Key takeawaysSpoilers
The quest combines a timed rescue, an explosives objective, and a faction decision.
- Start at the Myconid Colony Speaking with Thulla is the usual entry point for the Grymforge gnome rescue thread.
- Prepare for the cave-in The rubble trapping True Soul Nere must be cleared, and Runepowder is one of the explosives that can accomplish this.
- Treat the area as time-sensitive Long rests and leaving the area can allow the situation to resolve without the party, potentially killing Nere and harming the gnomes.
- Choose a side carefully The party can support duergar rebels or defy the Absolute, and that decision changes the gnomes' fate.
OverviewSpoilers
Deal with the Gnomes in Grymforge is an Act 1 rescue quest centred on the enslaved deep gnomes trapped in Grymforge.
The quest is commonly set in motion by speaking with Thulla at the Myconid Colony in the Underdark. Her situation points the party toward Grymforge, where deep gnomes are being forced to work for duergar and where a cave-in has trapped True Soul Nere. The rescue is therefore tied to a larger confrontation rather than being a simple escort objective.
At Grymforge, the gnomes are compelled to clear the rubble blocking Nere's escape. The party must find a way to remove the obstruction, with explosives such as Runepowder serving as the key solution identified for the cave-in. Barcus Wroot and Lunkbug are among the notable gnomes connected to this part of the story, while the runaway gnome Philomeen has access to the explosives the party needs.
Time is an important part of the quest's structure. Taking too many long rests or leaving the area can result in Nere dying before the party resolves the cave-in, with the gnomes' fate worsening as a consequence. Once the crisis is active, the party must also decide whether to work with duergar rebels or oppose the Absolute, creating different outcomes for the imprisoned gnomes.
This page concerns the Grymforge questline in Act 1. It should not be confused with the separate Act 3 quest also titled Deal with the Gnomes, which involves the Flaming Fist.
Where this sits
- 1Thulla's requestintroductionThe usual starting point at the Myconid Colony.
- 2Grymforge investigationinvestigationLocate the trapped gnomes and the cave-in.
- 3Explosives searchobjectiveSeek Runepowder or another way to clear the rubble.
- 4Nere confrontationconfrontationResolve the crisis after opening the passage.
- 5Gnome outcomeresolutionThe faction decision determines the immediate aftermath.
The quest moves from the Myconid Colony into Grymforge and culminates in the cave-in and its political consequences.
Requirements
Reach the Underdark, locate the Myconid Colony, and be prepared to act before the Grymforge crisis resolves on its own.
- RequiredAccess to the UnderdarkThe quest is an Act 1 Underdark storyline and cannot be pursued from the surface alone.
- RecommendedSpeak with ThullaThulla at the Myconid Colony is the usual point of entry for the deep gnome rescue thread.
- RequiredA way to clear the cave-inObtain explosives such as Runepowder before attempting to resolve the blockage trapping True Soul Nere.
- RequiredTime to complete the crisisAvoid unnecessary long rests and avoid leaving the area once the cave-in situation is active.
ObjectivesSpoilers
- Follow the deep gnome rescue thread from the Myconid ColonySpeak with Thulla and use the information she provides to direct the party toward Grymforge.
- Reach the enslaved gnomes in GrymforgeFind the worksite where duergar are forcing the deep gnomes to clear the cave-in.
- Obtain explosivesLocate Runepowder or another suitable explosive solution for removing the rubble.
- Clear the cave-in and confront True Soul NereOpening the blocked passage changes the situation from a rescue operation into a direct confrontation.
- Determine the gnomes' fateChoose whether to cooperate with duergar rebels or oppose the Absolute, then deal with the resulting consequences.
WalkthroughSpoilers
- 01
Begin the gnome rescue quest.
Speak with Thulla at the Myconid ColonyTravel through the Underdark to the Myconid Colony and speak with Thulla to learn about the deep gnomes' predicament. Her conversation is the usual entry point for the Grymforge rescue thread and provides the context for going there.
Location: Myconid Colony
TipTreat Thulla's request as an active lead before moving on to other Underdark objectives.
- 02
Find the trapped gnomes and the cave-in.
Travel to GrymforgeMake your way from the Underdark to Grymforge and look for the area where deep gnomes are being forced to work. The important lead is the cave-in: the rubble is trapping True Soul Nere, and the gnomes are being ordered to remove it.
Location: Grymforge
Watch outOnce the crisis is active, unnecessary long rests or leaving the area can cause the situation to resolve without your intervention.
- 03
Understand the rescue situation before acting.
Assess the gnomes' positionSpeak with the gnomes connected to the worksite, including Lunkbug, and establish what the duergar are demanding. This makes clear that the gnomes are not freely undertaking the excavation and that clearing the rubble will expose the party to the larger Nere conflict.
Location: Grymforge worksite
- 04
Secure explosives for the cave-in.
Find a way to clear the rubbleSearch for an explosive solution capable of breaking through the cave-in. Runepowder is one established option, and the quest points toward the runaway gnome Philomeen because she possesses the necessary explosives.
Location: Grymforge and the surrounding Underdark
TipPrioritise the explosives search rather than spending time on unrelated exploration once the cave-in becomes the immediate objective.
- 05
Obtain Runepowder or another viable explosive.
Locate PhilomeenTrack down Philomeen, the runaway gnome connected to the explosives needed for the rescue. The encounter is part of the route to obtaining Runepowder, so do not assume that simply reaching the worksite provides everything required to open the passage.
Location: Grymforge area
Watch outThe precise dialogue and outcome can depend on how the party approaches Philomeen; the source pack does not establish every interaction result.
- 06
Open the passage to Nere.
Return to the cave-inBring the explosives back to the blocked passage and use them to remove the rubble trapping True Soul Nere. The blast is not the end of the quest: it opens the route to the confrontation and places the gnomes' future in immediate danger.
Location: Grymforge cave-in
- 07
Resolve the confrontation surrounding Nere.
Confront True Soul NereAfter the cave-in is cleared, deal with True Soul Nere and the forces surrounding him. The central decision is whether the party will support duergar rebels or defy the Absolute, so consider the gnomes' safety before choosing a side.
Location: Grymforge
Watch outThe confrontation determines the immediate political outcome for the enslaved gnomes.
- 08
Secure the best available outcome for the gnomes.
Complete the rescue outcomeFinish the confrontation and speak to the surviving characters who remain connected to the gnome storyline. The quest's resolution depends on the faction choice and on whether the party acted before Nere died in the cave-in.
Location: Grymforge
Mission mechanicsSpoilers
This quest is governed by a hidden time-pressure structure rather than by combat alone. Once the party engages with the Grymforge cave-in, long resting too many times or leaving the area can allow Nere to die before the rubble is removed. That outcome can also lead to the gnomes' demise, making travel and camp management part of the quest's mechanics.
Explosives are the practical solution to the blocked passage. Runepowder is specifically associated with Philomeen, the runaway gnome who possesses the needed material. The quest therefore links exploration and conversation to progression: the party must identify the right contact and secure the tool before returning to the worksite.
The final encounter is also a faction test. The party can side with duergar rebels or reject the Absolute, and the decision affects the gnomes' fate. This means that freeing the gnomes is not limited to opening the cave-in; the party must also survive and resolve the power struggle that follows.
What works and what does not
Strengths
- The quest connects exploration, dialogue, a time-sensitive objective, and a major faction decision.
- The explosives search gives the player a clear practical route to the cave-in rather than requiring a purely combat-based solution.
- The gnomes' fate changes according to the party's timing and allegiance, giving the rescue meaningful consequences.
Weaknesses
- The time pressure can be easy to underestimate if the party treats Grymforge like a normal area for unrestricted long-rest exploration.
- The quest has several connected characters and locations, so leaving the rescue thread unresolved can make the objective harder to reconstruct later.
- The source material does not establish every possible alternative method, dialogue result, or reward variation.
Best uses
- Prioritise this quest when the cave-in becomes active.
- Use the gnome and duergar conversations to identify the next objective before committing to a faction.
- Secure explosives before spending time on unrelated activities in the area.
Encounter phasesSpoilers
- 1Not applicable
The excavation crisis
Starts: Arriving at the Grymforge worksite and learning that True Soul Nere is trapped behind a cave-in.
The deep gnomes are being forced by duergar to clear the rubble. The party's immediate task is to find an explosive solution before the situation resolves without them.
- Do not assume the worksite can be safely postponed indefinitely.
- Use the gnome conversations to identify the explosives lead.
- 2Not applicable
The passage is opened
Starts: Using explosives such as Runepowder on the cave-in.
The rubble is removed and the party gains access to the confrontation surrounding Nere. The rescue objective becomes inseparable from the faction conflict in Grymforge.
- Keep the consequences of the faction choice in mind before initiating the final confrontation.
- 3Not specified in the source pack
The faction confrontation
Starts: Nere is no longer sealed behind the rubble.
The party must confront the forces present and choose whether to support duergar rebels or defy the Absolute. The outcome determines what happens to the gnomes connected to the crisis.
- Resolve the encounter promptly once the passage is open.
- Avoid treating the gnomes' survival as guaranteed merely because the cave-in has been cleared.
True Soul Nere confrontationSpoilers
- LocationGrymforge, beyond the cave-in
- HealthNot specified in the source pack
Clear the cave-in with explosives, then resolve the confrontation while keeping the gnomes' fate and the duergar faction choice in mind. The source pack does not provide a reliable combat build, attack list, damage values, or specific tactical counters.
Choices and consequencesSpoilers
- SpoilerSupport the duergar rebels
This aligns the party with the duergar opposing the current Absolute-controlled arrangement and changes the immediate outcome for the gnomes.
- SpoilerDefy the Absolute
This rejects the Absolute's side in the Grymforge conflict and produces a different resolution for the enslaved gnomes.
- SpoilerDelay through too many long rests or leave the area
Nere can die before the cave-in is cleared, and the gnomes can also be killed as a result.
Quest checklist
- Reach the Myconid Colony in the UnderdarkThis is the usual location for starting the rescue thread.
- Speak with ThullaUse her information to identify the Grymforge lead.
- Reach GrymforgeFind the enslaved deep gnomes and the cave-in.
- Speak with the gnomes at the worksiteLunkbug is among the named characters associated with this stage.
- Locate PhilomeenShe possesses the explosives connected to the cave-in solution.
- Obtain Runepowder or another suitable explosiveThe source pack specifically identifies Runepowder as an option.
- Clear the cave-inDo this before the time-sensitive situation resolves without the party.
- Confront True Soul NereThe confrontation follows the opening of the passage.
- Choose a faction outcomeDecide whether to side with duergar rebels or defy the Absolute.
- Confirm the gnomes' fateCheck the aftermath rather than assuming the rescue is complete after the explosion.
Failure conditionsSpoilers
- Take too many long restsThe source pack warns that excessive long rests can cause Nere to die before the party clears the cave-in, with the gnomes' survival also put at risk.
- Leave the area after the crisis beginsLeaving Grymforge or otherwise abandoning the active situation can produce the same adverse resolution as delaying through camp rests.
- Fail to obtain explosivesWithout Runepowder or another way to clear the rubble, the party cannot reach the confrontation through the intended rescue route.
- Resolve the faction conflict against the gnomes' interestsThe final choice between duergar rebels and the Absolute significantly affects the gnomes' fate.
On failure
The source pack does not specify exact checkpoint locations or whether every failure condition produces a reload prompt.
Rewards and outcomesSpoilers
- Surviving deep gnomesThe primary narrative reward is preserving the gnomes caught in the Grymforge crisis.
- Faction-dependent quest outcomeThe resolution changes according to whether the party supports duergar rebels or defies the Absolute.
- Grymforge story progressionClearing the cave-in and resolving Nere's confrontation advances the connected Act 1 storyline.
AftermathSpoilers
Do not leave the cave-in unresolved
The gnomes' survival is not secured simply by reaching Grymforge. If the party delays with too many long rests or leaves the area, Nere can die and the gnomes can be lost; the faction decision after opening the passage also changes the rescue's outcome.
Trivia
- The Grymforge quest is distinct from the Act 3 quest also titled Deal with the Gnomes.
- The quest's named gnome cast includes Barcus Wroot, Lunkbug, and Philomeen.
- Runepowder is associated with the practical problem of opening the cave-in, linking Philomeen's storyline to the rescue objective.
Relationships
Characters
- ThullaQuest giverTypically introduces the deep gnome rescue thread at the Myconid Colony.
- True Soul NereTrapped figureThe cave-in traps Nere and leads to the main confrontation.
- PhilomeenExplosives leadThe runaway gnome possesses explosives associated with the cave-in solution.
- Barcus WrootRelated characterA notable deep gnome connected to the Grymforge storyline.
- LunkbugRelated characterA deep gnome associated with the forced excavation.
Locations
- GrymforgePrimary locationThe quest's central location and site of the cave-in.