Locationmajor

Grymforge

Grymforge is a ruined duergar stronghold in the Underdark, reached by boat from the Underdark beach.

Importancemajor

Key takeaways

  • Deal with Nere before resting too often After the party interacts with the cave-in, Nere can die if the party takes two long rests, leaves Grymforge twice, or combines resting and leaving the region.
  • Speak to Philomeen before clearing the cave-in if you want her Runepowder Vial Clearing the rubble first can remove her from Grymforge.
  • Only two Mithral Ore pieces exist in a playthrough, so the Adamantine Forge can produce only two items.
  • Grymforge contains two distinct waypoint areas Underdark - Grymforge and Underdark - Ancient Forge. The latter belongs to the Abandoned Refuge, not the occupied duergar camp.
  • The duergar are not a single unified faction Elder Brithvar and his mercenaries can turn against Nere, while other duergar and Absolute-aligned figures may remain loyal to him.
  • The region is missable in practical terms Nere’s quest, Philomeen’s reward, the gnome rescue and several character interactions can be lost through progression choices or leaving the area.

About this guide

Spoiler warning: This guide covers major Act One quests, named characters, optional encounters, the Adamantine Forge, Nere’s fate and connections to Act Two. It does not cover every item in the wider Underdark unless it directly affects Grymforge.

Overview

Grymforge is an Act One region of Baldur’s Gate 3, reached from the Underdark by boat. It is not merely the central duergar camp shown on the first map marker. The broader location includes the ruined fortress and its occupied encampment, abandoned upper and lower chambers, Philomeen’s hiding place, the former Sharran stronghold, the Abandoned Refuge or Ancient Forge, the Adamantine Forge itself and the dangerous lava caves around it.

The area combines several story threads. A duergar mercenary company is excavating the fortress for the Absolute, True Soul Nere is trapped behind a cave-in, enslaved Ironhand gnomes are being forced to work, and the ruins conceal an ancient Sharran forge capable of producing adamantine equipment. Grymforge is also one of the main routes from Act One into the Shadow-Cursed Lands.

Regional boundaries and subareas

Grymforge should be treated as a region containing several connected subareas, rather than as a single room or dungeon.

Duergar encampment

This is the occupied section immediately around the docks and the cave-in. It contains the largest concentration of named NPCs, duergar workers, enslaved deep gnomes and quest activity. Nere is trapped in the excavation area, while Sergeant Thrinn and Elder Brithvar represent competing interests among the duergar.

The encampment is the part most players encounter first, but it occupies less than the whole ruined settlement. The north-eastern ruins and the forge complex are substantially less populated and require more deliberate exploration.

Uninhabited ruins

The north-eastern portion of Grymforge contains ruined galleries, sealed rooms, traps, raised platforms and abandoned Sharran facilities. It has two main vertical levels which are not always connected by normal stairs.

The ruins contain the route to Philomeen, the dormitory, the Devilfoil Mask rooms and several Adamantine moulds.

Philomeen’s safe place

Philomeen’s hideout is in a trapped lower gallery beyond locked doors. The passage contains pressure plates, a wrought-iron gate and a lever that can disable the remaining traps. The hideout itself is reached through the ruined north-eastern section, not from the main dock platform.

Philomeen stands near a Runepowder Barrel. If the conversation is handled carefully, she gives the party a Runepowder Vial and keeps the barrel. If the party threatens her or fails to calm the situation, she can detonate the barrel, killing herself and potentially catching the party in the blast.

Abandoned Refuge, also called the Ancient Forge

The Abandoned Refuge is the southern, adjoining landmass beyond the main Grymforge ruins. It is also referred to as the Ancient Forge. It overlooks the inaccessible Ancient Temple and contains the Adamantine Forge.

This area is reached by crossing or bypassing the rubble near Nere’s excavation. It includes the Ancient Forge waypoint, broken stairs, lava crossings, Mithral Veins and the route down to the forge platform.

Adamantine Forge

The Adamantine Forge is a functional Sharran-era forge within the Abandoned Refuge. It is not a separate region equivalent to Grymforge, but it is sufficiently distinct to have its own quest and waypoint relationship.

The forge produces one item per Mithral Ore and mould. The first use of the Lava Valve summons Grym, the construct created to protect the facility.

Lava Lake

The lava caves around the forge contain bubbling lava, Fire surfaces, Magma Mephits and a Lava Elemental. The elemental’s presence explains why the lava behaves unusually violently. This section is optional but contains one of the two Mithral Ore veins.

Access and routes

From the Underdark

The standard route is the duergar skiff at the Decrepit Village beach. The boat can be reached after dealing with, avoiding or sneaking past the duergar at the Underdark settlement. The party can reach it through the local duergar quest line, after defeating the duergar intruders, or by using stealth.

On arrival, the party gains access to the Grymforge waypoint. After the first visit, fast travel is available from the Grymforge and Ancient Forge waypoints.

Into the Shadow-Cursed Lands

An elevator east of the Grymforge waypoint leads towards the Shadow-Cursed Lands. Magmar normally warns the party that the region’s shadow curse is dangerous without suitable protection. If the duergar are dead or have departed, Skickpit can take over this conversation.

This elevator is a progression route into Act Two, but entering the Shadow-Cursed Lands does not mean the party has completed every Grymforge objective. In particular, Nere’s deadline and Philomeen’s availability should be considered before leaving.

Residents, visitors and factions

Named characters found in or tied to Grymforge

Some of these figures are present during the party’s visit, while others belong to Grymforge’s history, documents or later consequences. Nere is a major boss and story character; Grym is a construct encounter; Yurgir, Silouv Yali and Sister Ansar are primarily lore-associated names.

Clan Flameshade

The local duergar belong to Clan Flameshade and have been hired to work at Grymforge. Their motives are divided. Some want payment and have little interest in the Absolute, while others cooperate with Nere and the cult.

After Nere’s situation is resolved, Brithvar and surviving members of his group leave Grymforge after the party rests or travels to another region. Before that departure, many interactable objects in the encampment remain red-outlined and stealing can be treated as a transgression.

The Absolute

Nere and Sergeant Thrinn are connected to the Absolute’s operation. The cult is attempting to use the fortress as an entry point towards the ancient temple and is searching the ruins for strategic value.

Ironhand gnomes

The Ironhand gnomes are enslaved in Grymforge after being captured from the Underdark. Their situation drives the gnome rescue quests and connects directly to Philomeen and later Act Three content.

The Sharrans

The original fortress was built by Sharran worshippers. Centuries later, it became a base for Ketheric Thorm’s Dark Justiciar forces. The surviving architecture, sermons, journals and records provide much of Grymforge’s historical identity.

Named characters found in or tied to Grymforge

Named characters found in or tied to Grymforge
NameDetails
Elder Brithvarduergar mercenary leader who can oppose Nere.
Kurduergar associated with Brithvar and the anti-Nere faction.
Sergeant ThrinnAbsolute-aligned duergar officer.
True Soul Neredrow True Soul trapped behind the cave-in.
Lunkbugenslaved Ironhand gnome involved in the cave-in situation.
Philomeenescaped Ironhand gnome carrying Runepowder.
Skickpitdeep gnome associated with the elevator route after the duergar leave.
Magmarduergar who normally guards or explains the route towards the Shadow-Cursed Lands.
GrymAdamantine Golem protecting the forge.
Yurgirorthon whose earlier campaign devastated the Sharran presence in Grymforge.
Silouv Yalignome smith and architect associated with the Great Forge’s later development.
Sister AnsarSharran priestess associated with Silouv Yali’s conversion.
Ketheric Thormhistorical figure connected to the Dark Justiciar occupation and later Absolute operations.

Main quests and activities

Free True Soul Nere

Nere is trapped behind the cave-in near the duergar excavation. The party must clear the rubble using explosives, force damage or other available methods.

Nere can kill gnomes and Sergeant Thrinn immediately depending on dialogue choices. The party can fight him and his allies, help Brithvar’s faction, or manipulate the groups into fighting each other. If Nere is defeated or dies, his head can be collected for delivery to Sovereign Spaw or Glut.

The party receives Nere’s Broken Moonlantern regardless of his final status. It cannot be repaired, but it establishes a connection to the Moonlantern problem in Act Two.

Find Explosives

This quest can begin with Brithvar or Lunkbug. Philomeen has escaped with a Runepowder Barrel and hidden herself in the abandoned ruins.

If the cave-in is cleared before Philomeen is found, she may leave and the Runepowder reward is lost.

Blind the Absolute

Brithvar asks the party to help remove Nere’s scrying eye before the final confrontation. This can be approached discreetly and supports the anti-Nere route.

The quest is particularly useful for parties that want to fight Nere with additional duergar support rather than attacking the whole encampment simultaneously.

Save the Grymforge Gnomes

The deep gnomes are enslaved by the duergar. The quest can be resolved through the confrontation with Nere and the later decision over the surviving workers.

Saving gnomes from both Nere and the duergar can grant the Folk Hero inspiration event Breaker of Chains. Allowing Nere to kill the slaves, or siding with him, can also have consequences for Paladin oaths.

Get Past the Rubble

This quest concerns the passage to the Abandoned Refuge and Adamantine Forge. The conventional route involves clearing or bypassing the rubble near the excavation.

The party can also use movement abilities such as Misty Step, Fly or a sufficiently strong Jump to bypass parts of the route and activate the Ancient Forge waypoint. This is a shortcut, not a separate area.

The Adamantine Forge

The first activation of the Lava Valve summons Grym. Magma Mephits also emerge during the fight. The party can use the forge hammer as part of the encounter, though killing Grym without the hammer is tracked by the A Grym Fate achievement.

Free True Soul Nere: Before doing so

  1. 01
    Speak with the duergar and gnome workers around the cave-in.
  2. 02
    Decide whether to investigate the missing explosives.
  3. 03
    Speak with Elder Brithvar if you intend to oppose Nere with duergar support.
  4. 04
    Visit Philomeen if you want her Runepowder Vial.
  5. 05
    Avoid taking the combination of rests and region departures that causes Nere to die.
  6. 06
    Clear the rubble.
  7. 07
    Decide whether to support Nere, Brithvar, the gnomes or a mixed outcome.

The Adamantine Forge: The basic procedure is

  1. 01
    Place Mithral Ore in the central Crucible.
  2. 02
    Place a mould in the Mould Chamber.
  3. 03
    Pull the Forge Lever to lower the platform.
  4. 04
    Open the Lava Valve.
  5. 05
    Use the Forge Lever to strike the mould.
  6. 06
    Collect the finished item.
  7. 07
    Use the mould-ejection mechanism if making a second item.

Adamantine Forge directory

Moulds

The moulds are ordinary items until used at the forge. Each corresponds to one craftable item.

Mithral Ore

Only two Mithral Ore pieces can be obtained in one game:

The vein itself must be damaged to release the ore. Bludgeoning and force damage are especially useful. Each vein provides only one piece, so the party must choose two forge products in total.

Craftable items

The armour is particularly valuable because Adamantine equipment prevents critical hits against its wearer and applies damage-reduction or Reeling effects depending on the item. Only two of the listed items can be crafted in a normal playthrough because of the two available Mithral Ore pieces.

Moulds

Moulds
NameDetails
Longsword Mouldmetal scaffolding above the central area.
Mace Mouldtable near the Ancient Forge waypoint.
Scale Mail Mouldground near a standing torch.
Scimitar Mouldskeleton on the ruined stairwell overlooking the cave-in.
Shield Mouldskeleton at the top of the dormitory stairs, behind a locked route.
Splint Mouldrock ledge near the Ancient Forge waypoint.

Craftable items

Craftable items
MouldResult
Longsword MouldAdamantine Longsword
Mace MouldAdamantine Mace
Scimitar MouldAdamantine Scimitar
Shield MouldAdamantine Shield
Scale Mail MouldAdamantine Scale Mail
Splint MouldAdamantine Splint Armour

Named places and landmarks directory

Historical and decorative landmarks

The Ancient Temple is visible or referenced from Grymforge but is not an ordinary explorable area during this section of the game. It should not be treated as a fully accessible Grymforge subarea.

Main Grymforge

Items and collectibles

Important quest and interaction items

The Idol of Shar can be given to Shadowheart for approval and a Nightsong-related point. Infernal Alloy and the Fetish of Callarduran Smoothhands are character-interaction rewards rather than general-purpose Grymforge services.

Notable equipment

Firestoker is found in a gilded chest in the upper ruin area near the Merregon Legionnaire and Hellsboars. The Protecty Sparkswall is found in Philomeen’s wider safe-place section. Devilfoil Masks are associated with the Merregon room and nearby altar.

Hidden or less obvious treasure

Some chest contents can vary or contain ordinary randomised supplies. The fixed named equipment and quest items are more important than the generic potions, scrolls and weapons scattered through the ruins.

Notable equipment

Enemies and encounters

Grym

Grym is the Adamantine Golem and the area’s signature boss. It appears when the forge’s Lava Valve is first used. The encounter is affected by the forge platform, lava state and hammer controls.

The forge environment is not decorative. The hammer can damage Grym, and lava is central to the encounter’s mechanics. Magma Mephits can join the fight, making positioning and control of the platform important.

Other fixed or named encounter types

The Lava Elemental is encountered in the lava cave near one of the Mithral Veins. Merregons and Hellsboars occupy the upper dormitory section. The Merregon presence reflects the historical intervention of Yurgir, who was sent to destroy the Dark Justiciar forces in Grymforge.

Recommended exploration order

This order is designed to preserve the largest number of optional rewards. Players who prioritise the story may resolve Nere earlier, but clearing the cave-in before visiting Philomeen can remove the Runepowder opportunity.

A safe, thorough route is

  1. 01
    Arrive by skiff and activate the Grymforge waypoint.
  2. 02
    Explore the occupied camp without stealing. Speak to Brithvar, Kur, Thrinn, gnome workers and other nearby NPCs.
  3. 03
    Start the Nere and explosives quests.
  4. 04
    Find Philomeen before clearing the cave-in.
  5. 05
    Resolve the Runepowder conversation carefully.
  6. 06
    Explore the north-eastern ruins. Collect keys, moulds, Firestoker, the Devilfoil Masks and the hidden records.
  7. 07
    Collect the first Mithral Ore and any accessible moulds.
  8. 08
    Reach the Ancient Forge waypoint.
  9. 09
    Collect the second Mithral Ore and remaining moulds.
  10. 10
    Use the Adamantine Forge. If you want two items, do not raise the forge platform before completing the second craft.
  11. 11
    Return to the cave-in and free Nere.
  12. 12
    Resolve the duergar and gnome conflict.
  13. 13
    Collect Nere’s head if pursuing the Myconid Colony quest.
  14. 14
    Only then take the elevator towards the Shadow-Cursed Lands.

Hazards and practical advice

Nere’s deadline

Do not treat Grymforge as a normal location where you can rest indefinitely. Once the party interacts with the cave-in, Nere’s survival becomes time-sensitive. The precise trigger involves two long rests, two departures from Grymforge, or a combination of resting and leaving.

Trapped galleries

Philomeen’s route contains Marble Plates and traps. A character with good Perception, Sleight of Hand and trap-disarming equipment is useful. There is also a lever beyond the wrought-iron gate that disables the remaining traps.

Lava crossings

Many routes around the Ancient Forge require jumping between rocks over lava. Use movement abilities carefully and avoid sending a low-Strength character alone across a gap without a way back.

Raising the forge

The forge can be returned to its upper position after crafting. However, raising the platform before making the second item can make further crafting impossible until the controls are restored or the platform is lowered again. Plan both crafts before finishing the forge sequence.

Red-outlined objects

After the Nere conflict, surviving duergar can still treat ordinary interactable objects as protected property. If the party intends to loot the camp, wait until the relevant faction has left or accept the consequences of stealing.

Lore and history

Grymforge began as a fortress constructed by Sharran worshippers. It was occupied for centuries before being abandoned. Much later, Ketheric Thorm’s Dark Justiciar forces rebuilt and used it as an underground base.

The Sharrans employed the gnome wizard and smith Silouv Yali, whose work transformed the original forge into an Adamantine Forge. Yali created Grym as a protector, but much of the available adamantine was consumed in the construction of the automaton. Scarcity of the remaining ore limited the fortress’s ability to produce Sharran arms.

The fortress was eventually devastated by Yurgir and his Merregon forces. Yurgir had been sent by Raphael to eliminate Dark Justiciars. The resulting destruction, combined with wider conflict on the surface, caused Grymforge to be abandoned again.

By the time of the game, the Absolute’s operation has brought new life, but not stability, to the ruins. The duergar are excavating, the gnomes are enslaved, Nere is trapped, and the remains of the Sharran stronghold are being exploited by a new military power.

Progression changes and missable content

Progression changes and missable content
TriggerConsequence
Clear the cave-in before meeting PhilomeenPhilomeen may leave, removing the Grymforge Runepowder reward
Rest or leave too often after interacting with the cave-inNere may die before the party reaches him
Allow Nere to kill the gnomesThe gnome rescue outcome is lost and some Paladins may break their oath
Support NereBrithvar’s faction may become hostile or leave
Support BrithvarNere can be killed with duergar assistance
Kill or defeat NereHis head becomes available for the Myconid quest
Leave after resolving NereBrithvar and surviving duergar depart
Raise the forge before a second craftFurther crafting may become impossible
Use both Mithral Ore piecesThe forge’s maximum normal output has been reached

Sources