True Soul Nere is a noteworthy NPC you meet in Grymforge, deep in the Underdark. I’ve spent dozens of hours exploring Act 1 and I’ll tell you what actually matters: where he is, how to free him, what choices change later scenes, and how to avoid simple mistakes. Updated April 10, 2025.
Where to find Nere (exact spot)
Nere sits behind a cave-in near the old Sharran temple entrance in Grymforge. Coordinates: X: -645, Y: 360. You’ll see duergar workers trying to dig him out. The air around the tunnel is tense and the duergar will say they’ve been working for days. We found the clock is real — you have about five long rests before he suffocates. Yes, really: five long rests. Don’t ignore that.
What you need and why
Runepowder clears the rubble. That’s the practical fact; anything else is slower or risky. Why? Because explosives remove blocking geometry instantly, avoiding drawn-out fights and patrols. This doesn’t always work the same for every party — depends on your build and whether you like stealth or straight combat.
| Item | Where | How |
|---|---|---|
| Runepowder Vial | Grymforge storage | Lockpick (DC 10) or grab it |
| Runepowder Barrel | Hidden cache near tunnel | Perception check (DC 15) |
| Smokepowder Bomb | Vendors | Buy for ~300 gold |
Tip: bring a Rogue or someone with high Perception. I’ve noticed that players rushing in without scouting usually pay for it later. Stock healing, check spell slots, and fix broken gear. Yes, sounds basic, but people skip this all the time.
How to break the cave-in
Talk to Sergeant Thrinn or Elder Brithvar first. They explain the situation and mark possible explosive sources in your journal. Once you’ve got runepowder, approach the glowing placement outline at the rubble base, put the explosive there, and back away at least five meters to avoid splash damage.
- Approach with Runepowder in inventory.
- Place it on the glowing spot.
- Pull party members back.
- Ignite (fire cantrips or an arrow work).
// quick ignition script (in plain steps)
Place explosives
Move party 5+ meters back
Use fire spell or arrow to ignite
Expect loud noise and possible extra enemies
Watch this: explosions attract attention. If you want stealth, don’t blow things up — that’s obvious, right? (Unless you’re playing loud for loot.)
Dialogue choices — and why they matter
When Nere crawls out you’ll get dialogue that shifts story threads. Your background, class, and the tadpole status change some options. I’ve noticed the game keeps score of tone more than exact words — being blunt usually locks different future lines than flattering him.
- Use the tadpole link if you have it — it reveals his intent.
- Demanding payment can start combat quickly (and yes, that’s a valid playstyle).
- Siding with the duergar leads to different allies later.
- Agreeing to help him gives Absolute-aligned paths.
- Pretending to be a True Soul may work if you pass the check.
Controversial take: saving Nere often hurts your broader options more than killing him, especially if you value duergar and deep gnome allies. Some players will disagree strongly — and that’s fine. Which side is “right”? That’s the point of the choice.
Combat notes if it turns ugly
Nere is roughly level 5 and casts Misty Step, Darkness and damage spells. He usually comes with duergar bodyguards. Use elevation and choke points. Silence spells shut down his biggest threats. We found focusing reinforcements first is the simplest path to victory.
Quick combat checklist:
- Tank engages Nere directly.
- Ranged and casters pick off duergar.
- Use Silence or counterspell on Misty Step.
Oddly enough, throwing someone near the lava can force environmental kills — risky but effective. Honestly, it’s a bit of a gamble.
“If you want the safest result, clear the area, bring an explosive, and plan exit routes — nothing heroic, just smart.” — a hard-learned tip
Rewards and downstream effects
Loot changes with outcomes. If you kill Nere you often get better gear; if you save him you get information and certain story paths. Typical loot when defeating him: a strong short sword, studded leather armor, an amulet that mimics Misty Step, and a spell scroll. Money: roughly 200–400 gold depending on dialogue and pickings.
One counterintuitive insight: sometimes the immediate loot is less valuable than keeping duergar and deep gnomes friendly for later merchant options. I repeat: there’s no universally correct choice. It depends on your goals and alignment.
Between us, players who treat Grymforge as a loot run miss the roleplay ripple effects. To be fair, some runs are just loot runs — that’s fine too.
Last notes: don’t wait too long (five long rests), bring the right checks, and read NPC reactions carefully — they hint at future consequences. And—well, one more thing. Save before you trigger the blast. You’ll thank me later!
Good luck in the Grymforge. Want a quick suggestion for builds that make this easier? Ask me.