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
| Name | Details |
|---|---|
| Elder Brithvar | duergar mercenary leader who can oppose Nere. |
| Kur | duergar associated with Brithvar and the anti-Nere faction. |
| Sergeant Thrinn | Absolute-aligned duergar officer. |
| True Soul Nere | drow True Soul trapped behind the cave-in. |
| Lunkbug | enslaved Ironhand gnome involved in the cave-in situation. |
| Philomeen | escaped Ironhand gnome carrying Runepowder. |
| Skickpit | deep gnome associated with the elevator route after the duergar leave. |
| Magmar | duergar who normally guards or explains the route towards the Shadow-Cursed Lands. |
| Grym | Adamantine Golem protecting the forge. |
| Yurgir | orthon whose earlier campaign devastated the Sharran presence in Grymforge. |
| Silouv Yali | gnome smith and architect associated with the Great Forge’s later development. |
| Sister Ansar | Sharran priestess associated with Silouv Yali’s conversion. |
| Ketheric Thorm | historical 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
- 01Speak with the duergar and gnome workers around the cave-in.
- 02Decide whether to investigate the missing explosives.
- 03Speak with Elder Brithvar if you intend to oppose Nere with duergar support.
- 04Visit Philomeen if you want her Runepowder Vial.
- 05Avoid taking the combination of rests and region departures that causes Nere to die.
- 06Clear the rubble.
- 07Decide whether to support Nere, Brithvar, the gnomes or a mixed outcome.
The Adamantine Forge: The basic procedure is
- 01Place Mithral Ore in the central Crucible.
- 02Place a mould in the Mould Chamber.
- 03Pull the Forge Lever to lower the platform.
- 04Open the Lava Valve.
- 05Use the Forge Lever to strike the mould.
- 06Collect the finished item.
- 07Use 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
| Name | Details |
|---|---|
| Longsword Mould | metal scaffolding above the central area. |
| Mace Mould | table near the Ancient Forge waypoint. |
| Scale Mail Mould | ground near a standing torch. |
| Scimitar Mould | skeleton on the ruined stairwell overlooking the cave-in. |
| Shield Mould | skeleton at the top of the dormitory stairs, behind a locked route. |
| Splint Mould | rock ledge near the Ancient Forge waypoint. |
Craftable items
| Mould | Result |
|---|---|
| Longsword Mould | Adamantine Longsword |
| Mace Mould | Adamantine Mace |
| Scimitar Mould | Adamantine Scimitar |
| Shield Mould | Adamantine Shield |
| Scale Mail Mould | Adamantine Scale Mail |
| Splint Mould | Adamantine 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
- 01Arrive by skiff and activate the Grymforge waypoint.
- 02Explore the occupied camp without stealing. Speak to Brithvar, Kur, Thrinn, gnome workers and other nearby NPCs.
- 03Start the Nere and explosives quests.
- 04Find Philomeen before clearing the cave-in.
- 05Resolve the Runepowder conversation carefully.
- 06Explore the north-eastern ruins. Collect keys, moulds, Firestoker, the Devilfoil Masks and the hidden records.
- 07Collect the first Mithral Ore and any accessible moulds.
- 08Reach the Ancient Forge waypoint.
- 09Collect the second Mithral Ore and remaining moulds.
- 10Use the Adamantine Forge. If you want two items, do not raise the forge platform before completing the second craft.
- 11Return to the cave-in and free Nere.
- 12Resolve the duergar and gnome conflict.
- 13Collect Nere’s head if pursuing the Myconid Colony quest.
- 14Only 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
| Trigger | Consequence |
|---|---|
| Clear the cave-in before meeting Philomeen | Philomeen may leave, removing the Grymforge Runepowder reward |
| Rest or leave too often after interacting with the cave-in | Nere may die before the party reaches him |
| Allow Nere to kill the gnomes | The gnome rescue outcome is lost and some Paladins may break their oath |
| Support Nere | Brithvar’s faction may become hostile or leave |
| Support Brithvar | Nere can be killed with duergar assistance |
| Kill or defeat Nere | His head becomes available for the Myconid quest |
| Leave after resolving Nere | Brithvar and surviving duergar depart |
| Raise the forge before a second craft | Further crafting may become impossible |
| Use both Mithral Ore pieces | The forge’s maximum normal output has been reached |
Sources
- Grymforge - bg3.wiki — bg3.wiki
- Nere - bg3.wiki — bg3.wiki
- Find Explosives - bg3.wiki — bg3.wiki
- Mithral Ore - bg3.wiki — bg3.wiki
- Philomeen - bg3.wiki — bg3.wiki
- Abandoned Refuge - bg3.wiki — bg3.wiki
- Adamantine Forge (quest) - bg3.wiki — old.bg3.wiki
- Travel through the Underdark - bg3.wiki — bg3.wiki
- Quests - bg3.wiki — bg3.wiki
- Mould - bg3.wiki — bg3.wiki