Session 16 - March 9, 2020

Before departing for the Glistern Mountains, The Liberators are invited by Sultan Izdahir to attend a dinner party in their honor. They accept and later that day, along with Feryn and Mulward join The Sultan, Gaiathel the Scribe and Habreen for a wonderful meal in the great hall of the palace. They discuss plans moving forward. Sultan Izdahir asks for clarification about the events in Beren, specifically pertaining to The Free, The Sparrow King and the political struggles surrounding them. He shares that Nerdwine has reached out on behalf of the The King in Berengrad seeking an alliance, asking them for advice on whether or not he should accept. More discussion ensues, but a resolution is never met. The discussion shifts to The Wolar Pillars as Gaiathel the Scribe and Habreen share information they have that will lead to the location of Ferontil’s pillar. They had received word from several traders in the north, wandering nomads and even the Aarakocra on the eastern side of Lake Ajihundi that a great electrical storm is running the length of the Glistern Mountains. The storm is pushing people and monsters south out of the mountain range. They advise against going that way. Gaiathel the Scribe reluctantly shares a tale he once heard of the Gyramin Pyramid, north of Lake Ajihundi that has within it the burial site of the ancient King Gyramin who was once a great sorcerer. It is said that he took a piece of bone from the god Dushara and is buried with an amulet containing the bone that has the power to control lightning and thunder. He suggests to the group if they could secure that item, they may be able to pass freely through the mountains. Sultan Izdahir offers any support he can, including maps to the pyramid and supplies for travel.

The next morning, Stitch makes arrangements with Captain Asgar and the crew of The Salvation to use Ska-Kaerii as a home base and take on odd jobs for profit while they wait for The Liberators to return. He gives them 200 gold to cover the hiring of a few additional crew and whatever starting expenses they encounter. The Liberators depart for the pyramid. Thanks to the maps provided by Sultan Izdahir, they reach it without issue. The group ascends the stairs along one side of the pyramid that lead to a stone door near the top. They enter a torch-lined room to find a statue wearing full plate armor and a horned helmet, standing on a pedestal with it’s arms reached out near the center. An inscription on it’s base in common reads:

> *“Bring to me the greatest weapon that kings covet, puts warriors to ruin and ends all battles.”*
>
>

Ten weapons line the wall:

* A Warhammer, Bright yellow with a leather handle
* A Great Sword, Blood red
* A Bright blue blade with black leather braided handle
* A Maul, Giant’s skull with mouth open and maul protruding
* A Pike, Dark green Jade blade with bamboo handle
* A Trident, Dark golden highly reflective with Abyssal inscription
* A Quarterstaff, Braided dark and light wood with teal crystal inlays
* A Longsword, Rusted with olive branch wrapped around it
* A Morningstar, Black handle with milk white head sculpted with a face
* A Longbow, Cherry wood with yellow crystal inlays

The group chooses the longsword and presents it to the statue. The floor opens behind it revealing a descending spiral staircase. Before heading down the stairs, Shep takes the quarterstaff from the wall.

The stairs open up to a long narrow room filled with a dull, green glow. There are two long pools, containing black liquid, on either side. The glow is emanating from a floating skull in the middle of the room which is immovable and surrounded by an invisible barrier. The far wall has a sealed stone door. Shep tests the water by touching it with the quarterstaff he took from the room above. A water elemental appears which the group easily dispatches. Stitch successfully contains the skull within his bag of holding and attempts to put it in the water. Another elemental appears and is defeated. The skull returns to its place in the middle of the room. Shep throws a magic stone at the skull, causing a Boneclaw to materialize. In spite of it’s best efforts, it succumbs to the groups attacks. Upon its death, the water in both pools becomes clear. A switch is now visible within the left pool. It opens the stone door revealing another descending spiral staircase.

The room below contains a brazier in the center and the walls are lined with torches. On the floor are 3 colored gemstones: red, blue and yellow. The back of the room has an open passageway that is blocked by a translucent orange barrier. Shep picks up the red gem, it sinks into his palm and causes him to only ask yes or no questions. Jehnor grabs the yellow one and is only able to say “That’s what she said”. Stitch picks up the blue gem and finds that anytime Shep speaks, he is compelled to obnoxiously clear his throat. The group is perplexed for a short while by everyone’s strange behavior and by how exactly to proceed. They eventually discover that by solving each other’s exact afflictions, the barrier fades and they are able to proceed.

As they descend towards the next room sounds of a battle below grow louder and louder. The group enters the chamber to find a very large number of undead engaging in what seems to be an endless war. There is a platform in the middle of the room with a ladder descending downward. Shep assumes a giant spider shape and Jehnor climbs on his back. They ascend the wall to the ceiling of the chamber, and drop down onto the platform. Stitch uses his supernatural speed and stealth to sneak onto the platform as well. Together, they descend into the final room.

The group finds a torch-lit burial chamber. Large tiles line the floor and an ornate sarcophagus sits toward the rear with a brazier behind it. Shep, still in his spider form, climbs the ceiling and drops down behind the sarcophagus. As soon as he approaches it, a compartment beside the brazier opens to reveal two Death Kisses. A difficult battle ensues, almost claiming the lives of The Liberators, but they overcome their foes.

The sarcophagus is opened revealing a mummified corpse adorned with The Amulet of Dushara. The group also finds:

* A potion of diminution
* A potion of clairvoyance
* An 8th level spell scroll
* A 7th level spell scroll
* A scroll of protection from elementals
* A potion of mind reading
* A cap of greater water breathing