Critical Role & Sagas of Sundry - Part 3: Enter the Villain | Starter Kit - 7th Sea Edition
Episode Date: October 6, 2025Our heroes are forced into a face-off against a ruthless Vodacce captain and his massive galleon, and our players learn how to navigate a 7th Sea Action Scene! Learn more about your ad choices. Visit ...megaphone.fm/adchoices
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Last time on Starter Kit.
Too dangerous isn't in a pirate's vocabulary, Captain.
There's a dingy. It's a woman.
Might you be a witch?
Yes.
The witches from Vodachi can look at you and kill you.
Harry, what do you have there?
I don't know, but it looked important.
Let's sell it.
We are pirates after all.
Come back to Starter Kit.
I'm John Wick, the creator of 7th C.
And if you've been following along,
you know that we've been encountering all kinds of mysteries in the game.
7C is a world of mystery, but it's also a world of action.
And in this session, we're going to find out
that the 7C system is far less
realistic and a lot more cinematic.
Screen Wipe 2, the ship on the open sea, the sun's setting in the West,
casting red light across the waters.
The sailors are all talking about red light, sailors delight,
and they're kind of happy, even though you've brought this weird thing on board,
and there's a witch on board, there's a witch on board.
There'll be a witch on board.
And so now you have to decide what you're going to do and where you're going to go.
So we have the chart, we have the chart of Thea.
Where do you guys want to take off to?
I mean, I think it's pretty obvious where we head, right?
Yeah, I'll defer to the captain,
but I think it's time to head towards Mondadi.
So we're going to put Romero and the witch in the dinghy
and then be like...
Yep.
And then go on our merry way.
We'll put this on my own time.
We'll put that, why not?
I'll just go on my own adventure.
Side quest.
A little, like, spin-off quest for you.
No, I agree.
I think there are a couple things that are clear.
There was a genuine, you know, emotional response from her.
So we know that we're not in an immediate danger.
We also know she's a witch.
So I think we just need to be mindful of that.
Not for her, but yeah.
Yeah.
So yeah, let's, so how do we move forward?
Well, what you do is you set sail and you start moving towards your destination.
You're going to be heading past Castile, the homeland of our shantyman.
And as the ship moves along,
go ahead and take the coin and move it along.
Right around the tip of Castile there.
Okay, so like that?
Just around the tip of Castile.
Harry calls from above,
Sail!
I spot sail!
Coming from the east!
And he says,
looks like a Vodachi ship!
Oh.
Okay.
Okay.
How long has this taken?
It's been about a week.
Okay.
How's our witch?
Well, she is now dressed in sailor's slops
because she was walking around in a dress that has diamonds sewn into it.
The crew has all been like,
oh, you know, we could sell that and get a new ship.
Yeah, and then they get a slap on the face.
So she's wearing sailor slops, but nothing is big enough for her
because she's like five foot nothing.
So she's walking around and, hello.
I'd like to think I've been playing her little shanties
to kind of get her to calm down and have fun.
I like music.
Yeah, there we go.
She likes music.
Very kind of you.
Oh, you know, it's been a week, guys.
What's her name?
Elena.
Elena.
Elena of Mondavi.
Elena of Mondavi.
Alana Mondavi is my father.
Oh.
Key.
Okay.
Got some precious cargo here, gents and ladies.
We've also got this so tip.
Let's take a look at it.
And within that week though, did we open up the note?
Yes, we did.
All right.
Oh, yes.
So the note is sealed with a wax seal.
You know a way.
to break that. Oh, good. Yeah. You essentially run and over steam and the steam loosens the wax,
so you can open the envelope and then reseal it. And as you open it, it's written in a hasty hand.
It is addressed to M.C period, C, period. And it says, I have acquired the girl. However, I have been
wounded unto death. Uh-oh. Oh. Do the initials MC, like, mean anything?
Not really.
Okay.
No vicious pirates.
Maybe this is a bounty hunter or something.
And he says, I protected her as best I could,
but now I must leave her.
Oh, twist.
Huh.
And, um.
So this is who put her in the dingy.
Yeah.
Well, if she was running from her family,
she wouldn't want to go back.
Yeah.
Maybe she doesn't know.
And it is signed William Quick.
Quick to, no.
Quick to jump to conclusions.
Well, let's spyglass that ship, huh?
Yeah, let's do it.
She's looking at the ship.
Same way she looked out of the people.
What's going on, Elena? You're all right?
Do you recognize the ship?
No.
Also, talking to her, you realize that she has no idea that there's anything outside of Adache.
She doesn't know how to count.
She doesn't know how to read.
Wow.
She doesn't know how to write.
She doesn't know anything.
She didn't know what a dingy was.
Yep.
When you said, hey, we should go see Castile.
She said, who's that?
Where you sheltered?
Yeah.
Is it that or does it seem like she lost her memory?
No, it seems that she's very sheltered.
Now, among the rumors that you've heard about the Vodachi Fate Witches
is that the men keep them as helpless as possible.
So that the only thing they learn is obedience.
Classy.
That's what you've heard.
What else do we know about Fate Witches?
It's a good question.
I'm not going to make you roll for it.
But I can tell you rumors, which is, like I said,
they look at you and you die.
that they can see your future,
that they can see your past,
that if they kiss you, they can curse you,
all those kinds of things.
She's pretty young, she might not have full grasp
of her powers, unless she does.
Harry taught me knots.
Nots, okay, well, she can help with the sales.
Right, right.
Can I?
Sure, I mean, sure, oh, long tall, help her.
There you go, Long Tall Harry will help her out.
Let's spyglass that ship, huh?
Yes.
There she goes.
Just be careful up there.
All right.
It looks like a Vodache ship.
It looks like a war galleon.
That is a big ship.
It's got three rows of cannons.
It accompanies Vodache merchant ships
to protect them from, well, people like you.
Are they flying any sails that would tell us?
Yes, as a matter of fact, they're filing the Mandevi flag.
Okay, so this is great.
These are Elena's people.
Yes, but I think it seems possibly too good to be true.
So I think if we talked to
them we shouldn't let them know maybe we should pull Elena out of sight in case they
spot her and it's a problem okay but we should she is all up on the same hey
tell Harry why don't we bring Elena down huh really quick so soon yeah yeah
for her own safety which we'll have another day to teach her about the knots
maybe we should figure out a very peaceful way of alerting the ship that we have
potentially a Mandavi royalty, an important Mandavi daughter.
You could fly the white flag.
Yeah, the white flag actually means I want to talk.
Great.
That's what it means.
Captain?
I think that would be great, and I will be willing to speak to the person in charge of this ship.
Great.
All right.
So you raise the white flag.
They raise the white flag too.
All good signs.
And we cut to your ship and their ship.
Okay, it's very big.
It's very big.
The rows of cannons are above your deck.
Oh.
So as you look at this.
This goes well.
So we're done, though.
If we make a bad move.
So they open one of the hall doors and you extend the plank and a man in, you know, black velvet and leather gloves and the dueling sword and the thin, the thin villainous mustache.
and he steps across, you hear his feet on the,
walking across the plank,
and behind him is a woman in a black dress
with a shawl over her head,
so dark you can't see her face behind it.
It's gotta be a fate witch.
Another witch.
And he steps over and he says,
you're the captain?
I am, yes.
Permission to come aboard.
Of course, come on over.
Steps on board.
The woman steps behind him just a little bit
and to the right.
And he says,
We understand that you have something that belongs to us.
Can you tell me your name and who's with you?
In Vodace, it is rude to ask one's name without giving yours first.
I see. So I'm Captain Red, and this is the Black Razor.
Who might you be?
I am Antonio Mandavi.
And who's this with you?
That does not concern you.
We understand you have something that belongs to us.
Fortunately, we are willing to pay you for finding it.
He turns and he snaps his hand.
So two large men bring a cask about this size and when they open it, this is what's in it.
This is a reward for finding the thing that belongs to us.
Give us a moment, sir.
Very well. When you are ready to make your decision, I will be on my ship, the one with the cannons.
He's seen the cannons.
I don't know about you guys, but I got a bad feeling about this.
about this. I have
a feeling that
Elena maybe might be in some
trouble. In danger. Do we think
at all there's a chance he's talking about the artifacts?
Oh shit, we don't know what he's talking about.
I know.
Okay, how about this?
Elena's safely stowed, right?
Yes. They don't know that she's here?
Well, they can't see her.
She's hiding a bunch, under a bunch of sheets.
We hit her well.
Long tall, Harry knows what's up.
That's right. It's me.
up in the rigging.
Keep it down, LTH.
All right, listen.
If they're asking for the weird rock,
I say we give it to him, we get the hell out of here.
They don't even know we have,
we have.
I don't want to give them the weird rock, though, either.
We can't fight these people.
There's nothing we can do about.
Definitely not taking the money.
Are you done talking yet?
He says from his own ship.
I think we need to do this our way.
So you're thinking we don't give them anything.
Yeah, Captain.
Yeah, Captain.
I'm kind of on that thought as well.
You guys think that's a smart idea.
No, but I don't want to give this up.
Amazing, powerful piece.
Plus, if there's nothing else like this in the world, probably.
So let's say he's looking for Elena.
What do we do about that?
We don't have her, period.
Who, Elaine, who?
Okay.
Yeah.
Great point, great point.
Okay, let's do that.
Okay.
Great.
So, he's standing on the deck of his ship,
or he's standing in the hall door, and he says,
so, Captain, were you going to bring us the thing that it belongs to us?
You know, there's a lot of confusion on our ship.
We don't know what thing you're referring to.
I think you know exactly what I am talking about,
and you are guarding it because you think that you are trying to protect it.
If you're talking about Harry, we're gonna keep him, so thanks.
It was wearing a dress.
Oh, you're looking for a woman.
I'm not sure any of us have seen a woman in a dress.
Very well. If you do not want my gold,
then perhaps you'll consider taking my iron.
If you wish to surrender, we accept.
Here, here's a hero point.
Very well.
Close the doors.
They close the hatch doors.
Down below is your master gunner,
Def Henry.
Def Henry is your master gunner.
He's missing one ear and he can't hear out of the other one.
Cool.
And Def.
Def Henry can smell a fight.
I'm glad.
And he shouts up.
He's probably ready.
He has had the cannons loaded.
for hours.
What are we doing?
Well, we're about to engage in action scene.
So, this is what we're gonna do.
We're gonna have a ship battle here.
You guys are right next to each other,
so you can swing back and forth from ship to ship.
In 7th C, there is no mini system for ship to ship.
The ship is a character.
So the ship can help you act.
So you can use aim to fire the cannons.
You can use finesse.
finesse and get some of the crew and jump over to the other side and fight the other crew.
It's just a normal scene except the ship is a character.
Here's how this is going to work.
You guys are going to get raises and every raise is an action that you get to take in the fight.
So if you want to, like I said, jump across, swing, bash out guys,
everybody on the other ship, you can take out with one raise.
So you guys remember the scene with Enigo Mintoia and Count Rugen at the end of the Princess Bride?
when he sends the four guys to kill Enigo Matoia.
And without breaking eye contact with Count Rugen,
Nigo Mitoia kills all four of them,
you are that good.
Hell yeah.
All right.
So what's going to happen is that the other ship has what's called a brute squad.
And a brute squad is a group of dudes,
a group of nameless thugs.
You can take out brute squads with raises.
So if I send five brutes after you and you have five raises,
you take out each brute with one raise.
So five guys jump at you and you go bang, bang, bang, bang, bang, and they're down.
And don't we have our own brutes too?
Yes, you do have your own brutes because you have them on the ship.
So with that in mind, considering that you guys are all heroes and everybody on the other ship is brute squads, what do you want to do?
Let's take out the brute squads.
Well, I'm conflicted.
This is where I need because I want to fight, but as a doctor, I feel like I should be going to my...
sick bay and preparing to...
Oh, no, no, no.
You're a fighting doctor.
Oh, good, good.
And I was like, well, I know what I probably should do.
What's your approach for this scene?
What trait do you want to use and what skill do you want to use?
I'm going to use...
Well, I definitely want to use brawn and brawl.
So you're gonna grab a blayin pin or a hook or something and just start...
Should have a sword.
Well, a sword would be weaponry.
Oh, okay.
Oh, true.
Okay.
But you can use either one.
I'm a little better at brawling.
All right, so you just go bored and start using your fists.
Why not?
Awesome.
Fighting doctor.
Can you remind me a little about what finesse, that angle again?
Finesse is dodging and being agile and all that stuff.
Finesse is where we're going.
So Finesse plus.
Plus.
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Hide. No, just kidding.
I have weaponry.
You have weaponry, so you can draw a sword
and you can jump across the other side.
Let's do it.
All right, so take a number of ice to go
to your finesse plus weaponry.
Four and one, okay.
Next.
I'd like to use my brawn
and my scholarship.
So I want to be smart
and I want to be tough.
So you want to do the Sherlock Holmes thing
where you slow the room down
and go if I do this, then that, then this.
Yeah, and take out like a bunch of guys at once
if possible.
That sounds great to me.
So take a number of dice,
equal to your...
Great.
So you go to that.
Three bronze, three scholarship.
And, Captain?
I will do finesse because I have
three there.
And then warfare.
So would warfare be helpful?
Yes, because you're going to create
opportunities for the other players.
Okay.
So does anybody want to spend a hero point to help someone else?
Yes, I want to spend one to help the ship.
Can I do that?
Sure, you can help the Brut Squad.
Yeah, that sounds like fun.
How are you doing that?
What is the thing that you're going to do that's going to help?
Have more of Armin go to their ship?
So you want to take a group with you?
Yes.
Thank you.
Awesome.
So spend the Hero Point.
Take it.
So you're going to get a 10-point brute squad,
which means that it's essentially 10 guys.
10 guys and gals, and they're tough,
and they will take hits for you.
And not only that, but they get to do more hits
because you get to do more hits
because they're with you.
Okay, great.
Awesome.
Since I'm brawning and brawling,
I'm going to be doing the same thing.
Doing the same thing, bringing more sailors off.
Awesome.
So question, how does the virtue and hubris come into play here?
You can use it right now if you want.
Okay.
Oh, that's the thing that's one per game, correct?
Once per game.
Oh, it's once per game.
Yeah, but this is a big fight.
It is.
And remember that other players have virtues too.
So I have the hanged man, which is an altruistic ability.
How might that be helpful here?
Oh, that's right.
You activate your virtue to suffer consequences in place of another hero.
So if somebody else takes wounds, you can spend a hero point and you take the wounds instead.
Okay.
Or if someone gets thrown off the ship, you jump in the way and wrestle and you get thrown off the ship instead.
Okay.
So you can use that during the scene any time you want.
Yeah, okay.
Can I spend a point to assist the captain directly,
to like work to help fight with the captain?
Yeah, so you're gonna fight beside the captain?
That'll give her three bonus dice,
you get to roll three more dice.
Are you angling for more loot?
No, I'm just loyal.
Oh.
Okay, you know what?
Keep your hero point.
Everybody ready?
Just rolled ice.
I feel good about this, guys.
All zeros.
Oh, well, okay.
Okay.
Remember that you're making tens, making sets of 10.
If any of your sets counts more than 10, just stop counting and that counts as a raise.
And every raise that you take that is within your approach, that costs only one raise
to make an action.
But if it falls outside of your approach, it costs two raises to take an action because you're
improvising.
Does that make sense?
Yes.
And I can spend another hero point right now.
Sure, you can spend another point.
So you get another die?
Sure.
Okay.
Okay.
I need to.
Okay.
Great.
Does that help?
That does help?
All right.
Now, does everybody, everybody got their raises?
Yep.
Does anybody have any dice left over that they didn't use?
Yes.
Yes?
Yes.
How many?
Two.
Two.
I'm going to teach you why we call those dice traders.
Oh, no.
I am going to buy those dice, those two dice you didn't use.
I'm not selling, so.
No, no, no, no.
You don't get a choice.
Oh.
But you get two hero points.
Okay.
That's good.
All right, so I just take them off.
Yes.
And I.
I've got one.
get two danger points.
Okay.
You got one?
Got one left.
Here's a hero point.
Okay, thank you.
You get a hero point and I get a danger point.
Who has the most raises?
I have three raises.
Four, captain is four?
I have two.
Two.
Okay, Captain, that means you get to go first.
So this is the situation.
Your ship, their ship has more guns.
Their ship probably has more crew,
and they're about to fire.
They are going to fire their
cannons at the end of this round. You can stop the cannons from firing if you get to the gun
deck and take out enough brutes, and that'll be 10 points of brutes. So that's one thing you can do.
The other thing you can do is you can try to capture the captain of the ship. So if you capture
him... Antonio Mondavi. Antonio Mandavi. That'll cause a problem. And you can just take out the brutes
on the ship. So those are the things you can do. And remember, you can spend a raise to take out a brute.
I'd say taking out those can't, those gunners.
Yeah, let's disable those cannons.
We can split up a little too if you want.
Well, you two have roots with you.
Right.
So how about sending you two in first?
Let's go to the gun deck and with your brutes.
Take out some.
Yeah.
People.
All right.
What do you do?
So I'm going to use a raise.
So question here, can I make an action that's all related to this combat?
Or do I need to like specify how it's,
relates to my trait.
It's, well, it can relate to combat.
It's interesting you should say that,
because one of the things you can do with raises
is create opportunities in the scene.
So you guys know the consequences of this.
If you don't deal with the guns,
then they're gonna shoot out the ship, right?
So you can create a free raise
that the other players can use, right?
And what that means is you say,
I tell Def Henry to fire a hole
in their side of the ship,
so we can jump through.
And what you do is you spend a raise to do that,
and that creates a raise that the other players can,
all the other players can use.
And that's an opportunity, the hole in the side of the ship.
So do you wanna do that?
Yes, let's do that.
And the more raises you spend, the more they get to use them.
Okay, so let's start there where we can create an opening,
send the brutes in, and disable those cannons.
So how many raises do you want to spend for that?
You can spend more than one.
Let's just do the one.
You think that's-
Okay.
So go ahead and put the raisin the center of the table.
Go ahead and order Henry to fire the cannons.
Henry!
Hi!
How did you hear me?
Anyway.
I know you're just.
He's ready to fight.
That's code.
Henry, fire the cannons.
Aye!
Fire!
And you feel the whole ship shake
as the whole row of cannons fires
and creates this huge hole in the side of the Vodache ship.
And you see some of the cannons of the Vodache ship flying back
and you can open up your, or,
or actually it's so big you can just jump over into the hole.
Now, that's a raise.
It's a free raise that anybody can use to take one action.
But each one you can only do it once.
You have three raises left?
I do.
Three raises? Three?
What do you want to do?
Well, since I'm assisting the captain,
I guess at this point it would just be about sending the brutes into the hole
so that they can disable the cannons, right?
Well, you're going to jump in there with them, right?
I guess I could. I'm going to jump in with them.
That's damn right.
Here's an aeroplane.
All right.
So, jump in there with them.
You say, charge, boys.
And you all jump into the other ship.
Right.
With swords drawn muskets, everything.
The brutes are firing pistols, they're firing muskets,
and they're pushing all the guys back.
The 10 brutes are gonna, let's have them roll,
as a matter of fact.
I'm actually, one, two, three, four, five, six, seven, eight, nine, ten.
I'm using a new rule from our new game that's come,
or from the expansion for seven C coming out,
which is Brutes rolled ice.
And so I'm gonna have the Brutes rolled ice.
and they get one raise, there's two, there's three, there's four,
there's five, there's six.
Six raises.
So the brutes jump across and they take out six points of the ten points that you need
to make sure the other ship can't fire its cannons.
And those are your guys, so they do that.
Okay, so that's my little team I jumped in with.
Good job, teen, gold stars.
Great, so that's one of my points out, right?
Captain, you have the most raises. You go next.
No, I think you used the free one.
Oh, it was that raise.
Do you still use the free race?
Yeah, keep your free one.
Great, great.
So I have three?
Yeah, we have two each.
We didn't choose to take this captain captive.
What can I do to just make sure that this captain isn't looking for a lane and getting on our ship?
Do you want to find the captain?
I do.
Okay, so here's the thing to remember about raises is whenever you spend a raise, it works.
You don't roll dice to see if it works, it just works.
You get what you want.
Yes, yes. I will seek out this captain.
So the hall is full of smoke and sound
and the smoke from the gunpowder going off.
And then as if in slow motion, the smoke parts
as the captain steps through the smoke into sight
with his sword at his side.
And he says, oh.
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The captain.
This guy. I'm going to spend a danger point.
In the ruckus and all of this planning, you forgot to be.
put your sword on. Oh no. Okay. That's okay. I'm not a threat to you. I know. I guess I'm going to have to
teach you the true ways of the world. Can I punch him in the face? Don't ask can you? Do you have a raise?
It is time to punch you in the face. I just had a turn though. Just to make sure that I get
Yeah, spend a raise. So if you spend a raise, oh, and here we go. This is actually really important.
We're going to talk about wounds. Okay. So if you look on the bottom, you
character sheet, you will see the death spiral.
Dun, dun, dun, da.
That's a rule in the book.
Whenever I say that, I have to do that.
So the way that works is that you see that it's a circle, right?
And all of the little bubbles are wounds.
Now, you're a big damn hero.
So when you take a wound, it doesn't matter.
If you, you know, it doesn't matter.
You get cut, you get punched, you get, you know,
it doesn't matter, you just take wounds.
But when you take a dramatic, you know, it doesn't matter, you just take wounds.
But when you take a dramatic wound, that's the star.
That means something.
That's a serious wound.
That's like we use, I like to use die hard.
That's running across the glass with bare feet.
Right?
Now, whenever you take a dramatic wound,
something important changes in the game.
So when you take the first dramatic wound,
go ahead and read what the first dramatic wound says.
You get plus one bonus die to all risks.
If you get wounded, you get plus one die to all of your roles.
Because the more hurt you get, the more badass you
become. Okay. Excellent. So the second dramatic wound. Why don't you go ahead and read the second
dramatic wound? Villains gain plus two bonus dice. Yes, so now you're a little bit hurt and the
villains start to get an advantage. So villains roll an extra, or two bonus dice. Read the third one.
Your tens explode plus one die. So what that means is, is that when you, if you have three
dramatic wounds, when you roll dice, if you roll a 10, you pick up another die, a bonus die,
and add it to the roll. Now, if that other die rolls a 10, you pick up another die and you roll it,
and you pick up another die and you roll it if you keep rolling tens. Okay? Every 10, if you have three
dramatic wounds, does that. And finally, what is the fourth dramatic wound? You become helpless.
Helpless. Now, in this game, your character can only die one way. You can,
can be on a ship and the ship explodes and you will not die,
but you will be helpless.
A sea monster can eat you whole.
You will not die, but you will be helpless.
The only way to die in this game is if you are helpless
and a villain spends a danger point and says, I kill you.
Now, as soon as that happens, heroes, which are you guys,
can either spend a hero point or all of your raises and say,
I stop that from happening.
It's the only way
it's if a villain deliberately kills you.
How do you recover?
You recover every game session.
Oh, okay.
So, this is an important detail.
All NPCs are helpless.
Oh.
So if the villain, the captain,
walks into the room and finds Elena,
he says, I kill her.
That's it.
Can we save NPCs with our hero points and stuff?
You can.
You can save NPCs with hero points and your raises.
So with that in mind, here's the villain.
And he says, I'm going to have to teach you the reality of the world.
And he's going to roll dice.
Because he's a villain.
So he has one raise, he has two raises, he has three raises, he has four, five, and he has a traitor, so he doesn't get to use that.
So he has five raises.
You have two.
Yeah.
He's going to say, I'm going to take him.
take my sword and I'm going to slash you.
I'm going to slash at you with my sword.
And I'm going to cause one, two, three wounds.
So you take three wounds on your character sheet.
I fill in these bubbles.
You fill in the bubbles.
You have not yet taken a dramatic wound.
Right.
Now, what do you want to do in return?
Remember, you spend a hero point, or you spend a,
a raise, and it happens.
You are successful.
Except you can't just knock him out, because he's a villain.
Okay, so question to you as the
GM, I do not have any weapons because I had forgotten my sword.
You forgot your weapon, yeah.
But you specified sword.
Do I have any other weapons?
Well, there are a whole bunch of other people around
that are fighting with swords and things.
Okay, so I'm gonna use my rays to wrangle one of those swords from somebody.
So you see one of his sailors with a sword and you smash him in the face,
grab the sword and put it in your hand.
Yeah, you do.
Yeah?
Mm-hmm.
That's one raise.
Oh, okay.
You are a badass.
And now you have a sword.
Okay.
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How interesting.
So, pause there.
Meanwhile, you guys are jumping on the deck
and you are on the deck ship.
How are you going to use your raises?
I used the free raise to jump on the deck.
Yes.
Then my only goal was to,
whether it's part of our plan or not,
was to attack the captain.
Okay.
So I've got two raises left to do that.
So I need one to find.
him, right?
You need one to find the captain.
Okay.
So I'm going to use one to find him.
I've got my brute squad with me, right?
Yes.
So you want the brute squad to jump on him?
Yeah, and remember, I am unarmed, but...
That doesn't matter in this game.
Yeah, I want to...
I basically want to capture him.
I don't want to kill him.
I just want to subdue him.
All right, so why don't you spend your raise to do something like
there's some spare sale in the area, and you grab it and throw it over him?
road over him.
Great.
Okay.
So spend your raise.
So as he's about to attack you,
I come swinging in, I grab a spare piece of cloth sail,
and I wrap myself around him and drag him to the ground.
Thank you.
You want to punch him and knock him out?
Yes.
Okay, do that.
Great.
All right, you two still have raises left.
So what do you want to do?
I am taking my brute squad.
I use the raise to jump across.
and we're taking out, working on the gun deck,
taking out the gun.
So I wanna spend one to attack the men below.
So they will roll dice here really quick.
Which is where I am, by the way.
Yes.
We're gonna take care of this situation.
Take these cannons off.
That's right.
Okay, wow, they rolled really well.
There's one, two, three, four, five, and one trader.
So there is one cannon left that is in danger of.
of hurting your ship.
Well, it looks like I've got
a lot of opportunities
to take out that last cannon.
Yes, you do.
How do you want to take it out?
I'd like to take it out by
by taking one of the guys
on the other side
and shoving him into that last cannon.
So you grab him and his face,
no, no, no!
And you shove him in and then the cannon goes off.
Yes, of course it does.
And he blows through,
through one of the gun ports
of your ship.
Right, right.
And there's a big smoking face.
Right, right.
And then I say,
clean up on the front back.
I go over him,
and so we decided against that.
We're not taking that prisoner.
Oh, yeah, we're not taking that prisoner.
I had no choice.
So you have one raise left,
and you have two?
I have two, yeah.
Okay.
How do you want to spend them?
So it seems like the captain
and the first mate have everything under control.
Have the villain under control.
have the villain under control.
So now I think my goal is to take as many prisoners as possible
from that side that are now helpless
and don't have a captain to guide them.
So you wanna spend a raise to say that you make
the rest of the crew surrender?
Yeah, so I'd like to make the rest of the crew surrender.
Okay, and you have one raise left.
You wanna spend that on what kind of,
oh, I don't know, treasure they might have on board?
Oh, absolutely.
The rest of the guys that aren't subduing the captors,
or the captives can go pick up the goal.
Awesome.
Great.
Last raise.
Or do you have any left?
Okay, last raise.
I want to find the witch.
Thank you.
I was going to suggest that.
It's probably a terrible decision,
but she's around somewhere that needs to be.
So you're fighting through the ship,
and your crew is with you, and you get separated
from your brute squad for a moment.
And you're fighting a couple guys, and you back up against a door,
and you duck, and somebody kicks you,
and you burst through the door and slide.
across the floor and you slide right into the feet of the witch.
Oh, man.
How you doing?
I don't think that's how you talk to a witch.
This is what she looks like.
That doesn't help.
I see you're not participating in this fight.
That's not entirely true.
Are you helping the captain?
Perhaps.
Have you captured the ship?
Yes.
Good.
I surrender.
Excellent.
So, cut to, you guys have captured the ship.
You've, some of the crew wants to join because pirates.
Right.
But the rest of the crew is like, no, we are not going to join.
We are loyal to our boss.
And you have the captain tied up in the captain's cabin, tied to a chair.
On his ship?
On his ship. Sure, either one.
You want to tie him up on your ship or do you want to tie him up on his ship?
I say we leave his ship out to just sailor to sea.
Sailing it.
You could bring it to Eragosta and sell it.
Oh, crap.
That would do.
Lassow that baby.
Tie a rope to it.
So I will give everyone in the group a hero point if I get to set up the next scene.
The reason I'm giving you all a hero point to set up the next scene is because I have something in mind that I want to do.
So I'm kind of paying for the narrative right to do it.
I'm giving you a point and it kind of tells you I'm setting something up that I want to do it.
something up that I want to happen that is probably dangerous and I'm rewarding you for it.
Okay.
Does that make sense? Okay, sure. Okay.
Okay, sure.
We'll take it.
You have a hero point.
Have a hero point.
There you go.
All right.
So the next scene is that you are there in the captain's cabin with Antonio and he has a gash on his head from where he took and he has wounds and you're treating his wounds.
I'm using the worst rubbing alcohol you can imagine.
You're keeping him alive, but...
It hurts.
For the record.
And you're busy, you're dealing with the rest.
You're picking out who's who and all that stuff.
I mean, do we have room for all these prisoners on our ship?
Yes, you do.
We'll put them in the hole.
Triple up.
And he's sitting there and he says,
I suppose you think you're clever.
I am.
Thank you for noticing.
You're not so clever.
Why is that?
As a matter of fact, you're going to cut me free
and give me a sword.
I think that sounds ludicrous.
You're going to cut me free and give me a sword.
Do you think he thinks he's a Jedi?
your queen Elaine is a whore.
Punch his face out.
Can I punch him? How can I punch him?
Yeah, but I mean, if he knocks,
it's not a deal, you just punch him.
I'm just going to punch him and leave the room.
All right.
That's where we're going to pause for right now.
And next time, we're going to go ashore.
Going to go to a pub where a sailor's still a sailor.
And we're going to find out how you guys are going to deal with this artifact
and the ship you've captured and everything else.
and that's going to happen on the next episode of Starter Kit.
Next time on Starter Kit.
You are my new love.
Every woman is in danger in Vodachi.
What kind of danger is we talking here?
The door bursts open.
Who is that woman?
Which which is this?
On the edge of my seat.
So, this is the party.
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The war is over and both sides lost.
Kingdoms were reduced to cinders,
an army 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.
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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.
Oh, please, not that music. That music gives me nightmares from my childhood.
Could we get something a little bit lighter? Some lighter music here.
Are you a fan of true crime TV shows?
And what about Unsolved Mysteries?
The show that jumped started all of our love of true crime.
I'm Ellen Marsh.
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