Chapter 10: Secret of the Sleestaks
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- Ranger Lord
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Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
It would be interesting to know what those preparations were. The letter remained unsent. Is it dated? Anyone heard of Yaradez?
If the author felt he was in danger, he might have hidden his theories and notes. Maybe one of the more able thiefly types could check the desk for secret niches, knobs that turn, hollowed out legs?
It would be interesting to know what those preparations were. The letter remained unsent. Is it dated? Anyone heard of Yaradez?
If the author felt he was in danger, he might have hidden his theories and notes. Maybe one of the more able thiefly types could check the desk for secret niches, knobs that turn, hollowed out legs?
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- Rider of Rohan
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Re: Chapter 10: Secret of the Sleestaks
Ko-Nan moves to the next unopened door. He listens before trying to open it.
- redwarrior
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Re: Chapter 10: Secret of the Sleestaks
Connak follows along with Ko-nan, if nothing is heard, he will inspect the door for traps. Then, if none of the keys work, he will try his hand at picking the look. Water.... Go IN the water... Water's for drinking, not for being IN!
- ChubbyPixie
- Rider of Rohan
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Re: Chapter 10: Secret of the Sleestaks
Fiefo frowns at the idea of going under the lake. What does that even mean?
He scans the back wall for any signs of a hidden passage to where the Big Secret Room must be.
He scans the back wall for any signs of a hidden passage to where the Big Secret Room must be.
Last edited by ChubbyPixie on Wed Jul 14, 2021 11:28 pm, edited 1 time in total.
Re: Chapter 10: Secret of the Sleestaks
Finver chuckles and addresses Fiefo and Connak, "Be at ease now, my ratmen and catmen friends. I'm not suggesting immersing even yer paws in water, and all the more so, the fur of yer face..." he reconsiders his point, and adds, "...unless its ta save yerself from a threat. But, nevermind all that, I only meant ta suggest we continue our escape from the reptiles and keep vigiliant searching for hidden passageways that lead towards the lake, or perhaps under it. Afterall, this kind of delving is my family expertise..." he says in a reassuring tone but with some degree of conceit. He heaves the asck containing the chest over his shoulder and continues their escape plans from the Sleestaks.
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
Mungo's memory isn't that great, so he takes the human's unfinished letter for future reference, handwriting analysis, etc. He's only had about an hour of sleep, so he's a little tired and needs some refreshment. He takes a pawful of delicious dried earthworms out of his pack and ingests them. He'd marinated, cured, and smoke-dried them himself. Agreed, best move on before Sleestak nappy time is over. He follows Ko-Nan to the unopened door.
Last edited by jemmus on Wed Jul 14, 2021 3:07 pm, edited 1 time in total.
PCs
Re: Chapter 10: Secret of the Sleestaks
Trying not to reveal his revulsion, Finver politely requests, "Please, Mungo, don't talk with yer mouth full."
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
Mungo detected the dwarf's revulsion. Don't worry Finver, I wrap them in a wet cloth before I marinate them. That makes them evacuate their bowels. Not everybody knows about that culinary technique.
PCs
Re: Chapter 10: Secret of the Sleestaks
City of the Sleestaks, Deep Beneath the Barren Wasteland
The Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY


In the opulent subterranean chamber, Fiefo's beady eyes scan the eastern wall for a secret passage, to no avail.
Yul scrutinizes the unfinished letter he found hidden within the ornate desk. It is dated nine days ago and no one recognizes the name of the addressee.
"Beneath the lake?" Mungo repeats. "Ambrose, do you know anything about the human who wrote this?"
"Don't be silly," answers the civilized beast. "Humans can't write! That said, I never once saw this chamber opened during my cruel imprisonment!"
The cyborg sheriff fruitlessly scours the desk for further secret caches.
Seeing that Yul has beaten him to the punch, Maskelyn searches for concealed compartments in the wardrobe and finds one! Beneath a false floor he discovers a hollow space containing a large thick book, a pair of strange boots, a small sack, and five glass bottles of blue liquid lit from within!

Meanwhile, at the northeastern door, nothing is heard nor traps discovered. As Ko-Nan and Mungo look on, Connak tries another key on the jailer's ring and the door opens onto a great empty hall! (room 38)
Dim witchlights illuminate its only adornment: three ugly wall tapestries, each exalting the glory of the Sleestaks.

Doors are set into the eastern and southern walls.
Actions?!
Map:

One square = 10 feet. Lighter areas are visible, all else is from memory.
PCs are purple. Sleestaks are green. Altrusians are orange. Ambrose is brown.

PC Status:
PC Magic:
Player Resources:
The Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY
In the opulent subterranean chamber, Fiefo's beady eyes scan the eastern wall for a secret passage, to no avail.
Yul scrutinizes the unfinished letter he found hidden within the ornate desk. It is dated nine days ago and no one recognizes the name of the addressee.
"Beneath the lake?" Mungo repeats. "Ambrose, do you know anything about the human who wrote this?"
"Don't be silly," answers the civilized beast. "Humans can't write! That said, I never once saw this chamber opened during my cruel imprisonment!"
The cyborg sheriff fruitlessly scours the desk for further secret caches.
Seeing that Yul has beaten him to the punch, Maskelyn searches for concealed compartments in the wardrobe and finds one! Beneath a false floor he discovers a hollow space containing a large thick book, a pair of strange boots, a small sack, and five glass bottles of blue liquid lit from within!
Meanwhile, at the northeastern door, nothing is heard nor traps discovered. As Ko-Nan and Mungo look on, Connak tries another key on the jailer's ring and the door opens onto a great empty hall! (room 38)
Dim witchlights illuminate its only adornment: three ugly wall tapestries, each exalting the glory of the Sleestaks.
Doors are set into the eastern and southern walls.
Actions?!
Map:
One square = 10 feet. Lighter areas are visible, all else is from memory.
PCs are purple. Sleestaks are green. Altrusians are orange. Ambrose is brown.
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: 22/34, Spells: 4/5 1st lvl, 3/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 11/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 15/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 25/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 0/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 20/34, Spells: 1/5 1st lvl, 3/4 2nd lvl, Lantern
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
Draupadi: Human Cleric 4: Move: 9", AC: 2, HP: 22/34, Spells: 4/5 1st lvl, 3/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 11/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 15/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 25/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 0/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 20/34, Spells: 1/5 1st lvl, 3/4 2nd lvl, Lantern
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
PC Magic:
None currently
Player Resources:
- redwarrior
- Ranger Lord
- Posts: 2649
- Joined: Wed Mar 13, 2019 1:07 am
- Location: Sumner, WA
Re: Chapter 10: Secret of the Sleestaks
Connak will move in and start checking the room, especially anything that looks like it is an altar. for traps. Once that is done, he will start looking for hidden doors. Assuming that the room is empty and no hidden doors are found, he will as I think the doors to the south must go to whatever those guards were guarding. Which might just be this room. Which way should we go? I think east. He'll check whichever door the group wants for traps, and then try to open it, first with keys, then with lockpicking if that doesn't work.
Re: Chapter 10: Secret of the Sleestaks
Draupadi
"Hurry up and grab that stuff."
"Hurry up and grab that stuff."
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- Rider of Rohan
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Re: Chapter 10: Secret of the Sleestaks
Ko-Nan follows the group into the room cautiously - wicked axe at the ready. He studies the symbol on the tapestry suspiciously.
Re: Chapter 10: Secret of the Sleestaks
By Verne and Wells! Mungo exclaims. Those tapestries are even uglier than live Sleestaks! I'm getting good and tired of looking at any kind of Sleestak thing. He follows Connak into the room. Connak, I'm guessing the south door leads to the room the guards are guarding. We can go east if you like, but I'll go ahead and check the south door for traps while we're waiting for the others. Which is what he does.
PCs
Re: Chapter 10: Secret of the Sleestaks
Maskelyn
Maskelyn begins a whoop of triumph, but cuts himself off after the first syllable. We got goodies here!! Unless someone specifically claims something, he'll gather it all- putting as much as he can into the sack. I want this book. The rest, we can sort out later.
Maskelyn begins a whoop of triumph, but cuts himself off after the first syllable. We got goodies here!! Unless someone specifically claims something, he'll gather it all- putting as much as he can into the sack. I want this book. The rest, we can sort out later.
FA FO
- ChubbyPixie
- Rider of Rohan
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- Joined: Sat Dec 08, 2012 12:07 am
Re: Chapter 10: Secret of the Sleestaks
Finding nothing, Fiefo heads for the next revealed chamber. He is indifferent to the art, but quite interested in the southern door.
"That's the one. That has to be it," he says.
"That's the one. That has to be it," he says.
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- Ranger Lord
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Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
Happy with the loot, a glitch turning him bandit momentarily not lawman. He puts a bandana mask over his face.
He expresses a concern regarding the ending of the Mystery Hour. Do we keep pressing on or return to be let out?
He follows the party, content to bring up the rear, on guard for combative surprises with his x-bow drawn.
Happy with the loot, a glitch turning him bandit momentarily not lawman. He puts a bandana mask over his face.
He expresses a concern regarding the ending of the Mystery Hour. Do we keep pressing on or return to be let out?
He follows the party, content to bring up the rear, on guard for combative surprises with his x-bow drawn.
Re: Chapter 10: Secret of the Sleestaks
"Maskelyn," Finver steps toward the gnome while he stashes the cache of treasure into the sack. He interrupts the gnome's excitement with a somber, vulnerable tone, "before we're off to move again, do ya think one of those blue flasks is something I could take to heal my wounds? That Sleestak cut me pretty bad with its claws, and I'd be willing to try one of those potions to see if they do any good for my wounds. I dunno what kind of magic ya all have seen around here, but back in my home of Karstland, any blue glowing potions usually means healing." His eyes drift in thought, longing to return home and wondering when he will see the gates of Karstland again.
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
Assuming Maskelyn hands one of the potions, Finver will sip the blue glowing potion to cautiously sample it.
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
Maskelyn
Maskelyn hands over a bottle. One bottle of Mama Maskelyn's Special.
Maskelyn hands over a bottle. One bottle of Mama Maskelyn's Special.
FA FO
Re: Chapter 10: Secret of the Sleestaks
City of the Sleestaks, Deep Beneath the Barren Wasteland
The Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY


Ko-Nan's suspicious eyes glare at the hideous tapestries of the Sleestaks.
All the escapees except Draupadi, Finver and Maskelyn join him in the large, empty chamber while Connak searches for secret passages in vain. He and Mungo scrutinize the southern door for deathtraps without success. Connak tries the jailer's keys but none fit. The felonious feline tries to pick the lock but his skills fail him. Are the ominous, arcane wall hangings jinxing him?!
Meanwhile, back in the incongruously sumptuous bedroom, Maskelyn eagerly fills his pack with treasure as Finver tentatively sips one of the strangely glowing cobalt elixirs. It tastes of brine and the aroma triggers memories unbidden of swimming deep beneath the waves.

Actions?!
Map:

One square = 10 feet. Lighter areas are visible, all else is from memory.
PCs are purple. Sleestaks are green. Altrusians are orange. Ambrose is brown.
Behind the DM Screen:

PC Status:
PC Magic:
Player Resources:
The Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY
Ko-Nan's suspicious eyes glare at the hideous tapestries of the Sleestaks.
All the escapees except Draupadi, Finver and Maskelyn join him in the large, empty chamber while Connak searches for secret passages in vain. He and Mungo scrutinize the southern door for deathtraps without success. Connak tries the jailer's keys but none fit. The felonious feline tries to pick the lock but his skills fail him. Are the ominous, arcane wall hangings jinxing him?!
Meanwhile, back in the incongruously sumptuous bedroom, Maskelyn eagerly fills his pack with treasure as Finver tentatively sips one of the strangely glowing cobalt elixirs. It tastes of brine and the aroma triggers memories unbidden of swimming deep beneath the waves.
Actions?!
Map:
One square = 10 feet. Lighter areas are visible, all else is from memory.
PCs are purple. Sleestaks are green. Altrusians are orange. Ambrose is brown.
Behind the DM Screen:
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: 22/34, Spells: 4/5 1st lvl, 3/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 11/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 15/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 25/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 0/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 20/34, Spells: 1/5 1st lvl, 3/4 2nd lvl, Lantern
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
Draupadi: Human Cleric 4: Move: 9", AC: 2, HP: 22/34, Spells: 4/5 1st lvl, 3/4 2nd lvl
Fiefo LeBratt: Rat-Man Fighter 3: Move: 9", AC: 1, HP: 11/26
Finver Karstlander: Dwarven Fighter 3: Move 6", AC: 2(1), HP: 15/31
Ko-Nan: Human Barbarian 3: Move: 12", AC: 4, HP: 25/39
Maskelyn: Gnome Illusionist 3: Move: 9", AC: 7, HP: 14/14, Spells: 2/2 1st lvl, 0/1 2nd lvl
Mungo: Mole-Man Cleric 4: Move: 9", AC: 7, HP: 20/34, Spells: 1/5 1st lvl, 3/4 2nd lvl, Lantern
Sheriff Yul: Robot Fighter 3: Move: 9", AC: 5, HP: 31/38
PC Magic:
None currently
Player Resources: