Hal sees three benefits to destroying the portal first:
Watch our six - things come through portals. Not apparently live things, but it's some negative planar thing, so maybe bad dead things.
Eliminate the negative aura - this is a maybe, but nowhere else in Runeforge has this amount of background evil/dampening of healing. It's like having an opposing bard's music piped through the section. It can't be helping us either in combat encounters or when we cast our spells, or when we try to heal.
Stop the madness- Is there a door beyond? Who knows, can't get close enough. Perhaps that's exactly where we need to go to get out.
Maybe it won't go away instantly. Things change slowly here, but I suggest we have whatever encounter we're going to have at this gate, go off to recover, and see if there's a change.
This has put us at a similar impasse to the wrath portal, with two significant differences: We know we don't wish to pass through it, and it emanates huge evil. Closing it obviates both those possibilities.
I've gone on too long, but I see three reasons to keep going, in general:
---Finish our collection of materials (entirely optional if we focus solely on Karzoug's weaknesses)
---Erase the bad stuff so this place becomes forgotten and powerless (Optional for many of us, but once we accomplish our third objective, what's to say anything we left behind can't follow us?)
---Find our way home. (After, of course, enchanting our weapons in the Runeforge, which may hold its own peril.)Statistics: Posted by bralbovsky — Tue Dec 04, 2018 9:10 pm
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