Sheriff Belor Hemolock

Gribb Harak's page

46 posts. Alias of HeroicSort.


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Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Slowly Gribb removes the pack he carries slung over one arm. He sets it on the table, gingerly.

The worthwhile treasure is in here. I have received a bountiful gift in this shield. My share of the treasure is covered for this transaction and possibly more. If you wish to sell what is here, I ask that you do so with care. There are plenty of options in the Sunburst Market.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

I've followed my brother here more than once. Fenlin deals with all kinds of tough boots. For him to be rattled is a bad omen. That man has cleared this tavern as many times as any tough guy could.

Aid on Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

Herbert beware what that tough old nut fears.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb is not as tight lipped about his brother's manners.

Oh brother...

His tone carries decades of disapproval at Reed's disregard of niceties.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The full fury of the Osirion sun beams down on the Necropolis of Wati. The river Sphinx sends waves of gold back toward the disc hovering in the Western sky. Gribb climbs from the Tomb of Akhentepi and secures one of the packages of relics the Obsidian Marketers have recovered.

We need to document these wares before anything is sold or traded. The Church needs information. Without reverence and record these are merely grave robbing expeditions.

Gribb reaches back and lends his hand to Reed. His brother is covered in cob webs and dust. Looking down at his arm he realizes he looks the same.

We may be taken more seriously if we clean ourselves.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

I have to agree. Our stores are fine, but we've expended too many magical resources. If we find ourselves in a situation that demands an arcane touch, we may well be overwhelmed.

Gribb gestures to the rubble and sand.

Perhaps we can use this to barricade the door. Anything foul or mindless would be confined to the passages we haven't explored. Isis?


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

That was too close! I am going to try to keep him alive a little longer. Finish it now!

The wand in Gribb's hand has started to thrum from the rapid uses.

Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

He taps the results into his brother's fading resolve.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb can barely walk. The healing magic has kept him from collapse, but the sandy sting of the serpent's bite is still fresh. He tips the wand again.

Wand CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb stumbles and nearly faints. His only choice is to heal himself. The wand he carries flicks.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb removes his mace and starts forward. The walls in this chamber are porous with bug tunneling. Several cave-ins spill onto the rubble strewn stairs. The clerics steps crunch scarabs and spiders.

Monster's Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

The sand in the middle of the stairway swirls in a miniature spiral, then coalesces into a serpent. Gribb is caught off guard as the serpent strikes.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The cleric replaces his mace in a metal ring on his belt and moves forward. He directs the bullet's light into the recess under the alter.

Nothing here either.

There is naught but the leavings of the two insects.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb's mind goes to his goddess and that place of peace as he channels life into the intelligent lifeforms he senses. The solifugids register as sub-life and are easy to exclude.

Channel Positive to Heal: 1d6 ⇒ 2


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb's mace arcs at the insect.

Attack: mace vs solifugid: 1d20 + 1 ⇒ (13) + 1 = 14

The mace connects and a satisfying crunch sounds out.

damage: 1d6 + 1 ⇒ (5) + 1 = 6


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb glances down at the wand in his hand, momentarily.

Not enough.

His mind focuses the energies of life and sends them out, careful to exclude the two lifeforms lacking intellect.

Channel Positive to Heal: 1d6 ⇒ 2

Movement isn't an option. Gribb draws his weapon after switching the wand to his left hand.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Movement: b3,c3,d3.

Gribb fishes the wand Herbert spent an afternoon hunting from a slot easily accessible on the right side of his pack. His legs carry him toward Herbert. He steals a glance at his brother and activates the wand's magic.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Fall back if you can Herbert!


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Occasionally we have to send someone here to the Dead City to eradicate evil or a soul avoiding judgement. A few have come back with the brand of thief. I've never scene or heard of one being tied to a mirror. We should be cautious.

He offers Isis his waterskin and examines the statue next to Herbert.

Religion Check: 1d20 + 4 ⇒ (20) + 4 = 24

The statue next to Herbert is an ancient form of Pharasma.

'Tis my Lady in her younger years.

Gribb smiles at his joke. The smile is reflected back in the mirror, another sign the magic is used up.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

I will use it in good faith. May it protect me from evil and send those souls who would harm us to Pharasma's judgement.

The Cleric looks pleased. He affixes the shield to his left forearm and tests the balance.

I have never owned anything of this quality. The scarab is a guide for souls through the Boneyard. Perhaps they will guide us through the underworld.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

As Gribb unpacks his gear the scarab shield catches his eye. A moments concentration confirms what he suspected; Akhentepi's shield is magical.

Scarab Shield


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

As you know well Isis, in many ways the ancient Osirions were better at magic than even the most skilled mages that live today. The love of magic as much as gold has spurred the opening of the Necropolis. To a worshiper of Nethys nothing rivals the lost magics of Ancient Osirion.

Gribb kicks the now dead construct out of his way and proceeds into the trophy room.

I wouldn't worry much about traps. The constructs have made a mess of this place.

Gribb gestures to the rubble and overturned weapons rack.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Healing light glows from Gribb's holy symbol. He touches his brother with the spiral.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb readies his mace. If anything tries to slip from this chamber he will bash it.

Keep them in this room lest they destroy the reason we come here.

Ready attack against any enemy that leaves the Trophy Room


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Unless our new friend has more tricks than the others I've worked with, I have the only magic means of lighting the area. If I cast on the coin, our bullet will fall dark. I can only have one light source active at any time.

Gribb looks at Isis for further direction. His hand never strays far from the wooden shaft of his mace.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

When Gribb's head comes up and his eyes refocus after the deep searching, he looks clearly at Reed.

I will tell his story, as long as it doesn't shame the man. I am still unsure of our right to be here, but you may have hit upon the goddess's saving grace in this excavation,Reed. Thank you for helping brother.

It is Reed's turn to redden and stammer. His brother rarely praised his internal processes.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

We can go north or south Isis. What do you think?

The look of concern hasn't left Gribb's face. His step has been light and his voice soft.

Akhentepi certainly did a fine job commemorating his life. I feel like I know the man and know that feeling will only grow. Surely this must be against the Lady's wishes. Khamet is greedy and thoughtless. The dead deserve better.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Gribb's Crowbar comes in for the assist.

Watch your knuckles brother.

Assist: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The carvings show an older man in their scenes. We are walking through Akhentepi's life.
Gribb's voice is solemn, the tone appropriate for a funeral.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The shaft is a death trap. It would take a brave and competent thief to climb out. This man was only the first.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Heal Check: 1d20 + 3 ⇒ (20) + 3 = 23

A look at this corpse may reveal something.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

In I go dear brother.

Gribb hikes his robes and places his leg into the hole. He takes the rope and lowers himself down.

Climb: 1d20 ⇒ 20


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

No problem.

Gribb's hand gestures in a spiral while the other holds the bullet. His lips move softly. The words are barely audible.

The sling bullet springs to light. He hands it back to the gnome with a smile.

Now let's see this plan in action, Isis.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Initiative: 1d20 + 1 ⇒ (15) + 1 = 16


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Wake me and I will wake Herbert. We need the practice anyway. Tonight a watchful eye will detour anyone slinking about. In the tombs we may find mindless things that don't flinch when someone sees them.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

I suggest we all turn in, even you Reed. The morning will come early and bring with it many challenges.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Thank you my brother. Those spices smell enticing, but unerringly steer me to the privy

The Pharasman blushes realizing his mistake in discussing bodily function in public.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The name is known, but not renown. I expect that the leaders at the Church are purposely holding back the better sites for the last two drawings. Akhentepi was around during the first dynasty. His tomb is one of the oldest. He was a general of the City during a relatively peaceful time. There is little known about him to tell of greatness. In all this is a fine place to start.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The Clerics will expect our leader to draw from their pouch. They may ask you of the three rules. First, Remember how this came to pass. A terrible mind-plague caused the city death on a level unknown in our times. Second, Every slave's hut is a memorial. Breaking and unnecessary maiming of the tombs is considered blasphemy. Lastly, Honor the Departed. This takes place is one's heart as well as their actions. Remember these tenets and I will be happy as well.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

My brother's oversimplified explanation is essentially true. If the people you see around us were all pure of heart my sect would have little to fear. Any cleric can commune with a soul and determine if it has been judged and moved on or not. The problem is many care more for the treasures than the souls.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

Khamet III is brazen in his policy if nothing else.

Gribb's words revealed more than an academic interest. Plenty of Pharasman's believe the sanctioned explorations are little more than tomb raiding. Khamet the pharaoh is convinced that these excavations are financial boons. In all other cases the influx of people, goods, and services have aided Osirion's economy.

Look at all these able adventurers. This square accounts for many great tales and one or two may be true.

Perhaps a sense of humor did live somewhere deep in the Cleric.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

I must agree. Goodnight to you, Herbert. I too will revel in the Lady's bounty. Feather beds are not part of the average priest's worldly possessions. Good night to all. The morning will bring new excitement, so don't go looking too far for any tonight.

Gribb stares pointedly at his brother Reed. Gribb doesn't know what motivates that man, but he's happy to have family and a goodly task to undertake.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

We will be headed to the Grand Mausoleum#8 for tomorrow's lottery. If you align your back to the Mausoleum and look to Pharasma's Needle--a large rune-covered obelisk#14-- you will see the route to the Necropolis.

Pharasma's Needle


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The signing completed, Gribb removes a silver spiral. The holy symbol of Pharasma glows slightly as he mutters the prayer.

It is done. To the Obsidian Marketers!


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

I will sign last. I am, in a manner, forbidden from doing anything else. Until I am legally and morally bound to a party I am a representative of the Church of Pharasma in Wati. I become an adjunct when I sign. So I may not make any business choices. It is simply a conflict of interest. The duty falls to you others. Please do us justice. When you three have agreed upon a name and signed I will finalize the document and the prayer.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

The man in the priestly robes removes a long tube from his sleeve. The parchment roll he slips out still smells faintly of the chemicals Osirions add to their ink to make it resistant to sun-fading.

Mr. Jaffur was kind enough to underwrite the costs of assembling this team. I've been instructed to defer to our vibrant friend.

He gestures with the rolled paper toward the gnome,then turns and begins unrolling the document.

This is a standard contract between adventurers. Each of us will receive one fourth of any profits we retrieve. For my part, I will donate anything I cannot directly use in the service of The Lady of Graves. Mr. Jaffur asks only that any treasure related to his ancient bloodline of the same name be returned to him.

Gribb's eyes make contact with everyone in turn. He lingers on Herbert and Isis a moment longer than his brother.

Two things are required to make this document binding, well three if you include the prayer I make to the Lady...it makes this contract binding in her domain as well. I will need each of your signitures, and a name for this merry band. Once those things have been recorded and the prayer made, even death doesn't absolve anyone of their vow.


Male Human (Keleshite) Cleric 1(AC: 16 / HP: 9 / Fort: +3 Ref: +1 Will: +5 / Init: +1 / Perc: +3)

My Brother deals with his nerves by mocking me. He fears trouble from grave robbers hiding under the guise of explorers. Such is my task. My brothers and sisters of the Spiral will accompany several groups of adventurers and lend our healing, while also protecting the integrity of the necropolis.

The priest takes a seat at the table and calls to a barmaid. The drink he orders is a local favorite made with citrus and only enough alcohol to keep stores from spoiling.

I have been assured by Mr. Jaffur that our party will be free of any such sacrilege. However, Reed is not so easily convinced. He usually stays away from the temple's business.

Gribb left the rest unsaid. A chance at gold and to protect his brother was ample enticement for Reed. Truth told Gribb was happy to have him along.