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Grymforge

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Decrepit Village
Grymforge Shadow-Cursed Lands
Abandoned Refuge
Grymforge is a region in Act One of Baldur's Gate 3. The remains of an ancient underground fortress built around the legendary Adamantine Forge. It can be accessed by traversing the Ebonlake using a skiff at the Underdark beach.


Come into Her shadow. Let all that is past be forgotten.
— An inscription on the plaque near Grymforge docks

Overview[edit | edit source]

Built by worshippers of the goddess Shar Shar in time immemorial, this long-abandoned crumbling fortress has been recently given a resemblance of new life once more. The duergar of Clan Flameshade have been hired by the forces of the Absolute to seek an incursion point to the ancient temple deeper below the fortress. Some members of the clan have also been swayed to the cause of the new deity by Ketheric Thorm Ketheric Thorm's retainer, the drow Nere True Soul Nere. Others remained unconcerned and simply wish to bolster their armaments and thicken their purses. To reach both ends, the duergar are commanding a group of enslaved Ironhand gnomes, captured from the Decrepit Village on the opposite shore of the Ebonlake.

By the time the party arrive, the tension is palpable: Nere is close to death under a sudden cave-in, and the only enslaved gnome capable of clearing the rubble has fled her captors. Both factions of the duergar clan are more than willing to free their leader and employer, dead or alive - each for different reasons.

Access[edit | edit source]

The only way to reach Grymforge initially is using the skiff from the beach docks of the Decrepit Village in the Underdark at X: -7 Y: -210. After having ventured to Grymforge the first time, fast travel to several waypoints is also possible.

As a medium-sized location, reaching the region at Level 4 gains the party 75 XP, or 150 XP at Level 5.

Duergar encampment[edit | edit source]

Accessible immediately upon arrival to Grymforge, this is the main base of operations for the local duergar mercenaries of the clan Flameshade. It actually occupies less than half of the ruined city and spans from the entry docks below to the point of excavations initiated by Nere Nere. In the duergar encampment there are several characters and creatures the party can interact with.

Morghal and Orgarth[edit | edit source]

Morghal Morghal and Orgarth Orgarth guard the Grymforge docks, which are separated from the rest part of the Ebonlake by a gargantuan system of elaborately adorned portcullis. Upon arriving, dialogue with them starts automatically, and the party can continue exploring either by fighting or convincing the duergar to let them pass peacefully. Cheesing their way through grants the A Friend to All A Friend to All inspirational event to characters with the Charlatan Charlatan background.

If Greymon Corsair Greymon joined the party aboard their skiff, he participates in the conversation, and the party can first hear the latest news about the cave-in that blocked Nere under the rubble. However, both dock guards, as well as Greymon (who actually has been swayed to the Absolute), are more concerned about not having been paid yet for their help.

Also, throughout the dialogue the player character learns of the duergar ability to suss out illithid tadpoles nested in the others' brains, while not being infected themselves. Identifying the player character as a True Soul, Morghal demands a fee for letting the party in, but quickly relents.

Finally, the player character can outrage at Morghal and Orgarth for enslaving the deep gnomes, which can lead to a fight (possibly with the whole duergar camp).

Once being granted access to the duergar encampment, the party may freely use the Underdark Duergar Boat (the one they used to reach Grymforge) or the Zurkhwood Skiff also moored at the dock to sail freely between Grymforge and Decrepit Village. Fast travel is also possible after finding the waypoint upstairs.

Kith and Gergerann[edit | edit source]

Kith Stonemason Kith andGergerann Gergerann can be found at X: -660 Y: 375, trying to investigate the history of Grymforge. Kith belongs to the faction of mercenaries uninterested in the subtleties of religion, while slavering and claiming riches holds little sway for him either.

If spoken with for the first time, he asks for the party's assistance. Any party member can examine the statues, rubble and general area through three skill checks: Investigation Investigation, History History and Perception Perception, all DC 10, where:

  • The History check narrows the age of nearby statues as ancient but still newer than other surrounding ruins;
  • The Investigation check informs the player character that the walls did not crumble from the burden of age - they were smashed by something very large;
  • The Perception check relates that the intruding creature came from the Hells, as it left sulphuric crystals on the debris.

The talking party member may pass the skill checks in any order, even stopping and starting it anew, until finally choosing the option to report results to Kith. If passing all three skill checks, he gifts them a piece of Infernal Alloy. Also, successfully helping Kith earns the Expert Opinion Expert Opinion inspirational event for characters with the Guild Artisan Guild Artisan background.

Stonemason Kith also serves as Trader. If any party member chooses to trade with him before helping to evaluate the ruins, this dialogue becomes unavailable for the party.

Brithvar and Kur[edit | edit source]

Brithvar Elder Brithvar is the leader of Clan Flameshade. He can be encountered chatting with his lieutenant Kur Kur at X: -624 Y: 355. Brithvar agreed to serve as mercenaries for Nere, but seems to regret this now, as the drow has not paid a single coin for their labors yet - and more so, swayed about half of clan members to his religion, including the elder's sergeant Thrinn Elenna Thrinn.

As such, Brithvar can be convinced to lead a mutiny against Nere, causing half the duergar who remained unconcerned to fight against Nere once the drow is freed. However, like Morghal before him, he senses the player character's tadpole, describing it as "brain-stench", and the party must first convince him of actually working against the Absolute.

If successfully convinced, Brithvar offers to free Nere from under the rubble and then kill him, then splitting the money the drow owes to the duergar. The player character can persuade persuade him to share the loot equally. Before dealing with the cave-in Brithvar also asks the player character to destroy the Scrying Eye Scrying Eye wandering around the encampment; this starts the Blind the Absolute Blind the Absolute subquest.

Once the Scrying eye is dealth with, Brithvar suggests a possible solution to freeing Nere. He relates how one of the Philomeen enslaved gnomes recently fled carrying a barrel of explosives, and suggests interrogating her peers to find her possible whereabouts.

When Nere is freed, he moves to kill the deep gnomes, but can be stopped by the player character. Brithvar also interjects, demanding the payment from the drow. He does not hesitate to confess conspiring behind Nere's back, and the player character must decide whether to support or fight any side. After Nere and his allies are defeated, the player character also must decide the fate of the enslaved gnomes (if they survived Nere's wrath). If Brithvar is killed, Kirgrath Kirgrath replaces him (he is otherwise not present if Brithvar survives).

Allowing Nere to kill the slaves, as well as siding with Nere in the conflict afterwards, are oathbreaking actions for Paladins Paladins.

After dealing with Nere, Brithvar and the surviving duergar leave Grymforge for good (with or without the remaining gnomes), upon taking a long rest or fast-travelling into another region. Until they leave Grymforge, all interactable objects except the Absolutists' corpses are red-outlined; touching them is considered a transgression.

Resolving the conflict between the duergar factions and subsequent decisions may earn the following inspirational events:

After dispatching Nere and the other Absolutists, the party can explore the chamber filled with poison clouds poison clouds where the drow was blocked and lockpick the wooden gate behind it. There they find a destroyed bridge and a beautiful vista down on the Gauntlet of Shar - unreachable at this stage of the game.

Near the point where Brithvar and Kur stand initially, any party member can descend into a hidden area beneath the ground level. It is accessible only by means of spatial movement (like Misty Step Misty Step or Feather Fall Feather Fall). Two skeletons lay down below (X: -613 Y: 358 and X: -607 Y: 365) with random spell scrolls on them (4x total), grading from uncommon to rare. Also, the Damaged Journal on one of the skeletons directly refers to Ketheric Thorm Ketheric Thorm as a Chosen of Shar.

Sergeant Thrinn and the gnome slaves[edit | edit source]

Sergeant Thrinn Thrinn can be encountered at X: -643 Y: 300, where she is organizing the rescue attempt to free Nere from the cave-in. She commands several deep gnome slaves to remove the debris, prodding and threatening them with all manner of unpleasantries should they fail. Alas, several gnomes were killed with the rockfall, and the remaining are exhausted, working at a slower pace.

When encountered, Thrinn is bare-footed. If the player character has the Boots of Speed in the inventory (obtained or stolen from runaway Thulla Thulla), they can return them to her and gain a reward of their choice instead: Armour of Uninhibited Kushigo or Bracing Band. They can be stolen back or, if Thrinn is killed (e,g., later in the mutiny), looted from her corpse.

When approaching the cave-in, Nere speaks to the player character via their tadpole, asking to free him as soon as possible, as he is trapped with poison geysers around. After the connection with the drow fades, the timer for Free True Soul Nere Free True Soul Nere starts [1] and the party may eavesdrop the gnomes discussing something and chime in the conversation.

To get the information supposed by Brithvar, the party must convince the gnomes to play along. This requires various skill checks, or, if the party spoke to Thulla, they can appeal to her sending them to help. Eventually the party can find out about Philomeen Philomeen, a runaway gnome sapper in possession of enough runepowder to destroy the rubble. If the party already found Philomeen and aquired the Runepowder Vial from her, they can inform the gnome slaves of this.

If Greymon Corsair Greymon survived, he stands under a makeshift tent and acts as a Trader. He belongs to Absolutists' faction of the duergar, and attacks the party if they side against Nere.

On the stone table across Greymon's trade post lies a Devilfoil Mask.

Murmath and the spiders[edit | edit source]

Murmath Murmath can be encountered near the Grymforge docks at X: -626 Y: 373, wandering about the cages with drow corpses. He is one of the duergar swayed to believe in the Absolute. If asked about the dead drow, he says they were caught spying on the Absolutists and executed after Nere interrogated them and broke their minds. One of the dead drow is Jhaam Jhaam, a Harper scout, whose body can be looted for a Harp-Shaped Pin and orders from "J". This corpse may be spoken with spoken with to learn that mysterious "J" is Jaheira Jaheira; this is the first mentioning of her in-game. Also, the corpse may relay the "last light in the shadows" as a safe haven.

In the far corner behind the cages the party can encounter several spiders. If approaching, the party can use Speak with Animals Speak with Animals to eavesdrop the conversation between Lur Xanta Lur Xanta and the others. Xanta is trying to convince the other spiders to abandon Murmath and search for followers of the cult of Lolth Lolth instead. Depending on dialogue choices, the other spiders can attack Xanta, or be convinced to join the cult. In the latter case, the spiders leave Grymforge for good, and party members with the Acolyte Acolyte earn the Acolytes of the Demonweb Pits Acolytes of the Demonweb Pits inspirational event.

From the Metal Crates around the cages some elixirs and ammunition (Uncommon to Rare) can be looted.

Magmar and Pistle[edit | edit source]

The wards Magmar Magmar and Pistle Pistle can be encountered at X: -606 Y: 384, where they guard the elevator leading to the Shadow-Cursed Lands. If trying to access the elevator, Magmar asks whether the party have a Moonlantern. This is the first mentioning about this type of defence against the Shadow Curse Shadow Curse in-game. However, if insisting on using the elevator without a lantern, Magmar is careless with his guard duties and allows the party passage.

Idling the time, Magmar and Pistle maltreat the enslaved deep gnome Skickpit Skickpit, demanding him to repeatedly fetch more beer from the barrel at the foot of the stairs. When being afar from the wards, Skickpit may be spoken with and convinced to flee with the party's help.

If freeing Skickpit, the party must deal with Magmar and Pistle by attacking or annoying them in dialogue. Another option is poisoning their beer by combining the stained cask at the bottom of the stairs at X: -616 Y: 391 with a Basic Poison or any other available toxin. After the wards are dead, Skickpit thanks the party and gives them a vial of Wyvern Toxin. He is unsure of what to do next and may be convinced at this point to either go in hiding, travel to Thulla Thulla at the Ebonlake Grotto, or use the elevator to the surface; the latter option results in his death.

Brathwen and Viss[edit | edit source]

Brathwen Brathwen and Viss Viss can be found at the other side of the docks. They are charged with disposing of the corpses of the deep gnome slaves, killed in the recent rockfall. Viss seems to have suffered from the disaster, too, as his speech is scarce and monosyllabic, mostly repeating last Brathwen's words.

Speaking with the two, the party can ask if they have looted the corpses. A Perception Perception check and subsequent checks to deal with the two duergar can earn the player character the Fetish of Callarduran Smoothhands. Acquiring this ring grants the You Can't Take It with You You Can't Take It with You inspirational event for characters with the Urchin Urchin background.

If checks to obtain the trinket fail, Brathwen can be traded with, and the ring can be bought or stolen from him. Also, there are up to seven or eight gnome corpses, which the duergar shove into the lake waters one by one until cleared out. However, the corpse with the ring always remains as last.

If Brathwen and Viss are convinced to abandon their duty, both gladly depart and disappear from the game. Despite being novices of the Absolute, they do not appear later to join the fight if the mutiny unfolds.

The door at X: -600 Y: 393 leads to a room with a concealed section in the far end, where the deep gnomes prepared a stash in case they manage to escape their enslavers.

The Deep Rothé and Skarjall's crew[edit | edit source]

Halfway through the gallery which runs along the dock are three Deep Rothé Deep Rothé. Talking to the Elder Rothé Elder Rothé here via Speak with Animals Speak with Animals sheds some light on the history of Grymforge and the source of its resulting demise. Also, in this conversation the name of Ketheric Thorm Ketheric Thorm pops up anew. If the party spoke previously with Halsin Halsin, they might have heard from him about the general as of a long-deceased man. The Elder Rothé, however, speaks of "feeling Thorm's shadow" currently.

If no sources of Speak with Animals Speak with Animals are available, the player character can roll a series of skill checks (Animal Handling Animal Handling and 2x Nature Nature) to discern the rothés' manner of speaking and then to try and understand their feelings (pain, sadness, and fear), but no more than that.

In Rotting Baskets around this place a fair amount of mushroom-derived alchemical ingredients can be found, prepared as forage for the rothés.

In the end of the gallery, at X: -668 Y: 442, Skarjall Herdmaster Skarjall can be found abusing two more Deep Rothé alongside Grundril Grundril and Morgya Morgya. Upon approaching, the conversation with him begins automatically, starting the subquest Get Past the Rubble Get Past the Rubble.

The player character may try to inquire into why Skarjall wants to clear the way so badly. After DC 15 Persuasion check he reveals a piece of Adamantine Slag, indicating that an Adamantine Forge is nearby.

The player character can choose to cane the Deep Rothé or to speak to them via Speak with Animals Speak with Animals, and convince them to get the work done or attack the duergar.

If the rubble is cleared, Skarjall (if surviving and non-hostile) immediately starts another dialogue. Even if the party did not find out about the Adamantine forge from him, Skarjall reveals the truth himself and attacks the party to prevent any challenge for the forge. The party can also fight the duergar at first encounter.

If the Deep Rothé were convinced to attack the duergar and survive, the player character may talk to them again and ask they bash open a clearing as a return service.

Other points of interest[edit | edit source]

At X: -677 Y: 356 the cragged rock leads down to a small ground among the cliffs, with a large Harpers' sigil drawn on earth. A sequence of checks ( DC 15 History check, DC 10 Investigation check) can help to recognize the symbol and comment on its layout, too strangely open for an organization of scouts and spies.

Also, three wooden chests remain in plain sight. If approached, the chests turn out to be Mimic Mimics (detected with DC 20 Perception check). A bit further, on the cliff, a Toy Chest can be noticed with another perception roll. Interacting with it reveals a locked and trapped Harper Stash. However, the trap can be deactivated by casting a Light Light spell on it. Inside lies Scroll of Evidence and a random spell scroll. If the Mimics are still in disguise and left unbothered, they do not react to activating and looting the stash. One of Mimics can be looted for Wondrous Gloves.

Approximately at X: -655 Y: 420 several skeletons in same armour can be examined. A DC 10 History check tells the player character that they all wear the symbol of Shar Shar. If Shadowheart Shadowheart is in the party, she immediately recognizes and comments on it. The answer chosen by the player character may raise or lower her approval. Also, one of the skeletons can be looted for a Dark Justiciar's Journal - reading it starts the Help the Spirit of the Amulet Help the Spirit of the Amulet quest. In a locked chest nearby the party can find some crossbows and ammunition, which are revealed as of Sharran crafting upon another successful History History check.

Descending another cragged rock at X: -696 Y: 400 leads the party to a locked and trapped chest with The Real Sparky Sparkswall shield inside.

Uninhabited parts of Grymforge[edit | edit source]

This area primarily occupies the north-eastern region of the location map, starting at the far end of the docks, and consists of two levels which are not connected by stairs or other means of level-changing. It is almost uninhabited, save for several creatures, and can be accessed through several points:

  • Passing through locked double doors at X: -603 Y: 409 - lower level
  • Jumping at X: -622 Y: 346, near the point where Brithvar and Kur stand initially - upper level
  • Using the lever-controlled iron platform at X: -639 Y: 408 - upper level
  • Using means of spatial movement at heavily trapped remains of a bridge at X: -633 Y: 431 - upper level

Two latter points are available after completing the Get Past the Rubble Get Past the Rubble quest (see below).

Philomeen's safeplace (lower level)[edit | edit source]

It can be reached from the docks by lockpicking the doors at X: -603 Y: 409. Inside there is a mess hall with the remains of a repast, which any party member through a DC 10 Religion check recognizes as a "Nightfall" ritual - a Sharran ceremonial feast culminating with a bloody sacrifice. Every companion except Shadowheart finds it at least disturbing. One of the skeletons inside has a Pitted Key on it, which opens the door, should the party come from the other direction.

In the far corner of the mess hall a movable wall section opens the passage which leads to the still abandoned part of Grymforge. A movable stone near another set of double doors reveals a hidden stash. Behind the doors, at the top of the stairs, three Ochre Jelly Ochre Jellies wait in ambush ambush, sticking high up to the cave vault. The exact places are marked by pools of Acid dripping from above. Crouching around them does not trigger the Jellies' attack. If defeated, these creatures can be looted for a rare alchemical ingredient, Ochre Jelly Slime. At the foot of the symmetrical stairs down, a heavy chest stands. From the bookcase up and eastward two random spell scrolls can be taken.

Upon walking and jumping further along the rocky cliffs, the party can come across locked doors marked as "Contemplation Chamber", which can easily be walked around through the wall breach behind the corner. Inside Philomeen Philomeen waits, seemingly alerted by the sounds of the party approaching. She stands near a Runepowder Barrel, and when the player character comes closer, threatens to ignite it. However, she can be convinced to relent and then asks to let her go with the barrel in exchange for a small Runepowder Vial. She promises it is powerful enough to blow up the cave-in where Nere is trapped.

Behind the place where Philomeen stands initially the party can find a Sharran's Journal describing a beast from Hells that assaulted Grymforge, and several stone tablets with sermons to Shar, written by Ketheric Thorm Ketheric Thorm.

Trapped gallery[edit | edit source]

After completing the quest Get Past the Rubble Get Past the Rubble the party can ascend the stairs to reach the upper level of the Abandoned Refuge. At the top of the stairs the way to the east leads to a ruined bridge, the remains of which on both sides are still heavily trapped with Blast Mines. However, it is still possible to cross the chasm using means like Grant Flight Grant Flight or Misty Step Misty Step, and then descend the double iron ladder. The Orb of Darkvision standing here casts Darkvision Darkvision on any party member for 10 turns. It can be used as needed. Nearby, at X: -642 Y: 425 a Scroll of Invisibility can be taken.

Westward, a long gallery starts with a veritable obstacle course made of various Traps: Gargoyle Statues at the each end, three pairs of Trapped Beacons at the sides, and multiple Marble Plates along the way: round between beacons and rectangular across the way (the latter are easily discernible). Triggering any Marble Plate sets off all the traps still left armed. The gallery ends with a locked wrought-iron gate[2]. A lever behind the gate disables all traps on the gallery.

It is possible to reach the crumbled stone perch behind the gate from below (approximately from X: -650 Y: 353) via spatial movement (Misty Step Misty Step or Grant Flight Grant Flight) and switch the lever off beforehand. In doing so, this is an alternative way to reach the Abandoned Refuge without solving the Get Past the Rubble Get Past the Rubble quest.

Behind the gate the player character can also take the Idol of Shar, which can be gifted to Shadowheart Shadowheart to earn her approval and a Nightsong Point. In the Gilded Chest at the farmost point lies The Protecty Sparkswall robe.

Two iron ladders descend down from the gallery. The southern (single) leads to the small ground with multiple crates with common weapons and also some random potions, while the northern (double) leads to a movable iron platform hanging on chains and controlled by two levers nearby: the southern launches the platform forward or backward, while the other lever controls its height. The platform can be used to cross the chasm ahead, or simply as a bridge to reach a cast-iron path in the middle.

Merregon's Hideout[edit | edit source]

Moving the platform forward can transport the party to the upper level of the Abandoned Refuge. The double doors just across the platform are locked (the Iron Key to open them can be looted from a skeleton on the gallery at X: -649 Y: 396). Inside, in the small room under the stairs, two skeletons can be found: one belonged to a captured Harper, the other to a Sharran Inquisitor who interrogated him. The Undelivered Letter looted from the inquisitor gives a hint onto a correct way to unlock the Harper Stash chest (see above).

The broken stone railing at X: -592 Y: 428 allows to descend to the lower level of the area using means like Feather Fall Feather Fall or Misty Step Misty Step, to land close to the Ochre Jellies' ambush. Down below, the party can find traces of Thulla's successful escape and pick up two Uncommon arrows and a Trap Disarm Toolkit.

The doors upstairs are locked, too, but can be unlocked with a Tarnished Silver Key found on one of the hanging skeletons nearby. Behind the door a Merregon Legionnaire Merregon Legionnaire and three Hellsboar Hellsboars wait; they become hostile to the party on sight. After defeating them, the party can loot a Devilfoil Mask, and take another one from an altar at the end of the room. In a Gilded Chest here lies Firestoker, the first Hand Crossbow with unique features encountered in the game.

A skeleton at X: -558 Y: 409 can be looted for one of the forging moulds necessary to craft an item further in the Adamantine Forge.

To the south from the outer doors, the open balcony continues to a small ground that is adjacent to the point where Brithvar stands initially. On the stone table here lies a Map of Moonhaven. The ruined and tilted stairs lead to a control plate with two levers, which are useful to reach the Adamantine Forge itself. A skeleton lying nearby has another forging mould on it.

Abandoned Refuge[edit | edit source]

Map of the Abandoned Refuge and the Adamantine Forge to the south-east.
Portrait Astarion.png
An incredible sight. And people say size doesn't matter.
Astarion, approaching the forge mechanism

Grated path and the way to the Forge[edit | edit source]

The cast-iron grated path that runs high in the middle between two parts of Grymforge can be accessed via the moving iron platform described above. At the beginning of the path the party can pick up the third forging mould. The path runs to the south, making several wavery bends up, until it abruptly ends above the lava surface. At this point, the party must jump down onto another movable platform controlled by the two levers at the aforementioned tilted stairs. Like the previous platform, one lever controls the height, while another moves the platform forward [3]. The way to use the platform is variable, but the target remains the same: deliver at least one party member to the Abandoned Refuge area and activate the Ancient Forge waypoint nearby.

To the far south of Grymforge, through a series of contraptions and ruins, the Ancient Forge Waypoint is located, which can be accessed either by navigating the grated path described above, or using abilities such as Misty Step Misty Step or Fly Fly from the far end of the hall where Nere Nere was trapped (e.g., from the point at X: -628 Y: 303).

The Abandoned Refuge features large heaps of long-abandoned armour and helmets strewn about. Near the waypoint, another forging mould can be found lying in plain sight. Small stairs lead to a resemblance of a study, where a Forge Construction Log can be found, describing the peculiarities of adamantine metalworking. From the study, a crumbled stairs descends to the north, where the fifth forging mould can be found.

Across the study, a two-storied grated construction stands, seemingly connected to the collapsed path that can be used to reach the area from Grymforge. There the sixth, and last, mould can be seen. Approaching it, the party is attacked by several Animated Armour Animated Armours. Despite possibly seeming as an ambush, it is not; no Perception Perception checks are made, and no party members are surprised surprised on the first turn.

After the battle is resolved, the party can walk around the construction at X:  Y:  and proceed down, closer to the lava stream - there, at X:  Y:  they can smash a Mithral Vein to obtain a piece of Mithral Ore, and also detect a buried chest nearby. Caution is advised here, as stepping into lava directly results in receiving the Melting Melting condition, which kills most characters in just two turns.

Proceeding further through stone arch allows the party to finally reach the Adamantine Forge itself.

Adamantine Forge[edit | edit source]

If venturing further south-east, down the crumbling stone bridge, the party can find forge, hammer and anvil of the legendary Adamantine Forge, capable of smithing mythical Mithral Ore into armaments of exceptional quality. The gargantuan mechanism is clearly visible from the Abandoned Refuge vista.

Approximately in the middle of the bridge, at X:  Y: , there is a sidewalk to the east, leading to an area that much resembles a library. There, between bookcases, another Mithral Vein is clearly seen. However, when approaching the room, the party is attacked by a pack of Magma Mephit Magma Mephits, coming in two waves. After defeating them, the party can loot the library for several scrolls, another piece of Mithral Ore, and a Elixir of Fire Resistance. Magma Mephits yield a unique alchemical ingredient, Heart-Shaped Rock. The magma mephits may also be defeated via stealth attacks.

Only two pieces of Mithral Ore can be obtained. By providing themselves with ore and forging moulds, the party can finally use the ancient, but still operational mechanism to craft items of Very Rare grade of their choice - and meet the magnum opus of a long-forgotten Sharran blacksmith Silouv Yali: the mighty automaton Grym Grym.

Crafting an item in the forge grants the Art Endures Art Endures inspirational event to the characters with the Guild Artisan Guild Artisan background.

Lava Lake[edit | edit source]

Remains of a building with the chest

From the forge platform in its upper position, the party can jump to reach the side cave half-full of molten lava at X: -570 Y: 229. The lava here is unlike all other places where it is close: boiling and bursting, popping bubbles that leave Fire Fire surfaces behind. Successful passive checks ( DC 10 Nature check, DC 15 Arcana check) allow for understanding the reason of this phenomena: a Lava Elemental Lava Elemental is wandering around the cave.

The elemental is aggressive, and attacks if it notices the party, but defeating it makes the way to the amulet much easier since the boiling, bursting, and popping of bubbles which leave Fire surface behind cease after its death. However, fighting it might be troublesome, as it restores full health each turn while standing in lava. Spells like Bone Chill Bone Chill might be useful.

Killing the elemental grants the The Floor Is Lava The Floor Is Lava to the characters with the Outlander Outlander background.

In the middle of the cave is a rocky 'island', where a locked Adamantine chest stands. Inside the chest lies the Sentient Amulet. The chest can be opened with the Adamantine Key found on a skeleton on the sides of the lava lake at X: -619 Y: 244 or lockpicked by a DC 20 Sleight of Hand check.

If the Dark Justiciar's Journal is not found prior, picking up the amulet starts the quest Help the Spirit of the Amulet Help the Spirit of the Amulet.

History[edit | edit source]

The original Grymforge fortress was built in an unknown age by a group of Sharran followers. Those Sharrans used the fortress for approximately eight hundred years, after which it was abandoned. Grymforge was not re-inhabited until Ketheric Thorm Ketheric Thorm's Dark Justiciar army were brought in to rebuild it. [4]

After this, Grymforge served as a base of operations for Ketheric and his Justiciars. The Sharran priestess Sister Ansar converted to the Sharran faith Silouv Yali, a gnome well known for his wizarding talents. He toiled to redesign the fortress's forge so it could smelt ore to produce adamantine for making weapons [5]. After a sequence of experiments, he managed to find a way to put this idea into practice. As well, he created Grym Grym, a construct which protects the forge. However, Yali used most part of available adamantine into creating the automaton, and nearby veins became too scarce to provide enough metal for Sharrans' armaments.[6]

While Ketheric's forces worked to destroy Moonhaven, a settlement of Selûne worshippers, as well as nearby temple, a Selûnite resistance in his hometown of Rethwin, led by the leader of local Masons' Guild Infernal Mason Morfred and his brother Halfred, conspired to oppose him. However, Morfred was eventually exposed to Ketheric and in desperation made an infernal bargain with Raphael Raphael, which stipulated the complete destruction of the Dark Justiciars in exchange for his soul.[7]

Raphael sent the orthon Yurgir Yurgir and his merregons to Grymforge. Yurgir smashed through the city's walls, leaving behind a trace of sulphuric crystals, and wiped out the Dark Justiciar presence in the fortress. The orthon and most of his legion then departed to Gauntlet of Shar to remove the Justiciars there as well, while several merregons remained in Grymforge. The devastation of Sharrans' underground operational base and extinguishing of significant part of their elite forces coincided with the attack of the allied forces of Harpers and Emerald Grove Druids on the surface. Thus, Grymforge was abandoned once again.

Waypoints[edit | edit source]

The following Waypoints Waypoints are available within Grymforge:

  • caption = Underdark - Ancient Forge Underdark - Ancient Forge at X: -611 Y: 294
  • caption = Underdark - Grymforge Underdark - Grymforge at X: -647 Y: 382

Connected locations[edit | edit source]

The following Locations are connected to Grymforge:

Related quests[edit | edit source]

Characters[edit | edit source]

Cultists of the Absolute[edit | edit source]

Deep Gnomes[edit | edit source]

Duergar mutineers[edit | edit source]

Traders[edit | edit source]

Animals[edit | edit source]

Other[edit | edit source]

Available for Speak with Dead[edit | edit source]

Creatures[edit | edit source]

Loot[edit | edit source]

Quest items[edit | edit source]

Character interaction rewards[edit | edit source]

Craftable in the Adamantine Forge[edit | edit source]

Sold by Corsair Greymon[edit | edit source]

Other[edit | edit source]

Other notable items, looted of found in the area

Hidden treasure[edit | edit source]

  • Buried chest at X:  Y: , near a Mithral Vein
  • Harper Cache, found at X: -700 Y: 371
  • Stash under the Loose Stone at X:  Y: 

Related literature[edit | edit source]

This list does not include items that can be also obtained in other regions.

Gallery[edit | edit source]

Notes and references[edit | edit source]

  1. The timer to free Nere also starts upon speaking to Elenna Thrinn Sergeant Thrinn or after making a deal with Brithvar Elder Brithvar.
  2. Prior to Patch 7 the gate was impossible to lockpick and had to be destroyed physically
  3. The "height" lever has only two positions, one of which is significantly lower compared to the grated path level, and the another is significantly higher. This should be taken into account if transporting the whole party on the platform
  4. Grymforge: A History
  5. The inscription on the plaque at the entrance to the platform implies that the forge itself probably existed even before Silouv Yali's experiments, as its wording melted away "several centuries" ago. Ketheric Thorm reinhabited Grymforge just over a hundred years ago
  6. The Great Furnace of Grymforge, Forge Construction Log, Scribbled Note
  7. Mason's Log
  8. This is the Gauntlet of Shar, which can only be reached after travelling to the Shadow-Cursed Lands in Act Two.

External links[edit | edit source]