Chapter 10: Secret of the Sleestaks
-
- Rider of Rohan
- Posts: 8469
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Chapter 10: Secret of the Sleestaks
Ko-Nan remains alert in this strange underworld. He finds it somehow comforting in that it reminds him of the mines where he spent so many years. There are no war-clans that are visible here, however, but yet may remain. He remains alert and peers down the corridor (S18) as they pass.
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


"This craftwork should adorn some manse or temple, not a cavern," observes Yul before the great red gate (25). Then the wily sheriff 'accidentally' trips and crashes into the huge bronze gong. Its sound is that which announced the Hours of Mystery!
Other Sleestak guards (S10, S11, S18, S19, S20) come to investigate the mistimed signal with confusion. The adventurers' guides (S1, S5, S6) explain the circumstance and the guards return to their posts.
"Where's the gate to?" asks Fiefo.
"Beyond the Gate of Sssserenity liessss the Cavern of Enlightenment," hisses a Sleestak guide.
Meanwhile, by the underground lake...

...Finver surmises there might have been two or three Altrusians to every Sleestak. He finds no stone structure on the verge of collapse, and rushes to catch up to his companions. "I'm coming, I'm coming, ya, ya, ya. How often does this Mystery Hour happen anyway? Seems awfully disruptive to me!" asks the disruptive dwarf.
"Oncccce per day," comes the reply.
With Finver and his reptilian entourage reunited with the main group, they enter the second great cavern (32). Draupadi and Maskelyn stop and Connak slows his pace, readying for a fight that doesn't come.
The others continue a few paces more to a doorway on the left with a rusty portcullis. It opens onto a stone chamber.

Woven mats, like those in the guards' resting area (16), and small chests for personal storage are arranged on one wall.
"Vissssitorssss may ssssleep here during the Hourssss of Myssstery," hisses the Sleestak guide who shows them in.
The Hours of Mystery must be the concept of night in this sunless subterranean realm. And this room must be the Sleestak equivalent of a travelers' inn.
Actions/Replies?
Map Detail:

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

PC Status:
PC Magic:
Player Resources:
Forbidden Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY
"This craftwork should adorn some manse or temple, not a cavern," observes Yul before the great red gate (25). Then the wily sheriff 'accidentally' trips and crashes into the huge bronze gong. Its sound is that which announced the Hours of Mystery!
Other Sleestak guards (S10, S11, S18, S19, S20) come to investigate the mistimed signal with confusion. The adventurers' guides (S1, S5, S6) explain the circumstance and the guards return to their posts.
"Where's the gate to?" asks Fiefo.
"Beyond the Gate of Sssserenity liessss the Cavern of Enlightenment," hisses a Sleestak guide.
Meanwhile, by the underground lake...
...Finver surmises there might have been two or three Altrusians to every Sleestak. He finds no stone structure on the verge of collapse, and rushes to catch up to his companions. "I'm coming, I'm coming, ya, ya, ya. How often does this Mystery Hour happen anyway? Seems awfully disruptive to me!" asks the disruptive dwarf.
"Oncccce per day," comes the reply.
With Finver and his reptilian entourage reunited with the main group, they enter the second great cavern (32). Draupadi and Maskelyn stop and Connak slows his pace, readying for a fight that doesn't come.
The others continue a few paces more to a doorway on the left with a rusty portcullis. It opens onto a stone chamber.
Woven mats, like those in the guards' resting area (16), and small chests for personal storage are arranged on one wall.
"Vissssitorssss may ssssleep here during the Hourssss of Myssstery," hisses the Sleestak guide who shows them in.
The Hours of Mystery must be the concept of night in this sunless subterranean realm. And this room must be the Sleestak equivalent of a travelers' inn.
Actions/Replies?
Map Detail:
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 will search around and check the room out before choosing a mat and getting some rest. "Any ideas?"
Draupadi will search around and check the room out before choosing a mat and getting some rest. "Any ideas?"
- ChubbyPixie
- Rider of Rohan
- Posts: 6331
- Joined: Sat Dec 08, 2012 12:07 am
Re: Chapter 10: Secret of the Sleestaks
Fiefo doesn't relish the idea of entering a room that can be sealed behind him. He also doesn't relish the idea of fighting a cavern full of weird lizard men. The orange guy seemed to think they'd be all right? He enters the room.
"I could use a little rest, I guess," he says. "Probably won't be able to sleep, though. Indigestion."
"I could use a little rest, I guess," he says. "Probably won't be able to sleep, though. Indigestion."
-
- Ranger Lord
- Posts: 3023
- Joined: Sun Jan 22, 2017 11:30 am
Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
"The facilities are neanderthal. Nothing more than a glorified cell with rusty bars. As guests and ambassadors in your city we expect a better welcome. Fresh food and water. A place to wash and do our ablutions in privacy. Is there no saloon to siesta while you contemplate your mystery?"
He harangues the Sleestak guard then points out the two more exotically adorned ones. A
"Are they with your chieftain. Maybe he should come and explain your customs more civilly. We are not sheep to be herded into pens."
He has a reluctance to go 'behind bars'.
"The facilities are neanderthal. Nothing more than a glorified cell with rusty bars. As guests and ambassadors in your city we expect a better welcome. Fresh food and water. A place to wash and do our ablutions in privacy. Is there no saloon to siesta while you contemplate your mystery?"
He harangues the Sleestak guard then points out the two more exotically adorned ones. A
"Are they with your chieftain. Maybe he should come and explain your customs more civilly. We are not sheep to be herded into pens."
He has a reluctance to go 'behind bars'.
Re: Chapter 10: Secret of the Sleestaks
Maskelyn
Despite his belligerent words, Maskelyn relaxes somewhat when he sees the room they're being taken to. He stops at the door. So what's it look like in there, sister? Clean? No secret doors to let bad guys in? IF Draupadi gives the all-clear, he'll enter.
Despite his belligerent words, Maskelyn relaxes somewhat when he sees the room they're being taken to. He stops at the door. So what's it look like in there, sister? Clean? No secret doors to let bad guys in? IF Draupadi gives the all-clear, he'll enter.
FA FO
Re: Chapter 10: Secret of the Sleestaks
Finver steps into the chamber and removes his backpack. He sets it down on a chest as if getting himself comfortable to stay the night. He begins rummaging through the backpack and retrieves a skin of water but also surreptitiously palms a semi-precious stone easily of 50gp value. He quaffs the entire contents, finishing off with a hardy sigh and wipe of his thick beard with his arm.
He turns to the nearest Sleestak guard, "Em? Do you have a name I may address you by? You see, I will ask you a favor. I want to turn in for the night, but I didn't have a chance to reach the lakeside to fill my skin before the gong rang for Mystery Hour. Any chance I could sneak out and be back as quickly as possible?" He turns his hand over discreetly holding the gem with the water skin protecting its view from the nearest Sleestak. "Do you mind if I fill my water skins and return as soon as I can?"
He turns to the nearest Sleestak guard, "Em? Do you have a name I may address you by? You see, I will ask you a favor. I want to turn in for the night, but I didn't have a chance to reach the lakeside to fill my skin before the gong rang for Mystery Hour. Any chance I could sneak out and be back as quickly as possible?" He turns his hand over discreetly holding the gem with the water skin protecting its view from the nearest Sleestak. "Do you mind if I fill my water skins and return as soon as I can?"
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.”
-
- Rider of Rohan
- Posts: 8469
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Chapter 10: Secret of the Sleestaks
Ko-Nan looks at the cave and nods. "Rest will do us good." He thinks that it may be a restful sleep - it's warm and dry, there is a mat to lay on, and there is no one immediately trying to kill them. If only he had it so good from his upbringing in the mines...
- redwarrior
- Ranger Lord
- Posts: 2664
- Joined: Wed Mar 13, 2019 1:07 am
- Location: Sumner, WA
Re: Chapter 10: Secret of the Sleestaks
As soon as the Sleestak guard is out of sight, Connak will start making a detailed search of the cavern and its walls. He doesn't like the idea of being locked in and is mistrustful of these beings... They have not been hostile, but they are weird, even for a cat-man.
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


Unsettled by their inhuman hosts, the warm-blooded visitors to the City of the Sleestaks finally lower their guard and settle into the sparse, clean chamber where they may rest for the night. (33)
Through inspired stratagems of guile and cunning, the adventurers discover the cold-blooded, reptilian insectoids are not given to bargaining or persuasion. The Sleestaks will not be bribed to permit Finver to go to the lake for just a moment. Nor will they awaken their lizard king during the Hours of Mystery. Neither do they have a saloon. When the dwarf asks for water, a pincer-like claw points to Connak's waterskins. When the cyborg asks for a water basin, another points to Fiefo's helmet.
All the guests enter the quarters except Yul, some of them eager for sleep. Another gate sits at the furthest end, and a darkened chamber lies beyond. Connak waits for the Sleestaks to leave before giving the room a thorough search, but Yul detains them.
"When the gong ssssoundssss again, you are free to passsss in peacccce oncccce more. Ssssleep well, humanssss," hiss the Slesstaks as they wait on the cybernetic sheriff.
Actions/Replies?
Map Detail:

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

PC Status:
PC Magic:
Player Resources:
Forbidden Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY
Unsettled by their inhuman hosts, the warm-blooded visitors to the City of the Sleestaks finally lower their guard and settle into the sparse, clean chamber where they may rest for the night. (33)
Through inspired stratagems of guile and cunning, the adventurers discover the cold-blooded, reptilian insectoids are not given to bargaining or persuasion. The Sleestaks will not be bribed to permit Finver to go to the lake for just a moment. Nor will they awaken their lizard king during the Hours of Mystery. Neither do they have a saloon. When the dwarf asks for water, a pincer-like claw points to Connak's waterskins. When the cyborg asks for a water basin, another points to Fiefo's helmet.
All the guests enter the quarters except Yul, some of them eager for sleep. Another gate sits at the furthest end, and a darkened chamber lies beyond. Connak waits for the Sleestaks to leave before giving the room a thorough search, but Yul detains them.
"When the gong ssssoundssss again, you are free to passsss in peacccce oncccce more. Ssssleep well, humanssss," hiss the Slesstaks as they wait on the cybernetic sheriff.
Actions/Replies?
Map Detail:
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:
-
- Ranger Lord
- Posts: 3023
- Joined: Sun Jan 22, 2017 11:30 am
Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
Checks over the portcullis visually to see where the lift chains or hydraulics are held. At least we are not disarmed so maybe the 'custom' is a strange cultural thing.
He doesn't trust the situation. He has been jailer and judge but not prisoner. It feels strange to go beyond locked bars unwillingly. However with the others already choosing sleeping places he conceded and enters just beyond the portcullis gates, turning to watch the guards through the bars.
Checks over the portcullis visually to see where the lift chains or hydraulics are held. At least we are not disarmed so maybe the 'custom' is a strange cultural thing.
He doesn't trust the situation. He has been jailer and judge but not prisoner. It feels strange to go beyond locked bars unwillingly. However with the others already choosing sleeping places he conceded and enters just beyond the portcullis gates, turning to watch the guards through the bars.
Re: Chapter 10: Secret of the Sleestaks
Draupadi
Draupadi will settle in to rest.
Draupadi will settle in to rest.
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


With a sickening groan of iron the rusty portcullis is pulled down behind Yul.
KLANG!
A great padlock binds the gate to a steel bar set deep into the rock floor.
"For your protecttttion... againsssst That Which Walkssss During the Hourssss of Mysssstery," the Sleestak guides hiss. Then they move south, out of sight.
Connak the catman immediately searches the chamber walls with keen eyes and knowing, expert fingers but finds no doors in the stone, secret or otherwise.
All is quiet except the soft squeaks and chirrups of the winged vampiric things hidden in the shadows of the great cavern's roof (near 32).
Actions?
Map Detail:

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

PC Status:
PC Magic:
Player Resources:
Forbidden Island of Xygax the Wizard, Land of One Thousand Towers
Day Ten. Night? April 5th, 912 CY
With a sickening groan of iron the rusty portcullis is pulled down behind Yul.
KLANG!
A great padlock binds the gate to a steel bar set deep into the rock floor.
"For your protecttttion... againsssst That Which Walkssss During the Hourssss of Mysssstery," the Sleestak guides hiss. Then they move south, out of sight.
Connak the catman immediately searches the chamber walls with keen eyes and knowing, expert fingers but finds no doors in the stone, secret or otherwise.
All is quiet except the soft squeaks and chirrups of the winged vampiric things hidden in the shadows of the great cavern's roof (near 32).
Actions?
Map Detail:
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:
-
- Ranger Lord
- Posts: 3023
- Joined: Sun Jan 22, 2017 11:30 am
Re: Chapter 10: Secret of the Sleestaks
Sheriff Yul
That which walks
A creature? Undead? Something that can't pass these portcullis. Something that the Sleestak leave to wander unmolested for a time. I wonder if the 'walker' is bat-like? The reptile men sleep, out of sight making no noise. So they are less vulnerable to creatures that hunt using sound or echo location?
He expresses a few thoughts but until a 'walker' is encountered they are just speculative ramblings.
He stays by the gate looking.
That which walks
A creature? Undead? Something that can't pass these portcullis. Something that the Sleestak leave to wander unmolested for a time. I wonder if the 'walker' is bat-like? The reptile men sleep, out of sight making no noise. So they are less vulnerable to creatures that hunt using sound or echo location?
He expresses a few thoughts but until a 'walker' is encountered they are just speculative ramblings.
He stays by the gate looking.
- ChubbyPixie
- Rider of Rohan
- Posts: 6331
- Joined: Sat Dec 08, 2012 12:07 am
Re: Chapter 10: Secret of the Sleestaks
Fiefo will mosey up north and peer through the bars on that end, straining to see what lies beyond them.
Re: Chapter 10: Secret of the Sleestaks
Draupadi
"I will rest while we have a chance, wake me if I am needed for anything."
"I will rest while we have a chance, wake me if I am needed for anything."
Re: Chapter 10: Secret of the Sleestaks
Finver places the gem back in his hip pouch and returns the water skin to his backpack. "Hours of Mystery..." he mutters to himself in defiance. "Yes, you get some rest Sister Draupadi. I won't be taking any but will rouse you when it's time to move on." He retrieves some of his dried rations for a light snack as he hums tunes of dwarven song betwen each swallow. He begins a vigilant watch with Fiefo and offers the rat-man a share.
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
I don't like this, Doc. I hate bein' locked in. Maskelyn frets and fidgets, but eventually settles down and sleeps uneasily.
I don't like this, Doc. I hate bein' locked in. Maskelyn frets and fidgets, but eventually settles down and sleeps uneasily.
FA FO
-
- Rider of Rohan
- Posts: 8469
- Joined: Fri May 25, 2012 10:06 am
- Location: Pennsylvania
Re: Chapter 10: Secret of the Sleestaks
Ko-Nan examines the locks himself should they need to be smashed. He notices distinctly that all of the guards also disappear from the caverns. "We should keep watch and rest while we can..."
Re: Chapter 10: Secret of the Sleestaks
Finver interrupts, "I'm with ya, Ko-Nan, I'm not going to sleep for a while. Something is not quite right here."
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.”