turns against Spaw.
Cure the Poisoned Gnome
Thulla’s poison can be cured with the antidote obtained from Gekh Coal. This is time-sensitive in the broader sense that major story changes may affect access to characters and quests, so it is sensible to speak with Thulla before completing the Underdark.
Find the Mushroom Picker
Derryth asks the party to find Baelen. The rescue takes place outside the grotto in the bibberbang area. Returning to Derryth after the rescue can affect her dialogue and quest outcome.
Find the Missing Boots
Thulla’s boots are connected to the duergar and deep gnome plot. The quest is listed among the colony’s related quests and may overlap with the broader Grymforge storyline. Treat it as a separate objective from curing Thulla’s poison.
Help Omeluum investigate the parasite
Omeluum offers an alternative approach to the party’s tadpole problem. This is not a cure, but an investigation that provides lore, dialogue and access to Omeluum’s later trading role.
Deliver Nere’s Head
After the duergar problem is resolved, Spaw can ask the party to kill Nere, the drow who sent the duergar into myconid territory. Nere is not in Ebonlake Grotto. The colony is the starting and reporting point for this objective, while the confrontation takes place in Grymforge.
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The vine-blocked chamber
A section of the grotto is sealed by purple magical vines. The barrier cannot be lockpicked. It can be overcome with Knock or physical damage, but the most natural progression is to complete Spaw’s duergar quest, after which Spaw opens it as a reward.
Xargrim
Xargrim is a dead drow wizard found in the previously sealed chamber. His body can be questioned with Speak with Dead. Xargrim’s corpse and the chamber are among the clearest reasons to complete Spaw’s request even if the party is not interested in the political dispute between Spaw and Glut.
Mushrooms and crystals
The colony is visually dense with oversized fungi, sprouts and crystals. Some can be harvested, but they are treated as myconid property. Taking them may be considered theft and can create unnecessary conflict.
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Ebonlake Grotto itself is not designed as a conventional dungeon. Most of its inhabitants are neutral or friendly if the party behaves properly. The main combat associated with the location takes place in neighbouring Underdark areas.
The most important environmental effects are
| Name | Details |
|---|---|
| Barrelstalk spore clouds | grant Haste Spores for one turn. |
| Torchstalks | ignite and explode. |
| Timmasks | contribute to the dangerous mushroom field near the south-eastern approach. |
| Purple vines | block the hidden chamber until removed or opened through quest progression. |
Creatures associated with the colony
These entries include creatures associated with the colony and its spore-animated defenders. They should not all be treated as permanently hostile encounters inside the settlement.
Combat advice
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Notable fixed rewards and equipment
The colony’s notable loot, quest rewards and purchases include:
The precise acquisition method differs by item. Some are purchased, some are found in the colony or its hidden spaces, and some are connected to quest outcomes or nearby Underdark content.
Merchant items
Derryth Bonecloak
These are merchant-stock directories rather than claims that every item is a floor pickup in Ebonlake Grotto.
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This order preserves the greatest number of conversations and avoids making a political decision before the colony’s principal quest has been completed.
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Ebonlake Grotto is unusually sensitive to faction choices.
Blurg
Derryth Bonecloak
Derryth Bonecloak: For a thorough but low-risk visit
- 01Approach the south-eastern entrance carefully. Clear or bypass the Torchstalk and Timmask field.
- 02Search the adventurer’s remains after the danger has passed.
- 03Activate the Myconid Colony waypoint.
- 04Speak with Spaw and accept the peaceful colony dialogue.
- 05Speak with Thulla before leaving the central area.
- 06Speak with Glut, but do not commit to the coup immediately.
- 07Visit Derryth and accept the mushroom-picker quest.
- 08Visit Blurg and ask about unusual magical or illithid matters.
- 09Meet Omeluum and decide whether to pursue its investigation.
- 10Compare all three merchant inventories before spending scarce gold.
- 11Travel to the duergar area and resolve the raid.
- 12Return to Spaw to open the vine-blocked chamber.
- 13Search the hidden chamber and speak with Xargrim’s corpse.
- 14Only then decide how to handle Glut.
- 15Continue to Grymforge if pursuing Nere, the deep gnome storyline or the boat route.
If the party attacks the myconids
The colony can become hostile, cutting off its traders, quests and much of the settlement’s dialogue. Because the myconid guards are part of the same community, this is not a small isolated fight.
If the party supports Glut
Spaw may be killed and Glut may take control of the colony. This changes the settlement’s leadership and can remove or alter Spaw-related dialogue. The choice also grants certain background-specific inspiration events.
If the party delays too long
Major Act One progression can alter the state of Underdark quests. The safest practice is to complete colony conversations, Thulla’s treatment and merchant visits before moving fully into the next act or resolving major world-state changes.
If the party kills relevant quest characters
Killing Spaw, Glut, Thulla, Derryth, Blurg or Omeluum can remove associated quests, rewards or dialogue. The consequences vary by character, but none should be treated as disposable background scenery if the party wants a complete colony run.
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Before leaving Ebonlake Grotto, check that you have:
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Is Ebonlake Grotto the same as the Myconid Colony?
Yes. In Baldur’s Gate 3, Ebonlake Grotto is also called the Myconid Colony. The names refer to the same settlement area.
Is Dread Hollow part of Ebonlake Grotto?
No. Dread Hollow is a neighbouring area reached from the grotto’s south-western approach. It should be listed separately.
Can I enter without fighting?
Usually, yes. Approach the guards and respond peacefully to Spaw’s telepathic contact. Attacking the guards can make the colony hostile.
Who are the merchants?
Blurg and Derryth Bonecloak are present as traders early in the colony sequence. Omeluum can also trade after its quest-related involvement.
Should I side with Spaw or Glut?
For the least disruptive settlement outcome, remain with Spaw. Glut offers useful combat assistance and an alternative political route, but supporting its coup can remove Spaw and change the colony’s leadership.
How do I open the purple-vine area?
Complete Spaw’s request to defeat the duergar and return to the sovereign. The barrier can also be overcome with Knock or physical damage, but quest progression is the clearest intended route.
Is Omeluum’s experiment a cure?
No. It is an investigation into the parasite. It advances the story and provides information, but it does not remove the tadpole.
Is the duergar fight inside the colony?
No. The duergar raid quest begins in Ebonlake Grotto, but the main battle takes place at the nearby lake-shore and duergar area.
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The available location sources clearly identify Ebonlake Grotto with the Myconid Colony and distinguish its connections to Dread Hollow, Decrepit Village, Storehouse and the wider Underdark. They also provide the principal named characters, related quests, notable creatures and loot directory.
Some in-game descriptive labels, such as “Blurg’s study”, “Thulla’s resting place” and “Sovereign’s throne”, are useful for navigation but are not consistently presented as formal, separately named map locations. They have therefore been retained as internal landmarks rather than promoted to independent subareas.
Merchant inventories and quest outcomes can vary with progression, trading state and faction decisions. The item lists above should be read as verified notable stock associated with the named merchants, not as an assertion that every item is simultaneously available in every playthrough.
Sources
- Ebonlake Grotto - bg3.wiki — bg3.wiki
- Ebonlake Grotto - bg3.wiki — bg3.wiki
- Sovereign Glut - bg3.wiki — bg3.wiki