Critical Role & Sagas of Sundry - Part 2: Fire on the Water | Starter Kit - 7th Sea Edition
Episode Date: September 29, 2025Aboard an abandoned ship in some of the most dangerous waters around Theah, our heroes discover two puzzles that hint at both great danger and great glory, and our players learn about Risks and Hero P...oints. Learn more about your ad choices. Visit megaphone.fm/adchoices
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Last time on Starter Kit.
My name is Benedict Royston.
I'm back from the dead red.
Essie Dunnay?
I am Romero, just simply Romero.
Should Red be captain?
Done!
Captain Redd!
You set sail in the widow's seed,
waiting for treasure ships.
This is my first day as a pirate.
Welcome back to your starter kit.
I'm John Wick.
When we designed the system for 7C,
we wanted something that was fast-paced and action-oriented,
and something that was easy enough to learn
that it would only take a couple of minutes to explain.
The 7C system uses D-10s and just D-10.
And when you roll them, you roll a lot of them.
Awesome.
So before we begin playing, I just want to give you guys a couple of really quick pieces of
advice as players.
I don't want you to ever ask, can I do something?
I want you to ask, how do I do something?
You are superheroes in this game.
You are able to jump across the room, grab the chandelier, the whole kitten caboodle.
And you can do it.
You just have to know how to do it.
So don't ask me if I can do something.
ask me, how do I do this?
Remember, you can do whatever you want,
except be villains.
Don't be villains, because that's bad.
That's your job.
That's my job.
The second thing is that when you are talking in character,
talk to each other.
Don't say my character says so-and-so,
no, go ahead and talk to each other in character.
All right, so let's talk about where you're at.
You're down in the Widows Sea,
and it's called the Widows Sea,
because so many ships have sunk there,
and it's kind of the connector to the Adabayan way,
way, way out there, so ships come in from the Widow's Sea. So it's where the majority of a
ship's happen to sink. The ship is cutting through the waves. You can smell the sea salt in the air.
You see men and women climbing up and down the ship like spiders crawling along webs as they move
up and down with certainty and confidence. The shanty man is singing a song that is rhythmic, so everyone
is doing their work in the same time. And up in the crow's nest is long, tall, hairy.
and long tall Harry is from Avalon, and he has, well, let's just say that Harry's limbs might be made of rubber.
Because you watch him climb up along the shit, and you have no idea how he bends his arms and his legs the way he does.
And he's all the way at the top in the crow's nest, and he shouts down, sail! Sale! I'm spotting it!
And he stops. And he says, smoke! Ah, spotting smoke I am.
O'y, South, Southeast.
He's shouting down to you, Captain.
What do you wanna do?
Great.
Um, I think that we're readied
and we can investigate this.
Yeah, could be someone who needs help.
Yeah, we might have to help them
for our Brotherhood rule stuff.
Or it could be something we could help ourselves to.
Sure, why not?
We are pirates.
Yes, that you're supposed to do.
Helpful pirates, but still pirates.
Sure, sure, yeah.
So you order the.
the pilot to change course.
The pilot grabs the wheel and starts pulling it.
The ship lists as it moves down south.
And we do a screen wipe to a ship.
You see a ship.
The ship is on fire.
And you can feel heat like a distant furnace,
like walking into a room where an oven has been on
all day long.
You can feel that heat coming from the ship.
The ship is on fire, but it's a strange fire.
The fire is blood red.
red.
Oh no.
And even though the ship is on fire,
it's not burning.
What?
So the flames lick up the side of the ship,
but you don't see the wood burning at all.
So, Captain, uh-oh.
All the crew looks to you, and you hear parts of the crew
saying, oh, that's sorcery.
Oh, that's, oh, that's a cursed ship.
We don't want no part of a cursed ship.
Maybe stop playing music for a little bit.
I thought it was helping everyone relax.
Just maybe we should quiet down.
It was a little bit.
Let's just continue through.
Can I make a suggestion?
Shouldn't we like, tell us?
Check it out.
Can we spot?
Yeah.
Running around like skeletons walking on deck.
People.
So you peer through the spy glass
and you don't see anyone on the decks.
There's no one in the rigging.
The cannon doors are open and the cannons are out.
Oh no.
The details of the ship that you see
is that it looks like it's an Avalon ship.
It's flying an Avalon flag.
The sides of the ship are cut low.
Avalon's like to cut the side of the ship really low,
so it's harder to hit and it moves a little faster.
Hmm, no signs of life on the ship though,
through the spy glass.
None.
Can we declare, can we...
Yeah, everybody, what's going on over there?
So you get one of the cones and you shout out.
Right, right, right.
Is that where the smoke is coming from?
It is coming from that, yeah.
I'm curious.
You're from Avalon, right?
Does there any, like, lore, legends that...
With that in mind, we're gonna make a...
we're gonna make a risk.
We're all gonna roll dice.
What we're gonna do is we're gonna make a wits risk.
So what I want you to do is take out your dice
and get a number of dice equal to your wits.
And then I want each of you to tell me
why a skill you have is also appropriate.
So something like notice, or it could be something like scholarship,
or it could be something like sailing, anything like that.
I have three points of scholarship.
So, get three more dice.
I have one point of notice,
Yeah, one point of notice will work.
I have two of scholarship.
That'll also work.
And Captain?
I have two of Convince in case I need to use that.
Convince?
Is that not appropriate?
I don't think convince would be appropriate.
Because there's no other person on the ship
to use that tactfully.
Well, I can also use scholarship.
Yeah, you can use scholarship.
All right, now that everybody has their dice,
go ahead and roll them.
So now that you've rolled, what you're going to do
is make sets of 10.
For example, I have a four.
four and a six, so I am going to make that into a 10.
That's one set.
I also rolled a 10, so the zeros are tens,
so that one die is a raise.
Yes.
Now, if I had rolled, let's say, a six, a one, and a three,
those three dice would also be a 10.
And every set of 10 you make is called a raise.
Every raise that you make, you get to do one of two things.
You can either ask me a question,
and I will answer it as fully as I can.
No monkeys paw nonsense.
It'll be an honest, full answer.
The second thing you can do is you can tell me what you find.
So the raise gives you the power to be the GM
and change the story.
So why don't you set your dice into raises?
And remember, if your dice count more than 10,
that's fine if you can make a set of 11 or 12.
Just stop once you hit 10.
And so if you,
It may not be even, right?
So I may have, like, a loner.
So if you have a dye that doesn't fit your sets, set it aside.
Does anybody have five or more raises?
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How about four?
How about three?
I've got three.
Okay.
The person with the most raises goes first, and that's always true.
So if you spend a raise, you're now at two, and she's at three, so she gets to know next.
You spend like that, okay?
Now, when the players are tied, the players decide which way you goes first.
You're both heroes, so that doesn't matter.
So which of you wants to go first?
I go first.
Yeah, go first.
All right.
So what is the first thing that is true about this ship?
you can either ask me a question
or you can tell me something true about the ship.
Is what's happening on the ship
evil business?
It is evil business.
As a matter of fact,
you know that there is a pirate
who is a freebooter.
She is not a member of the Brotherhood of the Coast.
She's not a privateer.
Her name is Reese.
And she has an magic cannon
that shoots liquid fire.
Well, damn.
Okay.
So that's one riftier.
You're next.
There's so many things.
There's so many things.
Is the captain of that ship,
is it possible to reason and speak with that captain?
That captain takes no prisoners.
Okay.
None.
Okay.
So you have two raises?
Two.
And you have one.
You have one.
All right, so let's kind of make sure everybody gets something in.
So why don't you go next?
Does that appear to be Reese's ship,
or is that a victim of Reese?
It is a victim of Reese's ship.
Absolutely.
Okay.
Does the smoke have a separate origin than the rest of the elements?
As a matter of fact, it looks like the smoke is coming from within the ship.
And being a sound captain, you know that it looks like it's coming from the powder deck,
where they keep all the gunpowder.
So, the ship may explode anytime soon.
You later.
Who has a raise left? You have...
I have one left.
I have two.
I have two as well.
Okay. So...
Go for it. I can...
I'm still thinking.
Is Reese on the ship?
You're looking, you're looking,
you don't see anybody on the ship.
You see piles of clothes with ash in them.
This is all terrible.
I have, at least have one more question,
which is, do we think, do we know is Reese still in the area?
Or how does that work?
It's not specifically about the ship.
Looking at the ship, it seems that this was a recent attack,
so she's probably in the area somewhere.
Got any more raises left?
Yeah, I've got a raise left.
And you have one raise left?
I have one left.
Do you want to use a raise?
You go first.
Okay.
We need some more info on Reese.
Like, what's Reese's story?
You know a whole bunch of rumors.
It's rumored that she sold her soul to the devil Jonah,
who is this scary underwater boogeyman that all sailors know about,
and no one mentions his name on the ship.
And so she lives forever.
And she's been alive at least a thousand years.
You also know that she bleeds black blood.
Oh.
Well, somebody's gotten close enough to make her bleed.
So that's a good point.
That's a good point.
She bleeds.
Do we know what she wants?
Well, apparently she uses the ship to take out the crew,
and then she either captures the ship or takes what she wants on it.
You have one raise left.
I would like to use my rays to determine more accurately when this attack took place.
It took place two days ago.
Okay.
Okay.
I would like to learn more about, like, do I, because I'm from that general area.
Yeah.
Do I know more about the ship? Is there anything?
Oh, the ship itself. It's one of Queen Elaine's Seedogs. It's one of her privateers.
It was a significant ship. It was very famous. And...
Not happy about this.
Not happy about that, no.
I mean, for many reasons.
Oh, yeah.
Is there any way to stop this evil? And will it eventually come for us? And what do we do if it does?
It'll never come for you. It'll never come for us.
No. Oh, great.
I feel like he's being sarcastic.
I feel like I don't know if that's...
Yeah, I think that...
Definitely, definitely being sarcastic.
So maybe we need to figure out way more about this Reese,
and maybe there's someone...
Like what we could do to stop her?
Yeah, we need to find out who caused her to even bleed.
Can we find that person?
You know? Like, can we...
Is that someone we can talk to?
So Harry, long tall, Harry, he swings down from the rigon,
and he stops and he goes,
Captain, might be treasure on the other ship.
You know, I could swing over.
I have no interest in treasure, so I'm not into that idea.
Plus, she probably took it all.
And I'm worried about Long Tall Harry's rubbery arms.
Could he slip the treasure out of his arms?
On his way, that's...
Pointless.
How flammable are his rubbery arms?
I mean, it's your choice, but I think it's too dangerous.
Oh, too dangerous isn't in a pirate's vocabulary, Captain.
This is a very risk-averse team, apparently.
I'm okay with that.
I mean, but I trust Long-Tall Harry.
I think maybe he sees, maybe he knows,
Is there's treasure there?
I don't know.
Great!
I'm gone!
And he leaps across the other time.
Oh, no!
He gave Shantyman the authority to send you the Ruppins.
I think he's gonna be due for a reprimand if he comes back alive.
So now is a really good time to introduce you to Hero Points.
So everybody gets three Hero Points.
We're gonna be using these coins to represent Hero Points.
Go ahead and take three and hand them down.
So now that you have your Hero points, I'm gonna explain how your Hero points.
explain how your hero points work. You can spend a hero point after you roll to roll a bonus die.
So that means that you roll four dice, you look at the results, you spend a hero point,
you can add another die to the roll, you just roll it. But you can also spend a hero point
and explain how your character is helping another character. It doesn't cost you a raise,
it doesn't cost you anything like that. You explain how your character is helping another
character, and that player gets three bonus dice. Oh, thanks. So you can use your hero point to help
yourself for one die, or you can spend it and explain how you're helping someone else and he gets
or she gets three dice. Do our skills affect that at all? Do our skills? No, it's just straight up hero points.
Okay, okay. So if you got three points from finesse and three points from weaponry and you're fighting
Captain Reese, not that that's going to happen, but if you're fighting Captain Reese and somebody says,
uh, I, I grab the sale and throw it over and I spend a hero point, you get three bonus dice,
because I'm helping you in some way.
So it's more like getting a pal out of a jam situation.
Got it.
Now remember when we were making characters,
you had some advantages that cost hero points.
And you spend a hero point and you activate your power.
And also remember that your virtue and your hubris,
if you use your virtue, it costs you a hero point.
And if you act on you hubris, I will give you a hero point.
Oh, okay, yes.
So that's how hero points work.
You might also get hero points for doing big, daring things.
And I should also let you know that I
I get one, two, three, four.
I get four danger points.
And danger points.
There was gonna be a price, I knew it.
And danger points I can use on villains and things.
So, it seems like there's a possibility that you might be jumping across the other ship to either help Harry or get him back.
Goodbye, Harry.
Oh.
No, I wouldn't.
No, he's a stable of the ship.
He's a bit important part.
Yeah, he's really important.
So you guys, Harry has jumped across.
What do you want to do?
Well, you sent him over, so I'm looking to you.
I didn't really send him over.
He just took it upon himself after I said,
like, maybe he was sure of himself of seeing treasure.
No, I think we kind of have to go help him now.
Are you jumping across to help Harry?
I'm jumping across.
Wow.
You get a hero point.
Oh, wow.
Wow.
I didn't know that was going to happen.
Wow.
So you leap across the ship, you feel the heat,
like a blast furnace against your skin.
You can feel the hair on your face sizzle as you run across.
across, Harry ran straight down the hall towards the smoke.
Because he's Harry.
And as the smoke comes out, it doesn't smell like smoke.
It smells like sulfur and an awfulness.
And you see Harry coming out of the powder room holding something like this.
Harry, what do you have there?
I don't know, but it looked important.
Come on, let's get over here.
You run out of the deck.
The other sailors swing ropes over to you.
You grab the ropes and you swing back across.
And Harry has something in a tarp.
And it's really hard to, it's like,
I hope it's not smoking.
It's not smoking.
Okay, good.
He's holding something in a tarp,
and as he reveals it.
Oh no.
I just have a terrible feeling about this.
It's not spiders.
Oh, good.
It better not be.
I feel like the hashtag in this game is gonna be,
God damn it, Harry.
Whoa.
What?
Wow.
Okay, that actually looks cool.
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We just haven't found the steps yet.
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Whoa, what the heck is that?
It looked important.
Good job.
There seemed to be a secret hatch that had popped open
once the cannons were melting in things.
Before we kind of like investigate this thing,
can I suggest that we get far away from the ship that's on fire?
Yes.
Yeah, okay.
Can we get out?
I don't know.
Or how do we get out?
Well, you start, you make a command to set sail
and get the hell away from the ship.
Yes, let's do that.
You?
Looks like you're the first mate.
Okay. Set sail.
Aye sir, set sail!
The sails blow out and we get moving away.
And just as you are outside of reach, the ship detonate.
and explodes and sent splinters and fire and everything all around.
I think that was a good decision. I think we would have died.
Thank you, yeah. Good order, Captain.
I appreciate it. Good work, Captain.
So cut to the captain's cabin and this.
Now, as an educated person from, well, both of you are, she's an explorer,
and you're the scholar. This is a serenith artifact. There is evidence that there was a culture,
that was here before us,
and they left behind ruins and items and things.
Reese's cannon that fires that liquid, whatever it is,
is a sernith artifact.
And this looks like something she may have been looking for.
Oh, interesting.
So could this potentially harness a power
or an element that could protect us from her,
or perhaps we could use against her?
I love the idea of both of those.
Or she's really pissed that she couldn't mind it, and now it's in...
It's been...
I feel like she's powerful enough she could have something to locate.
Oh no, maybe that's why they attacked that ship in the first place was for this.
I feel like a good theory.
Okay, so I've got an idea. Let's sell it.
Well, the Explorer Society would be happy to buy it.
They would, and I think it's certainly an interesting artifact.
If we could harness it somehow as a...
as a protection or a weapon against Reese,
or any other foe for that matter,
then maybe we wouldn't have to worry about whoever wants it
trying to come and get it.
But we'll destroy it to try to use it
because it's such an interesting specimen.
I don't wanna just blow it up.
Captain!
Harry calls from the top.
What's happening? What's seen?
So you come out of the captain's cabin
and the bright light of day and Harry is up top
and he's pointing.
He's saying, Captain!
All right, so I go to investigate.
You peer over the side of the ship and there's a dingy.
Oh, okay.
It looks like there's a tarp thrown over it.
Oh, so there are no visible people.
Can Harry go down there and figure that out?
I mean, he seems, so.
Hey, we could just sail up next to it and bring it aboard.
It's probably cursed, says the crew.
Who says that?
Yeah, everyone.
Well, and I'm superstitious, so maybe I'm a little...
Can we get a stick and kind of poke the tarm?
Sure.
You can bring a long hook and, you know, come up a long...
and come up alongside the ship of the little dingy,
and it's covered by a tarp, and you pull down,
you reach down, you grab the hook that's on the,
that's on the tarp, and you throw it off,
and it's a woman.
Oh.
She looks about 17 maybe.
She's wearing a black dress that has diamonds sewn into it.
Uh-oh, this is royalty.
She looks, she has olive skin,
So she looks like she might be from Vodache.
And taking one look at her, doctor, you can tell that she's dehydrated, she's famished,
she's probably been out here for a couple of days.
And she's away from Vodache, too.
Maybe two days.
Oh.
Let's get her on board.
Yes, let's help her out.
For certain, let's get her on board.
So the crew puts up the winch.
They drop the hooks.
They hook the ship.
You hear the crack, quack, quack, quack, grack, of the things.
It brings it up.
and the sailors are like,
I'm not going to touch her.
I'm not going to touch her.
She's probably cursed.
It's all cursed.
I go to her and help her to,
what is it called?
Like the surgeon's room.
Yeah, the doctors.
Yes, like that area where I help people.
So you go and she's very light.
She's maybe like 90 pounds.
She's this tiny, frail little thing.
And her lips are completely parched.
She's sunburned.
She looks like she has sunstroke.
And as you're carrying her back, you notice that the dress is, the diamonds are not fake.
They are real diamonds.
This dress could buy another ship.
Wow.
That's going to be a problem to think about later.
And as you're bringing her on to the, you're lifting her up off and you're putting her down and you set her down on the ship,
she suddenly sits up and screams out loud like the, like the, you're lifting her up.
death scream. Her eyes are wide open and she's looking around and you notice that there's a gash
on the back of her head and blood crusted into her hair. Oh, is she responsive, like, can she
understand? Can you understand me? Like, is she out of it? Okay. Oh, she speaks a different language.
Do I speak another language? That's a good question. In 7c, you speak a number of languages
equal to your wits. So if you have a two wits, you speak two languages. If you have a three wits,
unlike that. Typically, you will speak your native tongue and something called Old Thean,
which is kind of like Latin. So everybody can speak Old Thean, which means you can all talk to each other,
regardless of what country you're from, and you can speak your native language. She is speaking Vodache.
Is the Vodache dialect similar to Castile dialect? It's similar, but it's like the similarity
between Italian and Spanish. Well, I've got three wits.
I mean, you're a scholar. Do you want to use one of your wits points to speak Vodace?
Yeah, sure.
Excellent.
So Essie says, Ken, do you understand me?
She says, Kay?
Does anybody here speak?
Yeah, I can understand.
She said what?
So she doesn't understand.
Right, but I can translate.
So what would you like to ask her?
She says, where am I?
Oh, she says, where am I?
So we're going to use the wookie rule, which means as long as he can speak to her, everybody can speak to her.
It's the, as long as Han Solo is in the room, every one
everybody can speak to Chubaka.
So you don't need to translate her.
That takes some time.
It does take some time.
Great, okay.
So if you guys want to find out things about the girl,
this is gonna be another wits risk,
where you guys gonna take your wits,
or you can use Pannash if you want,
to try to coax her into talking.
So you can either use wits or panash to,
to whichever way you want to approach this little part
of asking her questions and getting answers from her.
Because right now, she's a little terrified.
Fair.
So what would you like to use?
Would you like to use wits or panache?
I will use panache.
Okay.
And I'd like to use wits.
Okay.
Wits for me.
Wits as well.
So once you have the dice according to your traits,
which skill would you like to use to get her to talk?
For me, I'd like to notice.
Like to use notice?
Yeah.
You're actually not talking to her.
You're looking at the dress.
I'm gonna watch her reactions.
Yeah.
I'm gonna watch her reactions.
Okay.
So remember that because that's how you're gonna use your raises.
This is your approach for the scene.
It's your strategy for the scene.
So would empathy be helpful just to kind of connect to her emotionally and kind of understand her motives?
Okay, so I'm going to use empathy.
I'm going to do convince.
Convince?
I want to be convincing.
Okay.
What about, would scholarship help in this sense?
It would because there are things to know about the women of Vodache.
Okay. All right, then I'm going to go with scholarship.
So remember your skill choice because that should direct the kind of questions you ask and the kinds of things you want to tell me.
And so this is an element of the game that's really really good.
important. It's called approach, which is if you're going to be doing a long extended scene,
you're going to roll dice and you're going to make raises like you do as normal, and then
you're going to spend your raises based on the skill you used. Okay, so one raise will be one
question or one thing you tell me. However, if you want to go outside your approach, for example,
you're using notice, right? If you want to actually say, well, you know what, I'd really like to
ask her this question. That's outside your approach. And so in order to use that, you have to
use two raises. Oh, okay. Okay. So as long as you're talking within your skill,
one for one, but as soon as you go outside, it becomes two for one. So in that,
you're in charge of that. I think we're kind of in charge of that. Okay, okay. All right,
so let's roll dice. All right. And remember make sets of ten, and does anybody want to
spend a hero point? I would like to spend a hero point. Okay, spend. You have an extra. Yeah,
you do have an extra. So spend one, and you get to roll an extra die.
Okay.
That's better.
Good result.
I think I'll do the same because I'm running short here on math.
Okay.
That's a special one.
That is a special one.
Nice, all right.
So, how many reasons did everybody get?
Two?
Three.
I've got three.
Two.
Okay, so the three's are gonna go first again.
So which of you wants to go first?
I think I went first last time, so I'll let you go first.
Okay, let's see.
What are you doing out in the middle of the ocean?
I don't know.
I don't remember anything.
I was at the party and I was talking to my brother.
And I don't, and she stops and she looks up at you.
Where's my family?
Is she lying?
No.
She, the all she remembers is that she was at the party
and then she was here.
And she's being very sincere about
about her family.
She's terrified where, where is my family?
You have two raises left?
Yes.
You have two raises left?
I do.
You have two raises left.
Why don't you go next?
Okay. Can you tell me a little bit more
about why you're so scared?
I don't know where I am.
We're on the black razor and we're near Montaigne
in the Widow's Sea.
What's Montaigne?
Uh-oh.
So she doesn't quite know what Montane is.
Do you know where you, do you have any memory?
of your last few days, you know where you've been?
I was at the party before my wedding.
Where?
In...
At home?
Were you kidnapped? What... were you taken?
I don't know.
Where's home?
Uh, uh, Mondavi?
If you look at the map, there's a city called Mondavi.
As a matter of fact, there's a noble family called Mondavi.
She was probably captured by that pirate ship.
Are you pirates?
Some of us are pirates, but you're not in danger.
We're going to help you out.
We follow a code, a strict code.
We're good pirates.
She, everybody sees this.
She focuses in on him and you feel like a cold snap.
The small hairs on the back of your neck raise up
and your fingers like involuntarily clench
as she looks at him.
Uh, all right.
Yeah, we're friendly, I promise.
So who has the next raise?
yet too go yeah okay so yes uh do i notice anything otherworldly or spiritual or magical about
it's definitely as as she's looking back and forth you can feel her gaze you can feel it on your
skin as she looks at you and then she moves over here and you can feel it move off of you let's speak
in our in our language again really quick um is it possible that because she she seems young
It's possible that she could be some sort of sorceress or maybe-
Why won't you talk to me?
Okay, here, let me speak to you.
So I have two more points here.
You can sense that her demeanor has, like, she was terrified,
and now it's changed a little bit.
It's moved from terrified to untrustworthy or untrusting.
What can we do to assure you we're friendly and we're here to help you?
Where's my family?
Well, actually, we're not sure.
I think what happened was is we found a ship that had been attacked and potentially your family might have been on board, but we don't know yet.
We want to be really clear that we didn't harm your family. We had little nothing to do with that.
You were in a dinghy by yourself.
What's a dinghy?
A small escape raft.
And the ship I was on, there was nobody alive?
Well, do you remember what type of ship you were on?
I don't remember being on a ship.
That may or may not have been their ship.
So how many reasons we got left?
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question. Okay. You as the GM. How far so she's was from Mondevi and we're
over yonder. You guys are all the way down that we had a shipwain there.
Should we use a marker? Yeah. Yeah. No, yes. Okay. Because I was a ship.
Put that there. Okay. Is this where we are pretty much? That's where you are. Okay.
This is where she's, so how far like how many days of a journey that looks, it looks like
It is more than a couple days.
It is more than a couple days, yeah.
It's a while.
So I don't think somebody could survive
that journey being passed out the whole time.
And she wasn't on that dingy that whole time.
She's...
Is there a way to find out where the dinghy came from?
Yeah, you want to look at the dinghy?
Who's got notice?
I do.
Uh-huh.
That would be within your approach.
So you want to look at the dinghy?
Absolutely.
It is from that ship.
It is from the Avalon ship.
It is from the Avalon ship.
Okay.
All right.
Well, then we have to be honest with her.
We found this ship basically in room.
Everyone seemingly has died.
We don't know if maybe your parents were on board or not.
But what we can do now, get you some water,
get you comfortable, and maybe we can start to set a course to your home.
Who killed my family?
We know who attacked the ship, who might have had a hand in it.
Who?
Pirate Reese.
Reese.
All right.
It's like she's tasting the name when she says it.
So, raises left.
Okay. I've got one.
I've got one.
Yeah, I have one.
And you guys can kibbets too.
You guys are free to give each other suggestions and things.
And there's, I have been known to buy raises so I can take, so I can use them.
Oh.
I'm like, who?
No, no, for a hero for hero points.
Oh, okay.
Okay, so do you know, do you know the name Reese?
Is that familiar to you?
No.
Well, what we know is that Reese is a very dangerous pirate that uses supernatural abilities.
And we just encountered a pretty,
interesting situation with the boat that you were on.
The man that's a witch?
It's a woman, actually.
She's a witch?
She's a witch, apparently.
We don't know.
There are a lot of legends about her.
We've heard she's been alive for a thousand years.
Well, it is a bit of a stretch.
It is.
Yeah.
I mean, these are all stories, of course.
Last raise?
I don't know.
I'm gone.
I've got a raise still.
I have one.
You have one too?
I'll buy it from you for a hero point.
Yeah.
Okay.
Try it.
Let's try it.
That's good.
That's good.
That's good.
All right.
As you are questioning her, it comes up to you that you haven't actually asked her if she is a witch.
Oh, well, we didn't want to get too personal.
No, okay.
I think it's because we're all scared.
Yes.
We're being cautious.
I think we should.
Especially since we all felt something.
Strange, yes.
Like, we have reason to be like.
I mean, and I think we can assume that she's.
Well, hold on.
This is her right.
So, why don't you go ahead and ask her?
Might you be a witch?
Yes.
Okay.
Okay, that's out of whack.
Okay.
And she says it just like that, so matter of fact, like, like, it's like, no big deal.
No big deal.
Okay, so, um, all right, well, I've got one more question here.
So, uh, what would you like us to do?
Would you like us to get you home?
Yes.
I think we've got our answer here.
We will keep you under our protection.
We'll keep you safe and fed and we'll dress your wounds and we'll get you home.
You guys want to do that?
I have wounds?
You do have a little of a gash on the back of your...
Oh.
Oh, no, okay.
A witch who doesn't like, who paints the side of blood.
Well, it's tend to her wounds and give her water and we'll figure,
when she's back up again, we'll talk to her some more.
So, as you take her downstairs,
you notice that there is a small envelope stuffed
into the sleeve of her dress.
After I get her downstairs, I will tell the captain about it.
Is it sealed?
It's sealed with wax.
Should we?
Do we know anything about the sigil?
Like.
Could I ask something though when she glared at us,
or not glared, but when she,
looked at us intently when we were talking not in Vodache.
Would my notice skill pick up anything unusual about that?
She's a woman from Vodachi.
And remember, the witches from Vodachi, they can look at you and kill you.
Okay, so then we cover her eyes.
Make her back to Moldavi.
And maybe we tie her up.
Maybe we keep her in a...
I feel like if she is a witch, maybe we shouldn't tire up so we don't make her mad.
Well, maybe we keep...
How about we keep her in an area where she'll be safe?
Yeah, and save.
But set like somebody to watch Harry.
Exactly, yeah.
She's currently passed out.
Let's look at this note.
I'm okay violating any kind of like privacy lie.
Yeah, we need to take a look.
So as you're about to open the envelope,
we're gonna break.
And when we come back, we're gonna find out what's in the envelope.
We're gonna find out what this is.
And maybe we'll find out what's going on with the girl too.
My goodness.
So much to learn.
This is epic stuff going on here, guys.
Join us next time on Starter Kit.
Next time on Starter Kit.
Looks like a Vodachi ship.
I got a bad feeling about this.
You have something that belongs to us.
I think we need to do this our way.
Yeah, Captain.
Are you done talking yet?
Fire!
If you wish to surrender, we accept.
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fresh for everyone. The war is over and both sides lost. Kingdoms were reduced to cinders
an armies scattered like bones in the dust.
Now the survivors claw to what's left of a broken world,
praying the darkness chooses someone else tonight.
But in the shadow dark, the darkness always wins.
This is old school adventuring at its most cruel.
Your torch ticks down in real time.
And when that flame dies, something else rises to finish the job.
This is a brutal rules-light nightmare with a story that emerges organically,
based on the decisions that the characters make.
This is what it felt like to play RPGs in the 80s,
and man, it is so good to be back.
Join the Glass Cannon podcast as we plunge into the Shadow Dark
every Thursday night at 8 p.m. Eastern on YouTube.com slash the Glass Cannon
with the podcast version dropping the next day.
See what everybody's talking about and join us in the dark.
The world of Sonic the Hedgehog has been thrust into a not-so-dark,
not-so-stormy, hard-boiled detective-stor.
that probably nobody saw coming.
Follow Sonic and the Intrepid Chaotic's Detective Agency
as they take on their biggest case yet.
This high-flying action-packed adventure
will take them across the world,
fighting for every quill they can fight.
It's one heck of a tale,
which is good,
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Well, if that's all, I'm not.
Well, if that's all, I can just dispose of you.
Wait, what?
All will be revealed in.
Sonic the Hedgehog presents the Chaotics Case Files.
Listen now, wherever you get your podcasts.
When the Chaotics are on the case.
