Summary of "Baldur's Gate 3 - Part 28 - The Grym Reaper"
Storyline / Context
The party explores the Adamantine Forge to craft items and recover loot. The forge requires four stations/platforms to operate in concert: insert ore and mold, pull a lever, open a lava valve, then pull the lever again to finish forging.
While operating the forge the group summons (or wakes) a powerful construct called Grimm — the Grym Reaper. Grimm is a high-HP, heavily-armored lava/construct enemy with unusual immunities and a violent phase-two earthquake ability. Defeating him yields heavy armor, a helmet, and a shield made from his remains.
Forge operation (step-by-step)
- Insert ore and chosen mold into the correct crucible/chamber.
- Pull the lever to drop the hammer partially.
- Open the lava valve to flow lava over the crucible.
- Pull the lever again to complete forging.
- Use four party members (one per station/platform) to operate smoothly.
- Be very careful of positioning: standing on the hammer platform when a lever is pulled will crush allies.
Loot / Crafted items obtained
- Adamantine splint armor (heavy; AC 18)
- Reduces incoming damage by 2.
- Causes attackers to reel (attack penalties that stack per turn remaining).
- Helm made from Grimm’s head
- Heavy-armor helm with fire resistance.
- Prevents crits from attackers.
- Grants a hunter’s-mark-like special property.
- Shield (crafted last from remaining ore)
- +2 shield.
- On a missed melee attack the attacker is sent reeling.
- Has a reaction that can knock attackers prone if they fail a Dexterity save.
The party prioritized revives and on-field recovery (revivify, potions) rather than spending scrolls unnecessarily.
Enemy: Grimm (The Grym Reaper) — specifics & mechanics
- Very high HP (around 450 when encountered) and high AC; low mental saves.
- Immunities / resistances:
- Immune or highly resistant to psychic, poison, necrotic, fire, lightning, and sometimes radiant.
- Strong resistance to force in places.
- Vulnerability:
- Weak to bludgeoning damage — the primary exploitable offensive weakness.
- Movement / behavior:
- Becomes “superheated” when interacting with lava; terrain/valve usage affects his resistances and phases.
- Vengeful guardian trait: tends to target the last creature that struck him.
- Phase two includes an earthquake effect plus additional summoned enemies that can quickly destroy separated party members.
Strategies and key tips from the episode
-
Forge basics (reminder)
- Place mold and ore, pull lever, open valve, pull lever again.
- Use four operators for the stations; coordinate position to avoid environmental kills.
-
Primary combat tactics vs Grimm
- Exploit the bludgeoning weakness: equip and use warhammers, thrown light hammers, or other bludgeoning sources.
- Lure and positioning:
- Use high-accuracy ranged attacks to bait Grimm onto specific tiles (central hammer platform).
- Use slow effects (Ray of Frost) to control his movement.
- Improve hit chance:
- Use Bless and the staff-of-arcane-blessing effect (grants bonus to spell attack rolls) on the spellcasters who need improved accuracy.
- Guiding Bolt and other setup attacks can grant advantage even if their damage types are otherwise weak.
- Crowd control and aggro management:
- Use blindness/slow to make hits easier.
- Pull aggro onto a sturdy bait/tank to protect fragile casters.
- Valve / hammer timing:
- Double-check party placement before pulling levers — the hammer can crush allies.
- Phase-two preparation:
- Expect additional summons and an earthquake.
- Keep key members positioned to avoid massive AoE/knockdown and have potions/scrolls ready.
- Summons/familiars:
- Many lack ranged attacks and are limited as bait; a crab summon can still distract or slightly move Grimm.
Combat composition & role adjustments that helped
- Put Bless / staff buff on the spellcasters who need accuracy boosts rather than non-spellcasters.
- Use a hardy melee character (e.g., Carlac/Carl) to bait and absorb hits while other characters throw bludgeoning weapons or attack from range.
- Bring multiple healing and revival options (potions, scrolls, revivify).
- Swap gear to maximize bludgeoning where needed — give hammers to several party members, consider thrown bludgeoning weapons.
Mistakes & lessons learned
- Don’t assume environmental or saucer/anti-magic effects will disable Grimm — read descriptors and test.
- Splitting the team too widely prevented effective group healing and Bless coverage; balance spacing with station assignments.
- Pulling levers without checking placements caused friendly deaths from hammer crushes—always double-check positions first.
- Phase two is extremely punishing: if Grimm’s earthquake affects many characters, it can wipe the party quickly. Keep him isolated and focus burst bludgeoning to end the fight.
What ultimately worked (final successful approach)
- Equip multiple party members with bludgeoning weapons (warhammers, thrown light hammers) and rely less on the hammer trap alone.
- Keep high-accuracy buffs (Bless / staff) on characters making the luring shots.
- Maintain one dedicated bait/tank on the platform while ranged/throwing characters guide Grimm’s movement.
- Keep revival and potion contingency plans ready for casualties.
Result: Grimm was defeated by concentrated bludgeoning and careful positioning; armor, helm, and shield were crafted and distributed.
Final tactical takeaway: exploit bludgeoning weakness, control positioning, and be prepared for a punishing phase two.
Final notes & next objectives
- There is more of the forge area to explore (a mysterious amulet, treasure, and possibly the Night Song).
- The host plans to continue cleanup and follow-up exploration in the next episode.
Gamers / Sources Featured
- ManyATrueNerd (host)
- John (participant / co-commentator)
Category
Gaming
Share this summary
Is the summary off?
If you think the summary is inaccurate, you can reprocess it with the latest model.