Chapter 10: Secret of the Sleestaks
Re: Chapter 10: Secret of the Sleestaks
Maskelyn
Despite his wise-ass-ness, Maskelyn looks sad to hear about the Altrusian problem. A tear wells up, but doesn't fall. He pockets the skipping stone and straghtens.
Did you always live here in the caves? Do you know if there are other villages of Altrusians with the same problem? How long ago did this start?
Despite his wise-ass-ness, Maskelyn looks sad to hear about the Altrusian problem. A tear wells up, but doesn't fall. He pockets the skipping stone and straghtens.
Did you always live here in the caves? Do you know if there are other villages of Altrusians with the same problem? How long ago did this start?
FA FO
- ChubbyPixie
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Re: Chapter 10: Secret of the Sleestaks
Fiefo's eyes narrow then widen. He knows trouble brewing when he sees it.
"Ix-nay on the estions-quay..." he says through teeth clenched in a forced smile. He elbows Maskelyn and glances meaningfully at Yul before returning his gaze to the sleestak guard. "Let's... ah... collect our fishing equipment and go catch some fish. You say the fishing's good down south there, er... orange guy?"
"Ix-nay on the estions-quay..." he says through teeth clenched in a forced smile. He elbows Maskelyn and glances meaningfully at Yul before returning his gaze to the sleestak guard. "Let's... ah... collect our fishing equipment and go catch some fish. You say the fishing's good down south there, er... orange guy?"
Re: Chapter 10: Secret of the Sleestaks
Maskelyn
Huh? What do you...? Maskelyn stops, annoyed that Fiefo was using the secret language of the Gray One's priests. But then he catches the ratman's meaning and shuts up.
Huh? What do you...? Maskelyn stops, annoyed that Fiefo was using the secret language of the Gray One's priests. But then he catches the ratman's meaning and shuts up.
FA FO
Re: Chapter 10: Secret of the Sleestaks
Finver nods as he locks eyes with Enath in a telling stare. His voice bursts loudly for the benefit of the sleestak guard to overhear, "Excellent, this net is perfect, and now we are to be on our way. Farewell!" He will march past the guard as if nothing is amiss and beckons the party to follow him singing:
"For all day we drag our burden tirin',
through the coal-dark underground,
For, all day, we drive the wheels of iron,
in the forges, round and round.
He departs the hut and moves toward the southern end of the underground lake (near 18) in a deliberately brazen gait to keep the party's attention.through the coal-dark underground,
For, all day, we drive the wheels of iron,
in the forges, round and round.
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
Re: Chapter 10: Secret of the Sleestaks
City of the Sleestaks, Beneath the Barren Wasteland, Forbidden Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY


The towering insect-reptilian guard (S4) creeps closer to the subterranean visitors of the City of the Sleestaks to better hear them.
But Maskelyn and Yul continue their sensitive line of inquiry with Enath the Altrusian until Fiefo grimaces, "Ix-nay on the estions-quay..."
There is a long silence and then Enath takes Draupadi's payment and answers Ko-Nan, "...The most direct path through the City is northward."
The Sleestak sentry peers over Draupadi's fishing net and hisses, "'Esssstionssss-quay'?" Other guards move closer.
Suddenly, Finver the dwarf shouts and sings and bustles to the southernmost shore of the underground lake. There he spies a large dark shadow under the water (at 18).
"Wait," hisses the first Sleestak.
And then the adventurers are literally saved by a bell. From the northern tunnel (beyond 12) echoes the sound of a distant gong. Every Sleestak and Altrusian in the great cavern stops what they are doing.
The Sleestak guards stand erect and hiss, "The Hourssss of Mysssstery."
"The Hours of Mystery," repeats Enath. "Our daily period of rest."
Connak observes the malformed monstrosity (S8) shamble into his hovel (17). Altrusian fishermen pull in their nets. The rest of the guards lock the portcullis (at 15) and move toward the adventurers.
"All vissssitorssss musssst come to the Guesssst Chamberssss," the Sleestaks inform them. "It issss the Law. Follow ussss."
Enath says to the adventurers, "Yes. After the Hours of Mystery, we can finish our discussion... about fishing." He nods slightly as if to say everything is going to be all right.
Actions?!
Map:

One square = 10 feet. PCs are purple. Sleestaks are green. Altrusians are orange.

PC Status:
PC Magic:
Player Resources:
Day Ten. Night? April 5th, 912 CY
The towering insect-reptilian guard (S4) creeps closer to the subterranean visitors of the City of the Sleestaks to better hear them.
But Maskelyn and Yul continue their sensitive line of inquiry with Enath the Altrusian until Fiefo grimaces, "Ix-nay on the estions-quay..."
There is a long silence and then Enath takes Draupadi's payment and answers Ko-Nan, "...The most direct path through the City is northward."
The Sleestak sentry peers over Draupadi's fishing net and hisses, "'Esssstionssss-quay'?" Other guards move closer.
Suddenly, Finver the dwarf shouts and sings and bustles to the southernmost shore of the underground lake. There he spies a large dark shadow under the water (at 18).
"Wait," hisses the first Sleestak.
And then the adventurers are literally saved by a bell. From the northern tunnel (beyond 12) echoes the sound of a distant gong. Every Sleestak and Altrusian in the great cavern stops what they are doing.
The Sleestak guards stand erect and hiss, "The Hourssss of Mysssstery."
"The Hours of Mystery," repeats Enath. "Our daily period of rest."
Connak observes the malformed monstrosity (S8) shamble into his hovel (17). Altrusian fishermen pull in their nets. The rest of the guards lock the portcullis (at 15) and move toward the adventurers.
"All vissssitorssss musssst come to the Guesssst Chamberssss," the Sleestaks inform them. "It issss the Law. Follow ussss."
Enath says to the adventurers, "Yes. After the Hours of Mystery, we can finish our discussion... about fishing." He nods slightly as if to say everything is going to be all right.
Actions?!
Map:
One square = 10 feet. PCs are purple. Sleestaks are green. Altrusians are orange.
PC Status:
Connak: Cat-Man Fighter/Thief 2/3: Move: 9", AC: 5, HP: 19/19
Draupadi: Human Cleric 4: Move: 9", AC: 2, HP: 34/34, Spells: 4/5 1st lvl, 4/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 26/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 31/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 32/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 1/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 34/34, Spells: 1/5 1st lvl, 4/4 2nd lvl
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
Draupadi: Human Cleric 4: Move: 9", AC: 2, HP: 34/34, Spells: 4/5 1st lvl, 4/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 26/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 31/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 32/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 1/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 34/34, Spells: 1/5 1st lvl, 4/4 2nd lvl
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
PC Magic:
None currently
Player Resources:
Re: Chapter 10: Secret of the Sleestaks
Draupadi
Draupadi follows along, trying to take in as much as possible and note anything that might be useful later, including the route they take.
Draupadi follows along, trying to take in as much as possible and note anything that might be useful later, including the route they take.
Re: Chapter 10: Secret of the Sleestaks
Finver abruptly stops advancing towards the shore of the underground lake. He ignores the resonating gong behind him in fascination of what he begins to discern beneath the surface. Instead of heeding the distant commands of the Sleestaks to follow them and retire for Mystery Hour, he remains standing and studies the shape with focused intent.
He watches for any movement discernable from the dark shadow, any disturbance of air bubbles, any clouds of mud that rise to the water surface level. "Hello, hello, what have we here?" he mumbles to himself
Questions for clarity:
- Incidentally, to whom is the first sleestak guard directing his command to "wait?" I understood it as directed to Finver, as he advances towards the southern shore, correct?
- Is the shore line a gradually declining slope, or is there a height difference between lake's water level and the shore?
- I assume the cavern wall appears to contain the water, or does it appear to flow?
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
Re: Chapter 10: Secret of the Sleestaks
(Assuring tou all its not my intention to jump ahead of other players posting for their characters, I only wanted to conclude Finver's actions for this round, based on his observations of the environment. So this is my post, part two of two.
)
Disregarding the Sleestak guard, Finver slowly steps five to ten feet closer (south towards 18) to the edge of the lake to get a better view of the shape in the deep section.

Disregarding the Sleestak guard, Finver slowly steps five to ten feet closer (south towards 18) to the edge of the lake to get a better view of the shape in the deep section.
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”
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Re: Chapter 10: Secret of the Sleestaks
Fiefo figures the best course of action is to ride this out. He glances sideways at Finver to the south, hopes he knows what he's doing, and makes to follow the Sleestak to the Mystery Cavern, or whatever. As they go, he also keeps his eyes open for any clues as to what exactly is going on here... are they being mind controlled? Are they susceptible to extreme crankiness without a nap? His mind races, but, frankly, not very fast.
Re: Chapter 10: Secret of the Sleestaks
Maskelyn
Mystery Hour? Maskelyn follows the group heading for the Guest Cave, slowly.
Mystery Hour? Maskelyn follows the group heading for the Guest Cave, slowly.
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Re: Chapter 10: Secret of the Sleestaks
Connack follows along with Fiefo and Maskelyn, continually scanning in all directions, noting if the guards come as well.
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Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
Interesting that the citizens of this place are so ruled. Told when to sleep, presumably when to eat, when to work. A clockwork society with everything in seeming order. Yet regulated at the point of a guards pike. So perhaps not so orderly.
The lawman has an instinct 'to obey' the law. So he follows the guards but asks "As this order is new to us may we obtain a full list of regulations and customs so that we may observe them peaceably?"
As he follows in the rear he observes the 'lockdown' process. How compliant folk are. Do they seem to look forward to this siesta or go to their hovels genuflecting to Altruisian god's?
Interesting that the citizens of this place are so ruled. Told when to sleep, presumably when to eat, when to work. A clockwork society with everything in seeming order. Yet regulated at the point of a guards pike. So perhaps not so orderly.
The lawman has an instinct 'to obey' the law. So he follows the guards but asks "As this order is new to us may we obtain a full list of regulations and customs so that we may observe them peaceably?"
As he follows in the rear he observes the 'lockdown' process. How compliant folk are. Do they seem to look forward to this siesta or go to their hovels genuflecting to Altruisian god's?
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Re: Chapter 10: Secret of the Sleestaks
Ko-Nan follows with his eyes scanning the creatures for any threat.
Re: Chapter 10: Secret of the Sleestaks
City of the Sleestaks, Beneath the Barren Wasteland, Forbidden Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY


Finver edges closer toward the dark lake as Enath the Altrusian (S7) says to the adventurers, "Yes. After the Hours of Mystery, we can finish our discussion... about fishing." He nods slightly as if to say everything is going to be all right.
Ignoring the law of the Sleestaks, the dwarf peers into the murky subterranean pond. The large vague shadow beneath its surface is trapezoidal and motionless, causing neither ripples nor bubbles.
"The Hourssss of Mysssstery," repeat three cold-blooded reptilian-insectoids as they creep toward Finver. "Come with usssss."

The grotesque head of the large, malformed abomination (F8) peers from the doorway of its hovel (17) to see what is the matter.
The other guards lead the rest of the visitors to the City of the Sleestaks away. Enath bows as they pass, glances once at Finver and then withdraws into his home (14).
All other Altrusian denizens of the city willingly return to their homes within the cave-like ruins on the western wall.

The adventurers and their Sleestak guides cross a natural bridge set into that wall, over an underground river (13), and continue north past a stone hut that reeks of dead fish (11). They leave the great cavern and enter a tunnel hewn into the rock where two Sleestak sentries are posted (at 12).
Yul asks for a list of all Sleestak laws, regulations and customs. If the Sleestaks hear his request, they give no indication.
The Sleestaks lead them past a great stone archway cut into the tunnel wall, holding immense wooden doors painted red (25). Upon the red gate, faded panels of songbirds flying over a bed of reeds and cattails give a feeling of serenity and calm that contrasts sharply with the dank decay and ruin of the cave complex.

Standing beside the gate is a huge bronze gong and mallet.
The Sleestaks, the adventurers and the tunnel continue on into a second towering cavern (32).

Its center vaults also climb beyond the wan glow of the crystalline witchlights. The squeaks and chirrups of more unseen vampiric things echo from those looming shadows. There are no Altrusians here.
In the second great cavern is a small pool (E), a stone hut (B), and ahead, the natural rock walls suddenly give way to masterfully carved stone.

There, atop an ancient stepped platform, a great gate is flanked by ornately adorned Sleestak guards with exotic long spears. (at A)
"Thissss way, humanssss,"their guides hiss as they lead them deeper and deeper into the City of the Sleestaks.
Actions/Replies?
Map:

One square = 10 feet. PCs are purple. Sleestaks are green. Altrusians are orange.

PC Status:
PC Magic:
Player Resources:
Day Ten. Night? April 5th, 912 CY
Finver edges closer toward the dark lake as Enath the Altrusian (S7) says to the adventurers, "Yes. After the Hours of Mystery, we can finish our discussion... about fishing." He nods slightly as if to say everything is going to be all right.
Ignoring the law of the Sleestaks, the dwarf peers into the murky subterranean pond. The large vague shadow beneath its surface is trapezoidal and motionless, causing neither ripples nor bubbles.
"The Hourssss of Mysssstery," repeat three cold-blooded reptilian-insectoids as they creep toward Finver. "Come with usssss."
The grotesque head of the large, malformed abomination (F8) peers from the doorway of its hovel (17) to see what is the matter.
The other guards lead the rest of the visitors to the City of the Sleestaks away. Enath bows as they pass, glances once at Finver and then withdraws into his home (14).
All other Altrusian denizens of the city willingly return to their homes within the cave-like ruins on the western wall.
The adventurers and their Sleestak guides cross a natural bridge set into that wall, over an underground river (13), and continue north past a stone hut that reeks of dead fish (11). They leave the great cavern and enter a tunnel hewn into the rock where two Sleestak sentries are posted (at 12).
Yul asks for a list of all Sleestak laws, regulations and customs. If the Sleestaks hear his request, they give no indication.
The Sleestaks lead them past a great stone archway cut into the tunnel wall, holding immense wooden doors painted red (25). Upon the red gate, faded panels of songbirds flying over a bed of reeds and cattails give a feeling of serenity and calm that contrasts sharply with the dank decay and ruin of the cave complex.
Standing beside the gate is a huge bronze gong and mallet.
The Sleestaks, the adventurers and the tunnel continue on into a second towering cavern (32).
Its center vaults also climb beyond the wan glow of the crystalline witchlights. The squeaks and chirrups of more unseen vampiric things echo from those looming shadows. There are no Altrusians here.
In the second great cavern is a small pool (E), a stone hut (B), and ahead, the natural rock walls suddenly give way to masterfully carved stone.
There, atop an ancient stepped platform, a great gate is flanked by ornately adorned Sleestak guards with exotic long spears. (at A)
"Thissss way, humanssss,"their guides hiss as they lead them deeper and deeper into the City of the Sleestaks.
Actions/Replies?
Map:
One square = 10 feet. PCs are purple. Sleestaks are green. Altrusians are orange.
PC Status:
Connak: Cat-Man Fighter/Thief 2/3: Move: 9", AC: 5, HP: 19/19
Draupadi: Human Cleric 4: Move: 9", AC: 2, HP: 34/34, Spells: 4/5 1st lvl, 4/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 26/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 31/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 32/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 1/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 34/34, Spells: 1/5 1st lvl, 4/4 2nd lvl
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
Draupadi: Human Cleric 4: Move: 9", AC: 2, HP: 34/34, Spells: 4/5 1st lvl, 4/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 26/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 31/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 32/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 1/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 34/34, Spells: 1/5 1st lvl, 4/4 2nd lvl
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
PC Magic:
None currently
Player Resources:
Re: Chapter 10: Secret of the Sleestaks
Maskelyn
Hold up a minute, Doc! I'm starting to feel like we're gonna be served up for dinner. Maskelyn stops, holding his ground for now. I ain't going no further until we get some answers. Never try to trick a trickster, ya know.
Hold up a minute, Doc! I'm starting to feel like we're gonna be served up for dinner. Maskelyn stops, holding his ground for now. I ain't going no further until we get some answers. Never try to trick a trickster, ya know.
FA FO
Re: Chapter 10: Secret of the Sleestaks
Draupadi
Draupadi stops and waits, checking out around her for a close by spot she can move to to gain tactical advantage if need be. Sensing the situation getting tense.
Draupadi stops and waits, checking out around her for a close by spot she can move to to gain tactical advantage if need be. Sensing the situation getting tense.
- ChubbyPixie
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- Ranger Lord
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Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
Stops to examine the panel. The artwork is at unusual odds to the rustic troglodyte living of the reptile men. "This craft work should adorn some manse or temple not a cavern."
The gong set up at that location must be used to warn of intruders coming from beyond. Sounding the guard to rally at this point. So, are they fearful of the secrets behind it?
He hypothesises and studies the artwork until prompted to move on by a guard whereupon his 'system glitch' causes him to trip over his boots and clang into the gong. A ruse to test the Sleestak response to the gongs chime.
Stops to examine the panel. The artwork is at unusual odds to the rustic troglodyte living of the reptile men. "This craft work should adorn some manse or temple not a cavern."
The gong set up at that location must be used to warn of intruders coming from beyond. Sounding the guard to rally at this point. So, are they fearful of the secrets behind it?
He hypothesises and studies the artwork until prompted to move on by a guard whereupon his 'system glitch' causes him to trip over his boots and clang into the gong. A ruse to test the Sleestak response to the gongs chime.
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Re: Chapter 10: Secret of the Sleestaks
Connak, seeing his friends hesitate ahead, will slow his pace, as he notes the guards nearest him and pick the one he'll spring on if a fight starts.
Re: Chapter 10: Secret of the Sleestaks
(Inferno, I'm not sure what order you plan to resolve character actions, in posting order or initiative but here are three possible responses I have for Finver. Use any you like that fit and align with your story arc.)
Finver reluctantly accompanies the Sleestak guards after taking note of the trapezoid shape underwater at the southern shore. During departure, he takes the best mental inventory he can of how many Altrusian compared to Sleestak. What are his best estimates of the count of each race? In a deliberately loud voice and feigning compliance just long enough to gauge his surroundings, Finver asks, Mystery Hour, eh? I'm coming, I'm coming, ya, ya, ya. How often does this Mystery Hour happen anyway? Seems awfully disruptive to me.
Finver's bushy eyebrows rise in a moment of realization to the gravity of Maskelyn's comment. His face becomes soured with distrust and skepticism. He darts his glance among all the Sleestak guards escorting them, and prepares himself to join a revolt if the guards begin to descend on the gnome for his challenge.
Finver studies the craftsmanship of each stone structure (bridges, tunnels, archways, temples, etc) they cross or pass nearby to ascertain its age, current condition, and engineering design. If any appear to be suitable for his next comment, he deliberately asks the Sleestacks in a loud voice filled with astonishment, "Great Father! This structure must be ages old! Look at those stress fractures, they go up then sideways, then up again as if the whole things is in danger of collapsing. You expect us ta go in there? No way, I'd rather stay here for Mystery Hour than risk my beard in that death trap! Finver concludes by folding his arms defiantly and standing in place.
Finver reluctantly accompanies the Sleestak guards after taking note of the trapezoid shape underwater at the southern shore. During departure, he takes the best mental inventory he can of how many Altrusian compared to Sleestak. What are his best estimates of the count of each race? In a deliberately loud voice and feigning compliance just long enough to gauge his surroundings, Finver asks, Mystery Hour, eh? I'm coming, I'm coming, ya, ya, ya. How often does this Mystery Hour happen anyway? Seems awfully disruptive to me.
Finver's bushy eyebrows rise in a moment of realization to the gravity of Maskelyn's comment. His face becomes soured with distrust and skepticism. He darts his glance among all the Sleestak guards escorting them, and prepares himself to join a revolt if the guards begin to descend on the gnome for his challenge.
Finver studies the craftsmanship of each stone structure (bridges, tunnels, archways, temples, etc) they cross or pass nearby to ascertain its age, current condition, and engineering design. If any appear to be suitable for his next comment, he deliberately asks the Sleestacks in a loud voice filled with astonishment, "Great Father! This structure must be ages old! Look at those stress fractures, they go up then sideways, then up again as if the whole things is in danger of collapsing. You expect us ta go in there? No way, I'd rather stay here for Mystery Hour than risk my beard in that death trap! Finver concludes by folding his arms defiantly and standing in place.
Antoine de Saint-Exupery: “If you want to build a ship, don’t drum up people together to collect wood and don’t assign them tasks and work, but rather teach them to long for the endless immensity of the sea.”