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Save the Grymforge Gnomes

Save the Grymforge Gnomes is a Quest in Act One of Baldur's Gate 3. The quest can be obtained by speaking with Thulla at the Myconid Colony at Ebonlake Grotto, after completing Cure the Poisoned Gnome.
Objectives[edit section | visual editor]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit section | visual editor]
The plight of the Grymforge gnomes can first be learned about from Thulla at X: 83 Y: -97 in Ebonlake Grotto after curing her poison. She tries to leave but is too weak to move. Instead, she explains that members of her clan, the Ironhands, have been captured by duergar at Grymforge and need help. Thulla begs the party to save them, starting the quest.
Getting to Grymforge[edit section | visual editor]
To get to Grymforge, the party must take a boat docked at the Decrepit Village near the Underdark Beach Waypoint. If the party has not undertaken Defeat the Duergar Intruders, Avenge Glut's Circle, or Find the Missing Boots, then they are stopped by Gekh Coal. Immediately upon entering Coal's proximity, he confronts the party, calling them "sun-scum" who are too loud. He says he plans to "hush" the party before they draw in something hungry with their noise and draws his axe. Depending on the race of the player character, Coal can be made to stand down:
- I could've killed you before you even noticed me, but I didn't. Stand down. (if approached in stealth)
- I'm a rabid dirty dog, and I bite. (DC 10 )
- Take your hand off that axe before you lose it (DC 15) (if not a Barbarian, Half-Orc, or Dark Urge)
- Stand down - I'm a follower of the Absolute, just like you. (DC 15)
- I can be discreet. No need for bloodshed. (DC 15)
- I'm hungry for a fight, but you're barely a morsel. Choose your next move carefully. (DC 10) (if not Dark Urge)
- Back down or bleed. (DC 15 ) (if not Dark Urge)
- I'm a duergar, idiot - we're practically kin.
- Read the duergar's thoughts. (DC 10)
- I follow the Absolute. Take your hand off that weapon.
However, Coal never stands down if the interacting party member is a Deep Gnome, as he believes they are another runaway slave. Drow have an easier time convincing Coal to stand down (DC 10 vs 15), as he assumes that they are True Souls. Additionally, if the party recruited Glut, then Coal attacks on sight. He is joined by a group of duergar, and a few undead minions.
If the party manages to stop Coal from attacking, then he tells them not to get in the way of his hunt. If asked what he is doing down here, Coal responds that a runaway slave stole the boots of his superior, Sergeant Thrinn's. The slave is hiding amongst the Myconid Circle and he is waiting for her to eventually make a break for it. The party can offer to help Coal track down the missing boots, or tell him that it is not their problem, in which case he attacks.
To get on the boat, the party must either sneak onto it, defeat Coal and his minions, or show Coal the missing boots. If the party sneaks onto the boat, he becomes hostile after they return to the Decrepit Village.
Arriving at Grymforge[edit section | visual editor]
During the trip over, a group of duergar lead Corsair Greymon approach and he questions the party on what they are doing on Coal's boat:
- I saw a body left by the myconids - your 'Gekh' must be dead. (DC 10) (if Gekh Coal unmet)
- I'm afraid Gekh is dead - he fell fighting the myconids (DC 10) (if Gekh Coal was met)
- Just let me cross - I have the brand, see? (DC 5)
- I work on Gekh's behalf. I'm after his sergeant's stolen boots.
- I seek the sergeant - I believe she's keen to get these boots back.
- MOVE YOUR BOAT, OR SINK. MAKE THE CHOICE. (DC 10 )
- In the name of the Absolute - you will let me pass. (DC 10)
- Push the duergar into the water. (DC 15)
If the player character passes the check then Greymon stands down and tells them to speak with the sergeant. Once docked, another duergar, Morghal tries to extort money from the player character. They can tell her "I’m not giving you a single coin" and she backs off immediately. Following the path south leads to a cave-in, where a group of enslaved gnomes are being forced to chip away at the rocks at X: -635 Y: 311.
If the party does not speak with Thulla, it is also possible to learn about the gnomes by speaking with Barcus Wroot near the cave-in, if he was saved during Rescue the Gnome. He explains that he went to the Underdark looking for his friend, Wulbren, but was captured after unexpectedly encountering cultists in what was supposed to be an abandoned ruin. Lastly, eavesdropping on Lunkbug and Laridda ( DC 10 Perception Check) results in the listener learning from Lunkbug that several gnomes are trapped in a cave-in with a True Soul named Nere. They gnomes to clear out the cave-in, but the only explosives they had were taken by an escapee named Philomeen. This starts Find the Explosives.
Freeing the trapped gnomes[edit section | visual editor]

To free the trapped gnomes, Free True Soul Nere must be completed. Throw the explosives on the cave-in, or use spells, and Nere arrives. He is furious at being trapped and immediately takes it out on Meerna whom he throws into the lava.
If the player character chooses to say nothing or "Finish the slaves, True Soul. For the Absolute," then Nere massacres all the gnomes. If the player character asks Nere not to kill innocents, Nere tells Thrinn to rip out their heart and feed it to the rothé. At this point, if the party made a deal with Elder Brithvar to kill Nere, he interjects and says that Nere owes the duergar money and he will get it from Nere's corpse. Nere then says he has changed his mind - he will spare the party if they defeat Brithvar and the other mutineers.
If the party sides with Nere, they must fight against
If the party sides with Brithvar, they must fight against

The gnomes can be saved either way. If the player character passes a wisdom check (DC 15) after the battle, they can choose "Enter Nere's mind. The gnomes must be set free". Nere then sets the gnomes free and gives the party a task to inform the General that the temple cannot be entered from Grymforge. If Brithvar is sided with, and the player character selects "And the slaves? What about them?" and then either Intimidates or Persuades Brithvar (DC 10), he releases the gnomes.
Time sensitive quest[edit section | visual editor]
As with freeing Nere, saving the gnomes is on a timer. After the party arrives at Grymforge, the first time they go to camp, Nere may reach out telepathically to ask for help. At this point, the party can safely long rest once. If they long rest a second time, Nere dies, the cave-in is removed, and all the duergar and gnomes depart.
Similarly, after fighting Nere, it is necessary to speak to the gnomes before taking a Long Rest, otherwise they leave.
Speaking with Beldron after the fight resolves the quest. He mentions that their leader, Wulbren, was abducted and sent to Moonrise Towers, which starts Rescue Wulbren. If Barcus is alive, speaking to him reveals that he intends to pursue Wulbren. He can also be invited to camp, where he stays for a time before moving on.
Quest rewards[edit section | visual editor]
- Breaker of Chains ( Folk Hero background)
Notes[edit section | visual editor]
- It is not possible to save Meerna. Even if the party enters turn-based mode and kills Nere before the cinematic, Meerna simply disappears after the fight is over.
- There is a bug in patch 8. If the party does not free the deep gnomes through dialogue with Brithvar, then after the next Long Rest the duergar disappear and the deep gnomes still remain in their places and act as if they remain slaves, including Barcus Wroot.[verify]
- ↑ Dialogue file: Act1/Underdark/UND_LoneDuergar
- ↑ Dialogue file: Act1/Underdark/UND_DarkLake_RaftEvent

































