Three Wizards Walk (and are Carried) About
- The Astrolomancer, a quarterling astrolomancer with a tarot deck, some crappy illusion spells and the summoning spell from lotfp
- The Psychotropic Neomarxist Healer, a priest of empowerment with a lot of psychotropic herbs and a few crappy healing spells
- The Pretty Pot, a magic pot with an unseen servant, charm spells and the ability to brew potions inside itself.
... after becoming friends with the slothrog and releasing it. They wander into the Reaver Camp. After putting on a harmonica duel with one of the pirates, sharing some long pig, charming another pirate and singing an epic poem in praise of Fooloo, first mate, they are acclaimed as true friends. The pirates pay them for the entertainment and the charmed pirate, 'Chunky', joins as a henchman carrying The Pot.
They arrive at the Golden Barge and spot the skeletons on it. After denting the barge, a skeleton comes to fix it. With mending, they help fixing it. They engage the skeleton in conversation and soon prove that they too abhor "the flesh demons" and point to the pot, the mending and some illusion magics as proof. After demonstrating their "non-fleshiness" to some more skeletons they are allowed in.
The skeletons take them to see the "Great Machine Mind", while equipping them with some sentient snacks to deliver. At the foot of the great staircase they run into the great ape dropping barrels on them. After very little thought the Astrolomancer summons an arachnid demon from the great icy seas of chaos that is 'immune to all physical attacks'. It promptly breaks free of his control.
Making themselves scarce (crappy illusions, darkness, phantasmal barrier and some other stuff) the summoned demon goes after the ape. Bypassing the whole battle they enter the "Control Chamber" where they find the odd-headed supercilious and sniffy creature with a vibro axe trying to activate the "mind-machine-interface-helmet". Eventually they lure the demon inside and close the door behind them, while they rest.
Returning an hour later, the room is a mess, the demon has evaporated back into the seas of great icy chaos and they discover that they don't know the odd language to control the machine. Disappointed they proceed to poke around further in the barge, picking up some books, discovering great hamster wheels, and deciding to discover another of these "odd-heads" to use them to control the "great machine mind".
Then they politely leave, thanking the skeletons for their help.
Bypassing Combat: 5/5
(Golden Goats Session 58)