S1E8 - S01E008: Come Sail “Astray”

Transcript
Speaker A:

Gather your sword and board and get ready for adventure, because it's time for pain campaign.

Speaker B:

Three, two, one. Let's roll.

Speaker A:

Welcome back to our unmitigated disaster of a DD campaign with friends, we asked the question of what happens when we combine a coming of age summer camp with d and D, the dice of fate. Well, we are going to find out what happens here. Let's get started. From the murky bottom of time before time, following a rare mushroom instead of stone, we have Mike playing gold or Firebeard, the honest to goodness dwarven Druid who's old enough for a beard and a beer and knows how to use the shilelehead. Hello, Mike.

Speaker C:

Hey, how's it going?

Speaker A:

When this warforged lays its hands upon thee, you better hope for some divine intervention, because wood and metal still has pain and emotion. Mike Levine is TR 33, the warforged paladin.

Speaker D:

What's up, guys?

Speaker E:

I'm back.

Speaker A:

When tracking is needed across a path, it seems lost or an arrow needs to find his target that seems too far away. We look no further than Bridget playing Belleth, our tiefling ranger who hates plants, loves adventure, and who'd rather pull out her bow than engage in pointless conversation.

Speaker F:

Absolutely nailed this intro.

Speaker D:

Yes.

Speaker A:

Perfect. One out of five ain't bad. And I'm Michael Hite, off key Raiderock, as always. And I'm playing seven, the bard. First time's a charm, third time's a winner. But it's not about me. I'm going to pass it off to our friend Liam. He puts the danger in DM. Our master of ceremonies, Liam, take us away.

Speaker F:

Better.

Speaker A:

As we make our way back into this episode, how about a little story from McBard? On the last few episodes of campaign, we followed our party into a undead, dangerous vessel where we went down further and further down the decks, looking for answers and try to clear this boat out of its haunted guests. And when we went deeper, we found something grosser and nastier. A sea hag that was not happier that we were there and a captain that absolutely needed some de spooking with gold or tree. Bellathon seven. We found a way to crush those spirits and get through this evil voyage. Just because we got this boat to be a little less haunted doesn't mean that the adventurer stops here. Join us as we make our way off of one boat and try to get this ride taken care of. And just maybe, we'll start our trip to Neuraltooth island. And just maybe, we'll get to name that boat after all. Let's get back to Liam.

Speaker B:

Welcome back, everybody. So our heroes have finally availed. The ship of the sea hag have destroyed the antler altar of blood and bone, so they find themselves at the bottom of the once haunted ship. But now the spirits are at rest. After defeating the sea hag, TR 33, his whereabouts are unknown. But let's see what the party would like to do.

Speaker A:

Well, that was messy.

Speaker C:

I'd like to get off this boat, for one thing.

Speaker A:

Yeah, I'd like to cast Preston digitation on all my friends here.

Speaker B:

Yeah. So all the shrapnel and Seahag guts start to fade away as you prejudication for, like, five minutes to make sure everything's good and clean. Do you all make your way off the boat at this point?

Speaker A:

Is there anything else for us to pick up along the way? Is there a.

Speaker B:

That is up to you. You made an agreement with Captain Allara that she would give you half of all earnings from the boat. Or you could peruse on your own.

Speaker E:

Just saying. You may want to pick up tree along the way. I don't know. So just kind of throwing that out there.

Speaker A:

I don't think we've seen him, right? Is he.

Speaker B:

You cannot see or hear a tree.

Speaker A:

Right now, so can we shout out to see if we could. Tree. That was me shouting two by four wood chips.

Speaker D:

Where?

Speaker A:

Yeah, buddy.

Speaker B:

The very slight sound of waves in the night. And do you all want to actually roll a perception check for me if we. Besides tree. Sorry. Besides tree.

Speaker A:

Sorry.

Speaker B:

Tree.

Speaker F:

20. Not nat.

Speaker C:

A natural 14.

Speaker A:

Oh.

Speaker D:

Might be sick.

Speaker F:

You don't notice a thing.

Speaker B:

And then seven.

Speaker A:

This is kind of nice. I think I can live here. 1414.

Speaker B:

Okay, so Bella's only. You can hear very faintly, seemingly from outside the ship, sobbing.

Speaker A:

Goldor.

Speaker B:

The only sound you could focus on is, like, some of, like, the, like, debris, like, just, like, continuing to clatter to the ground, and it's, like, really grating against your ears. Seven. You don't hear anything.

Speaker F:

All right, I say to the rest of the group, like, all right, you guys check for, like, stuff we can take on this boat. I'm gonna go consult the crying tree. And I walked, and I follow the.

Speaker A:

Sound of crying with my finely tuned musical ears. I'm sure you're hearing nothing. You're really committing to that crying thing. I like that.

Speaker D:

It's nice.

Speaker A:

So what do we need to do? Roll.

Speaker E:

Can I, like, say anything or cry? Because, like, I'm missing. So.

Speaker B:

So, okay, so if whoever is checking for valuables on the ship, they can roll investigation. But do note, time will be passing as you investigate. If so, if you'd like to pursue that, keep that in mind. And then whoever is ex. Is anyone exiting the ship, I'm gonna.

Speaker F:

Go try and find where this crying is coming from. So I assume I'm walking off.

Speaker A:

Golder, you wanna try to stay together in this one? Yeah. What do you think? Should we try to get out of here?

Speaker C:

We should take a quick look around.

Speaker A:

All right. Quick investigation.

Speaker B:

Sure. So, Goldaran seven, you can roll investigation for me first before we get to Bellus.

Speaker A:

Okay. 15.

Speaker C:

I got a twelve.

Speaker B:

So with a 15 and a twelve, you certainly just like making like, almost like a hasty retreat out towards the ship. On your way up, you will find loose gold in the amount of 15 gold. And you will also find an additional bandit. Agate, it's called, which is a gem. At least that's how DNd refers to it.

Speaker A:

So, banded. Agate.

Speaker B:

Agate.

Speaker A:

Agate. That sounds wonderful. And 15 gold, which should be an.

Speaker B:

Official D and D items. You can add that to your inventory.

Speaker A:

I'm just throwing in notes for now. Okay, cool. All right, Golder, you want to get the heck out of here?

Speaker B:

So I'll say that will take maybe like an additional ten to 15 minutes while Bella immediately heads for the exit during. That's already split up. Great. You exit into the cold night air, but the otherwise the sea is at rest. And as you overlook the top of the deck of the ship, you notice on the dock is tree, who is sobbing. And you see Captain Alara comforting him.

Speaker D:

Oh, okay.

Speaker A:

This is awkward.

Speaker F:

I walk over to them and I'm like, what is. What's.

Speaker D:

What's.

Speaker F:

What's this happening here?

Speaker D:

Oh, hello.

Speaker B:

I assumed the worst once he came out crying. He's crying so hard, I thought maybe the rest of you died. Well, what about the other two? Are they okay?

Speaker F:

Yeah, they're fine. I just heard sobbing and I came to consult my friend.

Speaker B:

Oh, well, he seems to be in one piece, other than, you know, the emotional damage. But he's hanging in there. You know, there's a dockside in if you and the others, once they come out, want to get some. Get some rest. In the meantime, myself and the crew will work overtime tonight to get the ship in a sailing state tomorrow, and we'll examine the ship for any valuables and give you half.

Speaker F:

All right? Yeah, sure. That sounds. That sounds great. Thanks.

Speaker D:

Sure.

Speaker B:

So about ten minutes later, you're kind of waiting there with tree, trying to comfort him with Laura. Or to the best of the way you see comfort.

Speaker F:

Maybe just I'm, like, patting him. I'm like, hey, bud, you're good. You want to hold Harold? You're good. You're okay.

Speaker B:

Where he would have hair. He has leaves, and one of the leaves falls off.

Speaker A:

He had, like, this, like, anxious heart, and he starts losing and just pulling his own leaves out fucking.

Speaker B:

So shortly after that, Goldor and seven emerge from the ship to the. To the scene that I just described with tree now, like, kind of thing, like, instead of, like, full out sobbing, like, he's taking, like, very deep breaths. So Captain Lara repeats to you all, as you come out, definitely check out the Dockside Inn. I don't know how the rates are, you know, in the middle of the night, you know, when you wake them up and they're, you know, expecting to not be busy, but certainly a place to go while we get the ship in order and we can leave first thing in the morning.

Speaker A:

Where was she? Where was she. Where was she coming? Yeah. Was she. Was she. Is this happening on the dock or on the boat itself?

Speaker B:

Yeah, this is on the boat.

Speaker A:

Okay. I was kind of alarmed that she would want to step foot on a boat before really knowing that it was safe or.

Speaker B:

She gathered from your return. Cause no one has ever returned alive from the ship that you at least success, like, did something to at least survive. But, yeah, she'll be able to double check. So is everything okay to set foot on the ship? Everything's good.

Speaker A:

Yeah, it's beautiful in there.

Speaker B:

Okay. Everything's in one piece. Just so we can split the reward evenly, more or less.

Speaker D:

Everything's in one piece, except my heart.

Speaker F:

I go, okay.

Speaker D:

But.

Speaker F:

Okay, bud, let's just sh. It's okay.

Speaker A:

You're embarrassing us.

Speaker B:

So Captain Lars says, all right, I'll go gather the crew, and like I said, we'll leave basically at first light if you want to meet me here at that time. So would you like to make your way to the dockside inn now.

Speaker A:

Guys?

Speaker F:

Yeah, I think that's probably a good idea. Right?

Speaker B:

So as you're walking down the dock that reaches the ship to, like, to the main dock area, you notice Hector Applewater, the camp shimmer Lake liaison, walking up to you kind of like fast walking, and it's like, greetings. Are you all in one piece?

Speaker A:

Yes. Have we met before?

Speaker B:

Yes. You came to see me about the records for the ship and find out more about it, remember?

Speaker D:

Yes, of course.

Speaker B:

We've made it. So.

Speaker A:

Sorry.

Speaker B:

The guy who represents the government going.

Speaker A:

To visit the campus sorry. In this light. Sorry. Yep. So nice to see you.

Speaker B:

Oh, thank you. And just to remind you, he is like a very nondescript, like, government bureaucrat. Like, he's the most generic looking person you've ever seen. But nonetheless, he goes, I had my guards keep an eye out to see if you all came out unscathed. Clearly, you were successful. And on the behalf of Pyroglow, we thank you for your service. This, the constant moans from the ghost and the people not coming out alive, that was looking. Making us look not great, we'll say. And while I cannot give you a better reward right now, I hope this will do. And he hands over a sealed envelope. I heard you've already earned one from the rumors, but the more the better. I hope this will earn me some goodwill with you all. Here is an additional writ of experience. So I hope this establishes a good relationship between us, because I've heard some disturbing reports from Norltooth island. And once you're ready, of course, I hope you can perhaps help us out. Either way, I'll see you sometime during your first week of camp.

Speaker A:

Thank you. Is it, in the event you had a second and extra writ of assistance, how does that work? Would that be something that in the event we had another member of our party, we might be able to give that to another person? Is that transferable?

Speaker B:

So you technically only need. As far as I know, you only need one writ per party. But certainly, I would imagine, presenting multiple. Or you could choose between them. I know Crombie is a great benefactor of Camp Shimmer Lake, but you could always choose one or both of them when presenting them to the camp.

Speaker F:

So this is like extra credit.

Speaker B:

Extra credit. Very good. Yes, exactly like that.

Speaker A:

You found the right group of people for that, let me tell you. And we also, I believe we were going to give the boat a fresh new name. Yes.

Speaker B:

Oh, well, I don't know about that, but maybe I'll talk to the captain.

Speaker A:

Yes, we'll get back to that. Yes, of course.

Speaker D:

Okay.

Speaker B:

Well, where are you heading for that? You all have lodgings? The docksiden's right over there, and he points to a building down the road.

Speaker F:

Yeah, we were just. We were actually just walking over there.

Speaker B:

Tell them I sent you and to give you a pass for the night because you've done well for our city.

Speaker D:

Huh? Thanks.

Speaker B:

All right. Is there anything else you would like to ask Hector before you head to the inn?

Speaker A:

Can we just do a perception check on him and just see kind of, if he's coming across as like, honest.

Speaker B:

Or it's gonna be an insight check.

Speaker A:

Sorry about that. Insight check. All right, insight check. WHOOP. Sorry, say it again. Oh, wow. 22.

Speaker B:

So, as far as you can tell, he's being super genuine. He wants to build a good relationship with you, and seems like he's generally concerned about the things that are happening on the island. Everything from his body language being very open and nothing across his face connotates to you that he's being anything less than truthful.

Speaker D:

Cool.

Speaker A:

You guys have any questions? Are we good to go?

Speaker E:

Yeah, I say we head on over.

Speaker C:

Yeah, I'm good to go.

Speaker D:

Cool.

Speaker B:

So you head to the dockside inn, like a. Not a great in. Like, you can tell it's definitely been through some wear and tear. And you head inside and you see a person at the front desk kind of dozing off. You see a bell on the front desk as well?

Speaker A:

Hey, Belle, this seems like fate.

Speaker E:

I just want to tell you something. Hold on. Before we go anywhere, all right? I just need. I need to make this clear. I've been doing a lot of thinking, all right? And, you know, I was. I was huddled in a corner. Some captain was consoling me, and, you know, then Bella found me, and now we were walking to this inn, and I've been doing some thinking this whole time. I just want to let you guys know that I have made an oath, not only to myself, but to.

Speaker D:

The holy light.

Speaker E:

All right? I will never run again. Because do you know what my oath is, my friends? My oath.

Speaker A:

You're gonna tell us, aren't you?

Speaker E:

It's the oath of ancients, my friends. And I will thwart any forces of darkness and despair. All right, so I'm back in the game, guys. I'm back.

Speaker B:

I'm back.

Speaker E:

I'm here, and I am all about the light and goodness. And I got your backs this time.

Speaker B:

I will not run away.

Speaker D:

Thank you for telling us.

Speaker A:

Before nighttime being said, my friends, I'm.

Speaker E:

Gonna go ring this bell over here.

Speaker D:

Okay?

Speaker B:

So you fully go up and, like, slam the bell.

Speaker D:

Ding.

Speaker B:

But to everyone else who noticed, besides you, this person, this reception is now wide awake and is like, am I still dreaming? There's a tree here.

Speaker D:

Good fortune.

Speaker B:

Can I help you? Can I help you all?

Speaker E:

Yes, I am here with my friends. And we need some lodgings. All right.

Speaker F:

Hey, bud. Treat. Hey, just lower the voice a little. Just a wee bit.

Speaker D:

Sorry. I'm sorry.

Speaker F:

It's okay.

Speaker D:

No, it's okay. It's okay. It's okay. It's okay. Just like a little bit. Okay.

Speaker F:

Okay, bud. You know what? You know what? Take five. Take five.

Speaker A:

It's been emotional for you. Don't worry.

Speaker D:

Just. I'll go back here. You handle it. I'll just go back.

Speaker A:

Just do us a favor. Protect us. Keep your eyes on the entranceway. You just watch out for us. Okay?

Speaker E:

All right.

Speaker D:

I got this.

Speaker B:

So the receptionist takes the key off the wall. He's like, room number four, suitcase off the wall. Room numbers four and six. Two beds in each room. That'll be two goals, please.

Speaker F:

We actually know Hector, and he sent us here.

Speaker B:

Oh, Hector. All right, well, he said some good.

Speaker A:

Pass for the night.

Speaker B:

You can rest up, but if you stay any longer than the day, I'll have to charge you.

Speaker F:

Yeah, we'll be out of your hair in the night.

Speaker B:

Fantastic. So you all head to the rooms, and now you can take a long, long rest time.

Speaker A:

Wait, so how does this work now? So we just, like, sleep and stuff?

Speaker B:

Oh, so there's a long rest button. There's, like, a little. Should be like a box. Yeah, it'll say long rest, and that'll take long. Your slots and your hit points confirm.

Speaker A:

You have taken long rest.

Speaker E:

Confirmed.

Speaker A:

Oh, wait, does that automatically kick your, like, your used up spell slots and things back to zero?

Speaker F:

It should.

Speaker C:

Yeah, it does.

Speaker A:

Awesome.

Speaker B:

Oh, I need to check something for some of your characters. Your HP, I wanna make sure is correct.

Speaker A:

Oh, okay. Wait, where is it? Oh, so I just need to do this one right now that I'm doing this.

Speaker B:

Okay, so Levine is good.

Speaker D:

I have a double check.

Speaker B:

Cool, cool. Okay, we're all good at.

Speaker E:

You have to double check Levine. I get it.

Speaker B:

I just want to make sure your hit points looked a little low. So I just wanted to make sure.

Speaker E:

Yeah, listen, there's no.

Speaker B:

I understand the reason for saying my name and nobody else's. So you all get yourselves up at basically right before dawn. That way you have enough time to get ready and get over to the docks by dawn. Is there anything you would like to do? Say, prepare. Before you get to the docks, should.

Speaker A:

We meet together and just check? Take a little mental checklist of our inventory or what we took from the ship? Does that matter?

Speaker F:

I was actually gonna say before that. Can I just go over to tree? Cause I wanna ask him about the whole pig situation. Cause we never got, like, he said, this is for my pig. And we were all like, what are you talking about?

Speaker D:

Yeah, absolutely.

Speaker F:

And then he ran away.

Speaker D:

Yes.

Speaker A:

You normally start conversations this way. And then you booked it. Good memory.

Speaker F:

Yeah. So I want to, like, find him, like, wherever he is, if he's in a different room, whatever he is. Like, before everybody meets together, I just want to be like, what's up with your pig, man?

Speaker A:

And this is perfectly. Don't feel like you have to jump in at all. We could just ask him because he wasn't here last week.

Speaker B:

No, he was here for the pig line, though.

Speaker A:

Oh, he was perfect. Okay.

Speaker E:

Yeah, I do need a jotting of the memory of the pig line. Then my pig got slaughtered right by the by.

Speaker B:

Yeah, it got taken by the captain. Captain Howard.

Speaker E:

Yeah, that's what it was. It was taken by the captain. That's right.

Speaker D:

Right.

Speaker F:

So, yeah, I just want to find him and be like, hey, bud, like, how you doing?

Speaker E:

Well, you know, it's kind of been.

Speaker B:

An emotional roller coaster for me.

Speaker E:

I got scared, and, you know, I.

Speaker B:

Just kind of been huddling.

Speaker E:

But then I've been thinking about I can't let you guys down.

Speaker D:

So I made an oath.

Speaker B:

And.

Speaker D:

I don't know whether to laugh or cry. Do both. Just do both.

Speaker F:

It's okay. This is the nicest Bella's ever been to anyone in her whole life.

Speaker D:

She's like, are golder and I seeing.

Speaker A:

This, like, I don't know what to do right now.

Speaker F:

No, it's. I'm just like. I went and found him by him, by himself. Like, I cornered him.

Speaker A:

Like, sweetie, I'm gonna have a conversation with you.

Speaker E:

I actually slept out in the hallway because I wanted to protect my friends. And I just went in, like, tree form hallway guard duty, you know, so.

Speaker D:

Like this.

Speaker F:

In the hallway, just with your branches. So I go, okay. Yeah, no, we all get scared sometimes. It's okay. I do have a question for you, though, if you're up to answering questions right now.

Speaker D:

Anything, Bella.

Speaker B:

Anything.

Speaker D:

You found me. You made me feel a lot better.

Speaker B:

I got you.

Speaker D:

What's going on?

Speaker F:

So, before you freaked out, you mentioned a pig. And I know. I was wondering, and I'm sure everybody else was wondering, too, what is.

Speaker D:

What?

Speaker F:

What pig?

Speaker E:

I know it sounds weird, but I don't know, I'm just having these flashbacks.

Speaker D:

I'm just.

Speaker E:

I've been trying. I've been trying to find myself, find my family. And, you know, I found it in you guys. And these flashbacks are just coming out of nowhere, and they're kind of like migraines, and then they just go away. But I remember. I remember the captain taking my pig.

Speaker D:

I just. Okay, okay. My pig. I just wish he came back.

Speaker F:

What was your pig's name.

Speaker D:

Oh, look. Good old Porgy. Good old Porgy. You know? Yeah. He's a good pig.

Speaker F:

What? Captain? Like, where were you when this happened? Maybe we can, like, find him when we become adventures and, you know, like, get your pig back.

Speaker E:

I know, I know, I know. This captain was important to me. I just. I just. I'm still trying to remember. I'm trying to recall it all.

Speaker D:

Just. It's all. It's all.

Speaker E:

All of a sudden. And then that big witch came out.

Speaker B:

Of nowhere, and I just got scared and I ran away.

Speaker E:

Bella, I'm sorry. I'm sorry.

Speaker D:

Do you forgive me? Of course.

Speaker F:

Listen, I don't forgive many people, but you, tree, do you like being called tree, or would you rather be called TR 33?

Speaker D:

Ah. You know, no one ever really asked me that. Oh, don't say, I guess, you know, I'll call it tree. I'll go, tree. Tree's cool. Tree's cool. All right.

Speaker F:

Well, tree, I forgive you. And like I said, I don't forgive many people. And I consider you, more than anybody else, one of my really close friends.

Speaker B:

Right now, as you make that revelation, you see Goldor and seven, like, the doorway just, like, draws wide open.

Speaker F:

Like, I turn around and I just flare my eyes, like, go away. Give me a second. I'm trying to calm this tree down.

Speaker D:

I can't stop watching.

Speaker A:

So, Golder, the shillelagh, do you get one at birth?

Speaker C:

You got to learn how to use it yourself.

Speaker A:

Was it hard?

Speaker C:

Nah, it took a year or two, but, you know, I had not much else to do. It was down at the bottom of that pit.

Speaker A:

I haven't seen too many of them, but that's a nice shulele.

Speaker F:

I pat tree on the shoulder, and I'm like, all right, bud, let's.

Speaker D:

Let's go.

Speaker F:

Let's go with the rest of the group.

Speaker C:

All right.

Speaker E:

Bells, do you want a leaf?

Speaker D:

I mean, are you okay?

Speaker F:

Oh, my God, I would love a leaf.

Speaker D:

I slowly pull a leaf and go, oh, yeah. Does that hurt? There you go. No, no, nothing. Okay. I just. I, like, wipe it with, like, two.

Speaker F:

Fingers, and I, like, put it in my pocket.

Speaker A:

Can I try prestidigitation on. Can I do press digitization on tree to try to get. To try to fix his flower arrangement?

Speaker B:

How would press of agitation do that? Explain to me.

Speaker A:

I was hoping to heal to try to fix his broken leaf.

Speaker B:

Press would not be able to do that, I think.

Speaker A:

Well, all right. Well, thanks, Mike.

Speaker D:

Thanks, buddy, for trying, man. It'll grow back arcane.

Speaker B:

Like, hand movements over his head, and it's just like all. Tree feels like a tingling on his head now.

Speaker A:

Does it help?

Speaker F:

I just go, seven.

Speaker D:

Cut it, cut it.

Speaker F:

Just cut it.

Speaker A:

I think we've had a good breakthrough here today. This is really.

Speaker B:

You understand, both would be saying, cut your. Cut your knees off.

Speaker A:

Um. Hey, tree, I have a question for your buddy.

Speaker D:

Not what I meant. Not what I meant.

Speaker A:

Um. Did, uh. Was it there? Was there another pig there, too, bud? I thought it was snuffles. Was there another, uh. Was there a few pigs?

Speaker E:

It was snuffles.

Speaker D:

It was porky. It's all a blur right now. I just. I don't know.

Speaker F:

Please don't make him craggy. Please don't make him crag it. I really can't handle this right now.

Speaker D:

It could have been snuffles, but like I said, I just don't remember. It's all.

Speaker E:

It's very tough right now.

Speaker B:

It's very tough.

Speaker A:

You know what? Maybe when we get some fresh sea air, maybe you'll start to feel a little bit better with the bright new day.

Speaker E:

Yeah, I think that's good. I think that's good.

Speaker B:

All right, so, anything else before we make our way to the dock again.

Speaker A:

To the ship, do we want to do a quick check with each other inventory wise, before we have to talk to people about giving them half of our search and finds? Search and finds our treasure that we found? What's that?

Speaker B:

I believe, correct me if I'm wrong, that Belliffe had been adding anything you picked up on the way, minus the stuff that gold warren seven picked up just now.

Speaker A:

Yes. We have 15 gold and a stone, so maybe I'll give that to Bella's also. So she has, like, the full bells. You want me to give it to you? So you have the full count of everything?

Speaker F:

Yeah, I think I had. Like, what did I find? The bag of holding. There was, like, two other gems, right?

Speaker D:

Mm hmm.

Speaker F:

I don't think there was anything else.

Speaker A:

Do you guys know anything about these gems? Like, if we had to give some away, would you. Would you have a preference to keep any specific ones?

Speaker B:

So, seven, you would know, as someone who uses magic, that gems can sometimes help with the a, they're valuable, and b, they can sometimes help the expense of the cost of certain spells.

Speaker A:

What do you do, Arcana, check to understand what we're holding here.

Speaker B:

No, you just know that.

Speaker A:

So of the three gems that we have, is there, are they all the same? Was there.

Speaker B:

So some spells might be, like, oh, you need to, like, for example, to cast. Revivify later on, which, like, a druid could do later on level five. Not in this case. For the gems you have, it'll be like, oh, you need to also spend a gem of, like, worth, like, 300 gold in order to cast a spell. So where there are spells that have gold values, this is where those would come in handy.

Speaker A:

Fancy chips.

Speaker F:

We could also just, like, lie and not give them, like, everything that we found.

Speaker A:

That's true. Where did. Where the bag. The bag of holding is a. It's kind of a situation, huh?

Speaker F:

Yeah, that's not going anywhere, so.

Speaker A:

Yeah, I mean, as long as it didn't get crushed with a warhammer, I think we're pretty good.

Speaker B:

I believe I mentioned there were some other things in the bag of holding when you grabbed it. But I will, once you meet with Captain Allar, I will give you the full litany of anything else you may have missed in your half, okay?

Speaker A:

Including that, I think I'd be willing to throw some extra gold that we found, maybe to keep some of the more valuables. Yeah, are you guys kind of on board with that idea?

Speaker E:

Yeah, I'm on board with it.

Speaker B:

Okay.

Speaker A:

Harold stays with us.

Speaker B:

So you all head out into the brisk morning air. You hear the seagulls squawking up in the air above the dockside in, and you make your way down to the dock. And to your surprise, it's a lot busier by the once haunted ship than you expected. You see Captain Lara giving orders to help move people and cargo onto the ship. So there's quite, like, a handful of people moving barrels and boxes and bags of things onto the ship.

Speaker E:

I say. I say we should look for some seagulls and maybe ask them a question and see if they notice anything.

Speaker A:

Good plan. If that doesn't work out, maybe a plan B wouldn't be so bad.

Speaker F:

Maybe find, like, the captain.

Speaker A:

I like it.

Speaker D:

That's a good plan B.

Speaker E:

Listen, listen. I know I had problems talking to the seagulls last time, but I just want to let everybody know I leveled up. I have an oath now, and I can speak to animals.

Speaker B:

Um, treat. Roll me a nature check to see if you can, or an animal handling check to see if you can get one of these seagulls to come talk to you.

Speaker F:

If you talk to a seagull, I'm gonna freak out.

Speaker A:

Adam lightening.

Speaker D:

Oh, wait.

Speaker A:

Can I do a roll for it, too? I think he gets so excited, he turns.

Speaker B:

You can try seven.

Speaker A:

I want to try. I want him to talk to this seagull.

Speaker B:

But you don't want him to talk to the seagull.

Speaker A:

I do. I really do.

Speaker B:

So we'll just say that you're helping him and how are you helping him? And then tree will roll with advantage.

Speaker A:

I'm trying to point to maybe one that looks friendly.

Speaker B:

Okay, so, tree, you can roll the vanity.

Speaker E:

What am I. Am I rolling? Like a d. What kind?

Speaker A:

Which.

Speaker B:

01:00 a.m..

Speaker A:

I. Rolling.

Speaker E:

I'm sorry.

Speaker B:

It's a D 20. But you should see animal handling is one of your skills that you can just click it versus, like, plus whatever next to it.

Speaker F:

You're gonna roll twice.

Speaker B:

Like, one of the first skills on your list of skills, like. Like, where you see, like, perception.

Speaker A:

It's got a negative roll to it, but roll twice.

Speaker E:

14 twice.

Speaker B:

Say that again.

Speaker E:

14 twice. Which gave me a 13.

Speaker F:

You have a minus one to animal handling.

Speaker B:

Oh, snap. So you don't get the one that. Oh, did you roll the vantage?

Speaker E:

Uh, maybe.

Speaker A:

Hold on.

Speaker F:

Yeah, you rolled twice. So.

Speaker D:

I have a spell that says talk to animal.

Speaker B:

Well, you gotta have it, like, doesn't.

Speaker A:

Mean they're gonna talk back to you.

Speaker B:

Yeah. So instead of the one that seven was pointing to, a different one that's, like, squawking really obnoxiously comes down to. To speak with you.

Speaker D:

Brad. You want Brad?

Speaker A:

I think he called you Brad.

Speaker D:

Did he say Brad? Brad.

Speaker A:

I'll tell you what, tree, you're doing great. In the meantime, I think rebellion are gonna go talk to the captain.

Speaker D:

Yes. Guys, I think I messed this one up again. I'm just gonna. I'm gonna be right behind you. Aw.

Speaker C:

Please take me with you.

Speaker D:

Don't leave it on your.

Speaker A:

Whether you have captain handling or not.

Speaker B:

Good morning, everyone. Welcome. As you see, I may or may not have spread the word there's yet another last ship going out to Narutooth island, so some people want to take advantage of it. And, of course, they are paying customers, so we're gonna harbor them, as they're also going to Norletooth island with y'all. Anyway, we have a chest here with your half of the rewards, and that's the one that's currently by her feet. So I will communicate with you right now via text, all that you are going to be getting. What I'll add here is the last two things I think you already picked up on the ship, but I just want to make sure you have a note of it. So you open the contents of the chest, and you see a plethora of gold, a variety of gems. No, sorry. I gave the description and the last two things, like I said, you already picked up. I don't know if you added it to the inventory already. As a reminder, it was a small scroll of water breathing and potion of fire breath that you found in your bag of holding.

Speaker A:

Perfect. Thank you.

Speaker B:

That was in the bag of holding. Oh, that was in the bag of holdings. The stuff you see in the chest is just the gold and the gems.

Speaker D:

Okay.

Speaker F:

I'm gonna add the last two things then, to the bag.

Speaker A:

Good. Yeah.

Speaker F:

Just so nobody else at this point.

Speaker B:

You can decide to put the gold in the bag. You can put the gold up. That way everyone has some gold.

Speaker A:

Trust Bella.

Speaker B:

As you are sorting through the gold and deciding what to do with it, I think it comes out to, let's see one. It's gonna be about 47 gold per person with, like, I think, like an extra or so on the side. If you're dividing it evenly. Yes.

Speaker F:

Do you know how I add the. Like, the spell?

Speaker B:

You're gonna go to inventory, and then you're gonna see a symbol where this says, like, the amount. And then, like, the gold symbol, you're gonna click that, and then it'll bring up a menu that you can add or remove different types of currencies.

Speaker F:

So for the spell scroll, if I want to add that, it just gives me, like, the option to add, like, a spell scroll. Like, first level, second level, third level. So what am I adding?

Speaker B:

Water breathing is going to be a level.

Speaker E:

Let's see.

Speaker A:

See?

Speaker B:

Third level spell.

Speaker D:

Mm hmm.

Speaker F:

Third.

Speaker B:

And I'm gonna let you all know now. I'm gonna homebrew the rule that you do not have to be that class to be able to use a spell scroll. Anyone can use a spell scroll. However, those less competent at magic will have a harder time using it.

Speaker A:

Obviously, this is like, a really beginner question. Don't say that. You're doing great with seagulls for the way scrolls work. Is it like a one shot thing? Like, you use a scratch scroll, then it's gone? Or do you one time use it multiple times and you can't learn? Not unless you're scroll. It's basically just like a.

Speaker B:

So Captain Allar comments? Oh, man, it was a wreck in there. I saw so much destruction. Looked like different, like, boxes and chests got destroyed. I'm glad I was able to find this much.

Speaker F:

Yeah, you got. You got real lucky.

Speaker B:

She then also has in her hand a bottle of liqueur, and she goes well, before we can take our maiden voyage, we do need to give this ship a proper name. So did y'all have any ideas.

Speaker D:

Gold?

Speaker A:

Or any ideas?

Speaker D:

I have an idea.

Speaker C:

You don't have any ideas? That's a floating box. Death is what that is.

Speaker D:

I don't know.

Speaker F:

That seems like a good name.

Speaker A:

Box of death. Amazing.

Speaker D:

I'll tell you what. Can we, in game, roll a six.

Speaker A:

Sided die to figure out what roman numeral should go after it?

Speaker B:

Yeah, go ahead. Roll a roll.

Speaker A:

Somebody do it. Who wants to do the answer?

Speaker D:

I got you five floating boxes.

Speaker A:

Five.

Speaker D:

I love it. I love it.

Speaker B:

So she looks at you like. I guess we agreed you can name the ship, but how about in front of the passengers we just say floating box? I'll put the name on the ship, but we. We refer to it as floating box.

Speaker F:

I feel like that's fair.

Speaker D:

Honestly.

Speaker A:

Can we still get the five?

Speaker B:

You're gonna be actively helping me lose business. Thank you.

Speaker F:

Can I scratch the name, the whole name on the boat, though, somewhere?

Speaker B:

Um, I mean, I was gonna get a professional to do it, but if you want to spend like the next 2 hours trying to scratch that in, you can.

Speaker F:

Well, I mean, we got time, right? We're gonna be.

Speaker B:

I mean, correct me if I'm wrong. From what I understand about camp shimmer, like, you gotta get there before it begins. You have today, and then tomorrow you gotta get there in time, right?

Speaker F:

Okay, first of all, don't like your attitude. Second of all, you're not wrong.

Speaker A:

I wouldn't know. I wouldn't make her mad.

Speaker D:

Bella. Git.

Speaker A:

Bell.

Speaker D:

If.

Speaker A:

I'll leave it up to you.

Speaker B:

So she goes, I think you and I are gonna get along fine.

Speaker F:

Oh, my God. Great.

Speaker B:

So she goes, how about you, Carver? Like on, like, some table or something on the ship? And then obviously that works. That's fine.

Speaker A:

Would you say it's smaller than one cubic foot?

Speaker B:

What's. What's. Oh, sure.

Speaker A:

Perfect. Just a random question.

Speaker B:

It lasts only an hour. If you do that, by the way.

Speaker D:

Perfect.

Speaker A:

I'll make it look exactly like what she wants it to look like for an hour.

Speaker D:

Not us.

Speaker B:

So all the rest of the passengers board the ship. You following them? The crew starts to rig the sailing so that the, you know, the mast and everything are set for a voyage. Is there anything else before you officially leave the dock? Anything you'd like to ask Alara or check out on the ship?

Speaker E:

Do they have any fresh water on the ship before we venture out? For me?

Speaker B:

Uh, so, uh, if you'd like to ask Captain Allar. You can go ahead.

Speaker E:

I would like to ask Captain Lara that. Captain Lara, do you have any fresh water?

Speaker B:

Yeah, we. We made sure. We. We bargained with the passengers to make sure we were stocked in time, that they brought some water on board for us. So we should absolutely make it to, uh, nor Altutooth island without running out of any water.

Speaker A:

Do we care anything about asking her about Crombie or anything like that? I guess we don't really care too much about that.

Speaker B:

Say that one more time.

Speaker A:

Do you want to ask her anything about Crombie or any of the other people that may have taken this boat before us or.

Speaker B:

I mean, that's up to you. But to your recollection, the last time this boat was sailed was 300 years ago.

Speaker A:

So this person has nothing to do with the other boat? This is an independent captain for this boat.

Speaker D:

Okay.

Speaker B:

This is the person that lost her previous boat to pirates.

Speaker A:

So I'm this one. You recall this water. This you don't. Can we ask her? Is a chance of expecting any. Alara, we know you know, you had the misfortune of losing your last vessel to pirates. Is. Is that something that you're foreseeing as a possibility or nervous of on their voyage?

Speaker B:

As you ask that everyone make me a perception check.

Speaker D:

Perceive.

Speaker A:

1814.

Speaker D:

Wow.

Speaker C:

And I thought I rolled poorly. And I just. I just saw trees roll.

Speaker D:

I was like.

Speaker A:

That'S what I'm here for. I'm here to make you feel better.

Speaker C:

It's good to have you back. I rolled a 718.

Speaker B:

So golden or entry, you're absolutely focused on Captain Allara, but Bella. And seven, you noticed that as this is being asked, that the rest of the crew members that are in proximity of this question kind of like, give a glare at Captain Allara as you ask this. Almost as if, like, she portrayed information she was not supposed to share to you all. So she goes. Truth be told, this may have been the second or third time I lost a ship at sea. To be honest, I. Terrible luck. Just terrible, terrible luck. So. But you know what it is?

Speaker A:

Should I give her bardic inspiration?

Speaker B:

It is appropriate that this would be named the floating box death number five.

Speaker D:

Let's say that's.

Speaker F:

That's concerning.

Speaker A:

That is concerning.

Speaker D:

That's concerning.

Speaker E:

Uh, yeah.

Speaker B:

Well, if it makes you feel better, I've never lost someone like, they never died. We've all made it away. That helps.

Speaker F:

That doesn't help.

Speaker B:

So anything else? Otherwise, I'd. You know, maybe if you want to stay up here and look at it to see. But if not, you can go below decks and, you know, rest up or look around.

Speaker A:

I guess we'll mingle.

Speaker B:

Yeah, if you want to mingle, you can. Or you can stay. You can stay up here and, Kildur.

Speaker A:

What do you got on your mind?

Speaker C:

I'm not really a mingler. I'm really more of a sit at the rail of the ship and stare out over the water.

Speaker A:

You know, I'm feeling like maybe it wouldn't be such a terrible idea for us to maybe all stay together.

Speaker B:

Okay, so you all. You all end up staying at the. The bow of the ship towards like, the front of the ship as it finally starts to set sail. And could I have a volunteer to roll a percentile? Meaning you roll your two d ten s and it's gonna indicate a square out of 100.

Speaker A:

Or.

Speaker F:

Or Mike rolls the do 100.

Speaker D:

I only bid.

Speaker A:

Listen, I regret every. It's only been like, I don't know, like 32 years since I borrowed this thing. That's insane, by the way.

Speaker F:

Do you even know how to read it?

Speaker D:

Because I don't know how to read it, so.

Speaker A:

Okay, the trick of the thing, you read the number that's facing you, basically.

Speaker F:

Oh, that's weird.

Speaker A:

I'm gonna say I'm sorry ahead of time. 95. I don't know if it's good or bad. Maybe higher is better, I hope.

Speaker F:

95.

Speaker B:

I want to say, just for your own references, is that I made it a table of possible encounters at sea.

Speaker F:

Oh, great.

Speaker B:

Each one has a. Is assigned to a, you know, value range. Okay. I mean, this. This was, this was, this was. This was a good one. This was a good one, at least in my opinion. So I sent you a text so.

Speaker A:

You guys can see this ridiculous dice. I am very distracting today. I'm so sorry. Back to the story.

Speaker B:

No, let's all pause to admire. Oh, yeah, look at that. Very cool. Okay, so anyway, so I've been away.

Speaker A:

For another 30 years now.

Speaker B:

No, actually, we're gonna need it again at some point, so. Just kidding.

Speaker E:

Okay.

Speaker B:

Yeah. So you all set sail, and for the next, like five or 6 hours, everything is pretty calm. So one more time, just before we get into anything else, I'll ask more time. Do you want to just kind of like, you know, take like, the scenic route and just stay above board and view everything's going on around you, or do you want to mingle, take out the ship, talk to the crew?

Speaker E:

Can I. I was actually wondering, can I do a divine sense here and just kind of get a feel. Feel of good and evil, like kind of chat. Just detect good and evil.

Speaker B:

Yeah, sure you can.

Speaker A:

Kay as gold. Or if he knows any sea shanties.

Speaker C:

I do not know any sea shanties.

Speaker E:

All right, so we're going to use the timer shanties later.

Speaker D:

So just make sure you.

Speaker B:

Yeah, just make sure you mark one of those off so you don't register anything. Really. Everything kind of just smells like the sea right now to you through your weirdly warforged body.

Speaker D:

Hmm.

Speaker A:

Calls you weird.

Speaker E:

All right, my friends, I've kind of used my senses, and I don't feel anything bad is going to happen.

Speaker A:

Does it look like there's any other camp, potential campers on this trip.

Speaker B:

Make me a perception check. And I'll say unless you have explored the ship, I'll say only the people that you saw boarding the ship, and then they're currently on the deck right now.

Speaker A:

Fair enough.

Speaker B:

The top deck.

Speaker A:

Oh, keyboard 14. 1517.

Speaker D:

Okay.

Speaker B:

Any while checking or just seven, which is fine.

Speaker C:

I'm pretty sure that if I checked, it wouldn't really help. So my dash holes have been pretty lousy tonight.

Speaker A:

So believe in you.

Speaker B:

Yeah.

Speaker A:

So, seven, I'm gonna cast bardic inspiration and gold, or too hard for one hand.

Speaker B:

So, seven, as far as you can tell, there are seemingly no other campers on board. Everyone who kind of on board seems to have, like, some sort of, like, business, whether it be like, bringing some sort of cargo or maybe you're just looking for passage to Nortooth island, but they don't seem to be quite heroic or camp age that you would expect.

Speaker A:

Okay. And would it be another role to see if anybody's kind of, like, curiously watching us or concerned about people kind of keeping their eye on us or anything like that?

Speaker D:

Um.

Speaker B:

I will say that the crew members that you do see, even though they just got a ship and presumably just got half of the loot to split, they do not seem in good spirits.

Speaker A:

Okay. Good to have a lot of faith in your captain.

Speaker B:

So with that again, you're about five or 6 hours into your journey. All of a sudden, the boat starts to drift, seems to be rocking back and forth a little bit. But while the wind is now strong, it doesn't seem like. It's like you don't see, like, clouds in the sky. You just notice that the water is being particularly aggressive along with the wind. And you see in the distance a small island approaching you, or as you maybe start to wonder, are you approaching it?

Speaker A:

So I think that's gonna do it for this episode of campaign, I think we got ourselves a little taste of what a nice little boat ride could do for us, but it doesn't stop there. The episode coming up next week is gonna be filled with a little bit more excitement. So thanks again for joining us and we will see you next time. Campaign is produced by Levine, Orlip, Liam, Bridget and myself Michael Hyte. I edit mixer show. Our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced by Fanatical's 2023 music bundle featuring dark Fantasy studio. If you like campaign, we hope you'll consider going to our show notes and supporting the show. Doing so helps us put out more shows just like this one. Thanks for listening and we'll see you next time.

Camp Pain #008: Come Sail “Astray”

Welcome to our eighth episode of Camp Pain! Follow Bellith Thornton, Guldor Firebeard, TR33, Seven of the Nite Wood, and Liam the DM as they make their way from a now exorcised ship to bring news of their victory to the people of Pyreglow Docks. Now as they get ready to sail, what will they encounter? This ship and captain as we will soon find out, have their own set of issues. Will we get passage to Gnarltooth Island? What's with the piggies, TR-33?

In the Sunfire kingdom of Valdoria, our adventurers attend a relatively mundane school named Pyreglow Preparatory Academy. The land has once again become plagued by creatures, abominations, and other nefarious forces in the wake of the great vanishing, which occurred almost a year ago when all the heroes were rushed off on an assignment and never returned. Ever since, a new generation of heroes have been vying to rise to the call and save the land. The only problem is, they need training.

Wannabe heroes flock to camps and training centers across the land, but none surpassed the famed Camp Shimmer Lake. Our Camp Pain sessions are a bi-weekly Dungeons & Dragons game hosted by Michael Heit from Hey Other Parents, Food & Fury, and Snackzeroth Podcasts. Our unfortunate teens are at a crossroads in this campaign world created by the extraordinary DM Liam, and also stars Bridget, Orlep, and Levine, along with the occasional guest-appearances. Players and Dungeons Masters might say that it's an original disaster of a 5e podcast! Each episode title is a pun reference to a real song or band. If you are looking for a serious adventure, this might not be for you. Otherwise, buckle in for laughs and excitement for our adventures.

Camp Pain is produced by Liam, Bridget, Orlep, Levine and me, Michael Heit. I edit and mix our show. Our intro voice recording was done by the one and only Koltrane. Music used in this podcast was sourced from Fanatical’s 2023 Music Bundle featuring Dark Fantasy Studio. My son Ethan is our official Cartographer for maps used in our sessions. We are using Dungeons & Dragons 5E for this season of Camp Pain on DnD Beyond. In this Podcast we are a mix of friends who are here to have some fun and do some D&D our way. Some of us are seasoned players and others are a little new to the game. We hope you will enjoy hopping along as we set off on this adventure together.

Links

Instagram https://www.instagram.com/camppainshow/

Blueysky https://bsky.app/profile/camppain.bsky.social

Twitter https://twitter.com/camppainshow

Contact Us: E-Mail [email protected]

Support The Podcast Patreon is currently being set up for donations. Thank you for the interest in supporting the show. Please see the link below to our Tip Jar. If you don't have the means to do so, we ask that you share with friends and family!

Support Camp Pain: An Actual Play Podcast by contributing to their tip jar: https://tips.pinecast.com/jar/camppain