Klarg Flees!

Klarg attempts to escape this battle by climbing down the chimney at the west wall of this chamber.

Turn to page 12 on the adventure booklet and read ‘Natural Chimney’ under section 8 for details of this chimney.

The DC to climb down the chimney is 10. He moves at half his speed as he does so.

You may attack him as he is climbing down. If he takes damage, he makes another Strength (Athletics) check against the same DC.

If he fails the check, he falls the remaining distance to the ground, taking damage as appropriate.

If he is still alive, he stands up and disappears from sight on his next turn.

Remove Klarg from the game.