Despite being tied up, Barnaby doesn’t take much damage from the exploding sword. Perhaps it is his keen Swashbuckler senses that allow him to contort out of the way. Maybe it’s the thick, sturdy ropes that block the shrapnel. Or maybe it’s just plain luck.
Either way, this is the end of Chad.
The party regroups before deciding to head up to the northern room. Wherever Karzoug is hiding out, he can’t be too far off. Plus, clearing this area is necessary if the party wants to receive their completionist trophy.
Krask sneaks in, but immediately Karzoug appears! Well, it turns out to just be another image of the Runelord of Greed, but we all know that it’s just as deadly as the real thing. The party files in, blocking off line of sight with ice walls.
Unfortunately the image isn’t entirely alone. An adjacent room housed a second Warden of Runes, who charges into the fray. Rune Giants are no joke. They are even less of a joke when accompanied by a Runelord, albeit a fake one.
Eventually, Fobias manages to hit Karzoug with his dominant weapon. The sheer force and magical power combine, shattering the image completely. Flesh and blood Runelords don’t explode in a technicolor rainbow of chromatic light, so the campaign isn’t over just yet. Plus there is still a rune giant to attend to.
Barnaby and Trace muscle through several full round attacks with the rune giant’s blade. Krask provides ranged support and Fyn sits back a bit, saving his spells in case they are needed later. The tactics pay off, and the rune giant falls.
At this point the party can continue off to the south, or circle back around to the far eastern hallway. They opt for the latter, stepping over the charred floor from Khalib’s delayed fireball.
Once they reach the next section of the Pinnacle, the party finds themselves confronted with dozens of small rooms. Fyn detects a faint trace of transmutation magic still lingering in each one. He pieces together his knowledge, thanks to the Therassic Library, and determines that these likely housed rune giants placed in stasis. Someone would have to awaken them, and they certainly don’t appear to be present. Two down…24 to go?
There is a set of doors that seems slightly out of place compared to the others. On the other side, the party encounters a glittering golden wall of light. Again, Fyn puts his magic to the test and concludes that this is a portal. His first assumption is that this must lead to the nightmare plane of Leng. Further study, however, only points toward a destination on the Material Plane. And, more curious still, it appears to be a one-way portal.
Of course, this seems like the most opportune moment for everyone to dig up old skeletons and air their dirty laundry. Barnaby gets interrogated for Moniker’s comments about his stint as a Hellnknight, and the atrocities committed under that banner. Barnaby’s justification is that he was foolish and young, just a California kid with a dream that got out of his control. He regrets his choices, and knows that even killing Karzoug doesn’t absolve him completely.
Meanwhile, Trace is questioned about the girl he buried. Although he had been training under the guidance of a Paladin at the time, Trace recognizes this as a turning point in his development. He couldn’t believe that such evils existed in the world, and he found peace in a quest to end injustice. His eloquence could quell even the most restless of spirits.
Invigorated by Trace’s words, the party heads into the portal, not knowing where it leads. They emerge on the precipice of Ponderosa. Although there isn’t a sublime buffet waiting for them, they are somewhat shocked to be looking back down over Xin-Shalast.
That’s when they hear the voices of giants. Apparently, their entrance was less than subtle, and the raucous sounds of giant footsteps approaching. Fyn calmly collects the party and teleports them back to out of the administrative out-buildings. From there, they head back to the eastern wing. All is quiet on the eastern front.
The passageway curves around as they head north, eventually reaching a twenty-foot tall golden statue of Karzoug. As they marvel at the exquisite craftsmanship in the solitude of their minds, a gargantuan monstrosity lumbers out from the pagoda looking in front of them. It’s a mash-up of several predators – mantis, bear, wolf, and more – and it screams at them in Abyssal.
Fyn steps up to the beast after hasting the party. The demon approaches but Fyn quickly activated an emergency force sphere around himself. In a rage, the demon bashes against the sphere, but hardly damages it.
Barnaby, Fobias, and Trace step up, also drawing numerous attacks of opportunity. Within a matter of seconds, Barnaby is knocked to the verge of death, and the demon is hardly touched. Krask tries to use Invisibility to sneakily strike at the heart of the monster, but has little luck.
It isn’t until Trace Smites Evil that the tide begins to turn. Despite the devastating attacks of this monster, including his multiple rends, his is no match for our heroes. Trace’s blade cuts with holy vengeance, slashing through damage reduction like an eager lumberjack tucking into a tall plate of steaming flapjacks.
With a final swing, Trace sends the lifeless body of the demon into Karzoug’s statue, staining it with dark blood. The battle, however, leaves the party in dire need of healing and rest. As they compose themselves, they notice a couple of things.
First of all, Fobias discerns that the statue was designed to hold something. And, whatever object lied between its hands was pointed directly at the golden sarcophagus inside the pagoda.
The second thing they notice is the evocation field surrounding a nearby set of double doors. It’s a permanent wall of force. Clearly, somebody wanted to keep others out. Or maybe they’re keeping something else in.
What dangers lie behind the force wall? Will the party be forced to rest? Is Karzoug compensating for something with all these massive statues?