Critical Role & Sagas of Sundry - Part 6: An Ending is an Ending | Starter Kit - 7th Sea Edition
Episode Date: October 27, 2025At the close of our adventure our heroes give a Vodacce captain what’s coming to him, and our players learn more about the cinematic structure of the 7th Sea narrative. Learn more about your ad choi...ces. Visit megaphone.fm/adchoices
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Last time on Starter Kit. Rees. She killed my family. She's that way.
Elena's about to commit murder and her halo is pitch black.
Well, that's awkward.
I feel like I want to get that coat.
Oh, I'm going to do the chain thing.
Reese falls off the cliff.
You should be able to see the ship, but it's not there.
Welcome back to Starter Kit.
I'm John Wick, the creator of SeventhC,
and this is our sixth and the final episode.
We've reached the end of the story.
Now, games like SevenC are storytelling games.
They're designed to help the players and the GM tell a story.
And sometimes stories jump ahead, sometimes stories flashback, but when it reaches the end, it's about the end.
So there's a tavern in Vodache.
It really doesn't have a name, but it's very, very old.
It's 500 years old.
It's been in the same family that entire time.
And it's right on the docks of Mandavi.
And in that tavern, there's a man that you would recognize.
recognize. He called himself Mondavi, but he's really a Villanova.
Antonio Villanova. And he's sitting at the table and he has his feet, his booted feet up on the table.
And he says, that's when I stole the ship from them. I got myself loose from the chair. I overtook the crew.
I threw that gangly sailor over the side.
and Henry.
That deformed thing down in the decks,
he didn't stand a chance.
Oh.
And then I took their ship,
and I sold it to the Ad Bayan trading company.
And I made myself a small fortune.
And the other Vodachi men are tapping the table
and toasting his health
and laughing at about how stupid Avalon sailors are
and how super-trust.
and naive Castilian sailors are,
and you really don't want to hear what they say
about the people from the Adabian Sea.
And that's when a girl comes down,
and she holds his cheeks,
and then she says his name,
Antonio Villanova.
And his eyes get wide.
And her fingertips clench into his cheeks.
Antonio Villanova.
And he starts to struggle in the chair.
and he throws her off and she lands on the ground and she skids across the ground to another table of sailors,
a table of four sailors, whose beards are a little bit longer than they were the last time we saw them,
and whose hair is a little bit bedraggled and died from long, long days in the sun.
And it took you a month to get here. You had to build a raft.
Then you had to get out into the sea.
then you had to get picked up
by another Brotherhood of the Coast ship
but you got here
and Elena pointed them out to you
and she reaches up and
looks at you and says
Antonio Villanova
and the four of you sitting at the table
Wow
that's a lot of process
So you guys are in the tavern
you're wearing Reese's coat
Yeah you have the device
You have the artifact
and you have your brute squad, and you guys are here.
This is an action scene, so there's a villain in the scene.
I'm going to roll dice for the villain,
and you guys are going to roll dice for whatever your approach is.
I know you guys know how to do approach by now.
Yep.
And this is your opportunity to do the biggest, baddest,
most overly dramatic, nasty, coolest,
most vicious, blood-curdling, bloodthirsty bar fight of all time.
All right, let's do it.
Let's kick some ass.
So you guys know what your approach is.
You guys know what to do.
Yeah.
Do you want to spend hero points to help each other?
As a matter of fact, you know what I'm going to do?
I want to do all sorts of things.
I like go all out.
Yeah, let's combine.
Can we combine all of our other?
Yes, you can.
I'm going to give everybody one hero point for the really intense scene we had in the last session.
Great.
And so I've got a brute squad.
I've got a 10-point brute squad.
I got my little notepad here.
And I got my villain.
What's your approach?
My approach is
I couldn't think of a better time
to do brawn and brawl.
I can't think of a better time than that either.
I mean, even though that's kind of been my one note
when I approached it, what could I do now?
What do you want to do?
I'm angry at this Antonio dude for many reasons.
So two in brawn,
and we're going to try one in athletics
so I can do fancy flips or something.
I don't know. We'll see.
And I'm going to spend a hero point to help her.
So you're going to work together?
Yes.
All right.
Awesome.
So you get three bonus dice.
Oh, yeah.
Captain.
Well, I notice that I have an advantage called Sweet in the Pot where I can spend some of the money that we've acquired over time.
Can we, if folks are okay with it, I'd like to spend that money and acquire some additional.
Rounds on me.
What she can do is she can spend wealth to create raises.
Wow.
So I'm going to give you three wealth.
Okay.
So you can spend three wealth to just give yourself bang, three.
three raises. Okay. Can I allocate them out or those? Well, you're going to be rolling them all together.
We're together. Okay. Okay. Okay. Good. I want to give Benedict some help. So you guys are fighting
together. Yes. All right. Lastly. I'm using Braun and I'm skipping scholarship this time for
for athletics. Okay. And I want to spend a hero point for reunion to get all of our dice together.
All right. So yes. As you do that, you all get up from the table. And you're you all get up from the table.
you're all approaching Villanova,
and he and his brute squad is approaching you,
and it's the scene with the wide screen
and the two groups getting ready to fight.
And as you do, Elena reaches over
and she grabs your cheeks with her bloody hands,
and she kisses you hard on the lips.
And she says your name, your whole name.
Oh, wow.
And you,
do-t-da-da-dun, get four bonus dice.
Oh, hell,
Hell yeah.
All right.
And you notice a small, because she has bloody fingers,
you notice a small cut on her hand,
suddenly appears.
All right?
So, everybody ready?
Yes.
I'm gonna roll my dice.
You guys gonna roll yours on the table
like we did before.
Let's do it!
Let's roll!
Oh, sorry.
Oh, sorry.
Where did that one go?
That one went crazy.
There was a vicious with that roll.
Hang on, it was a six.
Okay, let's start putting them to do.
Yeah, there's...
So, as you guys count,
here are the things about the tavern.
It has chandeliers, big wooden chandeliers
with candles on them.
The whole tavern is made out of old wood
so it could catch on fire really easily.
And remember, the tavern is owned by his family,
and it's been in his family for 500 years.
Oh.
So there's liquor everywhere, so it's easy to grab it.
There are tables, there are chairs,
There are no ladders, but there are tables and chairs, and that's a wrestling joke that no one will get.
And there's everything nautical here.
So there's ropes.
There's an old ship's wheel.
There's a stairway that leads up to the top rooms, which means that there's a balcony that would be really easy to jump off and grab the chandelier and swing.
The chandeliers are held up by ropes, so you could cut the chandelier and go up to the top and drop things down.
Everything you've ever seen in a pirate movie, everything you've ever seen in an Errol Flynn movie is here.
and it's available for your use.
Great.
So, how many raises you got?
Got 12 raises and two leftovers.
I will buy your leftovers and I will give each of you a hero point.
All right.
So there you go.
I have no idea how to do that with this kind of thing,
so I'm just gonna make it up on the spot.
Okay.
Hey, my name's on the book. I can do what I want.
All right, so.
Those are your dice.
There you go.
All right, so you guys have the most raises.
So what happens first?
Sorry, that.
Well, we got it, let's, let's,
completely murder that man.
The man who stole our ship.
But remember what happened was happening to Elena's heroic halo
as she was trying to murder someone else.
It started to turn dark.
So maybe we want to be careful with that.
So maybe murder's the wrong approach.
Benedict grabs the closest bar stool
and just charges.
And just charges in.
Yeah.
To just smash it over his head.
All right.
Spend a raise.
How many raises do you want to spend?
I would like to spend.
Because remember you have a brute squad so we can kind of like add the brute squad into it.
Right. So I'm going to spend two to make sure that we're real good here.
All right. So you charge in, you grab a bar chair or barstool, whatever, and you charge in, smash it over Villanova's face.
It goes into his face. You see teeth fly out of his mouth. Your guys jump into their guys. And the brawl is on.
It is guys throwing each other, women throwing each other. People getting thrown over the bar. People getting thrown through the windows.
It's on. So what's next?
Let's just go around and do it this way.
So what's next?
I am all about taking down Antonio.
So I want to go and I want to stomp on his face.
Just maybe not the best use for raise,
but I'm really mad about him dishonoring my queen.
All right.
So because you remember what he said about your queen.
Oh, of course I remember.
So I'm just going to spend one raise.
Okay, so he gets knocked down by the chair
and he falls down right in front of you
and you just pick up your heel and shove it right in his mind.
I'm spitting on him too.
Just extra.
Good.
So you knock a few more teeth out of his mouth,
out of his handsome mouth.
That's right, I do.
What do you want to do?
Oh, I'll tell you what I'm going to do.
I'm going to break both of his arms
and one for Long Tall Harry
and the other for Def Henry.
You can break his arms.
But if you do, you're kind of committing an evil act.
Because he's down.
I mean, kicking him when he's down, that's okay.
But kind of like breaking his arms and stuff.
So you can do that.
You can fully do that.
However, you're going to get a corruption point.
Okay.
And you should know what that means because Elena was about to get one.
Okay, so here's what I'm going to do.
I'm going to get a little bit more creative here.
Okay.
I'm going to use the magic hook from the coat,
and I'm going to hang him by his foot by a chandelier,
and then I'm going to pull his pants down.
That's awesome.
Yeah, yeah.
There we go.
All right.
So you'll be shamed in front of the whole bar, basically.
Exactly.
Yeah, yeah.
So he's hanging upside down.
Yeah.
Okay, I'm gonna have a word with him.
I have something to tell him.
Now, time has passed, and I've been able to recruit some of my Haraguan sisters.
They've heard about some of his actions, and they're here, and I've summoned them, and they're all approaching him.
And I tell him...
Hold on to that for one second.
So what happens is through the window, about a dozen Haraguan women leap through the windows, and everyone's like, what?
and they're in the fight now.
There we go, yeah.
And they're fighting along
and they're doing all the stuff.
And a couple of them, you know,
fight their way,
to help you fight your way
over to the villain.
And what I tell him is that
women are treated a certain way
where you're from.
Men like you are treated a certain way
where I'm from.
Nice.
You see fear enter his eyes.
What way is that?
Well,
I'm trying to picture.
You're already upside down.
Your pants.
pants are off, we'll take everything that you own.
Your ships, your crew, your wealth, anything that's important to you.
It's no longer yours.
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Well, I see.
That's pretty awesome. Here, have a hero.
Yay! That's great.
Next, we have more races.
How do you guys? Now, it kind of
seems like the villain has
been defeated. They're outmatched.
It's not matched. Very outmatched.
And that's when a whole bunch of new
Vodachi men rush in, because
it's the second round of the fight. So a whole
bunch of new Vodachi men rush in, and
they're trying to save
save Don Villanova.
And what I'm going to do
is I'm going to say you have to spend
five raises with
these new guys to stop them
from getting away with Don
Villanova. So
of the raises you have left, you have to spend five.
How many have left? We've got nine
left. Nine? Nice. Okay.
So tell me how are you going to
do. Or are you going to do something else?
Here's what I'm going to do. So when I
see the new guys show up,
I am going to
in five races, but here's what I'm going to do.
I'm going to tell the biggest brute squad guy that's next to me,
throw me up to that chandelier.
So he throws me up to the chandelier.
You know what you say, boss.
Throws me up to the chandelier,
and then with the force from him throwing me up,
I swing around, and what do you know?
My feet are exactly at that right height
of all the new brutes that came in,
and I knock them all out in a domino effect.
Oh, that's brilliant.
And then at the end of it, the rope snaps
and you fall but land just gracefully on the ground.
I land on my feet.
That's right.
Spend the raises.
You have four raises left.
So that took care of most of those brutes?
That took care of most of the brutes.
The villain is still hanging upside down.
And you have threatened him.
He has raises.
And I have a danger point.
So I'm going to say he becomes so threatened
and so angry that he bends himself up,
he pulls a knife out of his boot.
He tries to cut the burning thing,
but that's not gonna work.
So instead he cuts the chandelier loose,
and he falls and bang, he hits the ground.
Ow!
But because he's done that, he's now free,
so he's gonna spend a raise to do that.
And then he turns to you with a knife in his hand.
And he's gonna attack you with the knife.
Can I jump in?
Do you want to?
Yes.
Oh, well, it's gonna happen to hers,
so what do you have that allows you to jump in?
Ah, do I have any, I have quick reflexes, but that's hide.
That's hiding.
I have, oh, my hubris.
What is your hubris?
Being stubborn.
Being stubborn.
Nah, no, okay.
So he takes the knife and he slashes you across the chest,
you take five wounds.
Okay.
Oh, reset your wounds and lose one dramatic wound.
Everybody reset your wounds and lose one dramatic wound.
Because we are in a new session, so...
And it's been a month.
And it's been a month.
Yeah.
We've healed, and I have a danger point left.
So I can kill someone who's, you've got four raises left.
Now I'm going after him.
I just want to, at least, I want to get the knife out of his hands.
Okay, you spend a raise and get the knife out of his hands.
So he goes in for another blow.
You grab his wrist, twist it, and he lets go with a knife, and now it's in your hand.
Yes.
Okay.
Next.
I want to get, I want to take this guy out.
Like I want him, I want him to be done for for good.
But we can't kill him.
But we can't kill him.
So what if we, what if I were able to completely subdue him, like completely just tie him up or something, maybe use the, the magic hook to like wrap him up completely?
And then we hand him over to our pirate.
The Brother of the Coast?
Yeah, exactly, the brotherhood of the cubs.
So you want to wrap him up with the chain?
With the magic chain, yeah.
Cost a hero point to use.
All right, I'm using it.
Okay, so you flash the chain, it wraps around him.
He's going to use a raise to say you tie him up, but he has one arm that's free.
Okay.
I have three raises left.
You have three raises left.
Villains go first.
The hook is here.
He grabs the hook, and it burns his hand.
he throws himself
and the hook
he throws at your eye.
Ah, no.
And I'm gonna be a danger point
and the hook gashes your eye.
Oh no.
You get a cool patch though it's fine.
You are a pirate.
As the thing is burning him
and then you like pull the chain
to come away. Yeah. And the hook
comes out and
her eye is just torn
and awful and burned and he falls to the ground.
get three raises left.
Oh, that took a turn.
Yeah, certainly did.
So where is he now?
He's on the ground.
He's on the ground.
Let's time up.
Let's take him out of here.
Yeah.
Yes.
Yeah.
So cut two.
He's all tied up.
He's doubly tied up this time
because apparently he was able to get out last time.
You guys have conquered the tavern.
You've conquered the brute squads.
And there's another Brotherhood of the Coast ship that's here.
And Villanova is being taken away in ropes.
And as he passes you by, he says, you have hurt me and I have hurt you.
This is not over.
Bye.
That's great.
That's great.
And so they drag him away.
And as they're dragging them away, he starts shouting, vendetta, vendetta!
As they drag him away.
I really like that word.
Elena says, you said this place was steps from the water.
We just haven't found the steps yet.
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He doesn't know what that word means.
True, true.
He doesn't know what a lot of words mean.
So the tavern is there, the 500-year-old tavern that's been in the Vodache family for 500,
or Vodache family, the Villanova family for 500 years.
You're burning that motherfucker to the ground.
Burning it down.
So how do you burn it down?
I am going to throw down the cheapest whiskey they have all over the place.
Cheapest rum.
Cheapest rum.
I also like whiskey.
I'm a well-traveled lady.
but save some rum for ourselves.
Light it on fire.
It's good stuff.
We're walking out with bottles of stuff.
With my one eye.
Every brute squad.
I will make sure we grab anything of value,
make sure that it's safe to torch,
and then we're going to split.
So the scene cuts to the tavern and flames at night,
so it's all dark and the orange and red flames of the tavern.
And you're reminded of the very beginning of all of this.
when you came across that ship that was on fire,
except this time the wood is actually burning.
And as you step away, you step over,
you have Villanova's ship, you have the galleon,
the big galleon with all those guns.
And what do you want to do with it?
Use it to go find the Black Razor.
He said he sold it to the Atabian Trading Company.
It looks like we're setting sale to the Atabian Trading Company.
We've got to get it back.
There's a lot of ways to get leads.
And as you're getting the ship up,
Elena's like helping with the sails and you walk by her and she says, Harry isn't dead.
Where is he?
No?
He's over there and she points out to the scene.
We gotta get Harry.
We're going to get Harry.
Henry is there too.
Why we gotta get Harry and Henry?
And as all of that is going on, everybody, you know, we gotta go get all these people.
And the ship sets sail towards the sunset as you sail away and as you are, you start playing
a song.
one of the sailors is there and it's a new, you guys got a new crew, and, you know, it's a brand
new crew that you're recruited for the ship, and he sits down next to you, and he goes, nice coat.
Thanks, man.
Did Upman give it to you?
I don't know who Upman is.
Let me tell you, and that's the end.
So.
Who is Upman?
Upman.
Ah, so, did you guys all have fun?
Oh yeah.
Yeah.
Awesome.
So I want each of you to tell me something that happened during the game that you thought
was like a moment for you?
Like the moment where you're like, oh, wow, this is it.
What is the moment for you?
For me, the moment was at the party when we had to make the decision of, you know,
our captain has a magical chain around her neck.
her neck. Every time
Reese pulls
on it, she loses another five
she gets another five wounds.
Yeah. And I think
we talked at one point about how
you like to put people in difficult
situation. I was like
that felt like the only
option for us
was to give up the
artifact, which I know was something we were desperately
trying to hold on to, but I felt like the life
of the captain was more important and that we could
always get it back. And you
could have fought.
Right.
But the captain's life.
In my mind, I'm thinking
thousand-year-old sorceress
bleeds black blood.
This is not going to go well.
Let's try to bargain our way out of this.
That's awesome.
What was your big thing that made you gasp
or catch your breath or anything like that?
What was the moment you were like,
oh, wow, this is for real, right?
So many moments.
But I think by the time we all got up
to the building where Reese was hiding and the intensity of that fight and seeing how dark
Elena got literally, to me at least, and pulling her back from that and stopping it, even
though I really would have been okay with Reese dying, I feel like that was a good hero moment
is to that we saved her not only from, you know, death in the ocean, we pulled her out, but we saved
her from going completely evil.
Yeah, it was the choice of Elena becoming a villain.
or, you know, saving Reese.
Yeah, and now she gets to be, like, cute happy girl running around.
Tiny knots.
Learning about knots.
She's like going to be first mate, a captain in no time.
Not of our ship, you're good.
A different ship.
Maybe she could be the captain of the ship we got from Antonio.
Free ship.
Yeah.
Someday.
Yeah.
Someday.
So, Steve, what was the moment for you that you're going to carry away from this and say,
wow, that I need to tell people about this?
Well, I really liked the moment when we all came together
and combined our dice and our points
and our powers together.
It felt like it was the Avengers moment.
Yeah, it was making Voltron.
Yeah, exactly.
We made Voltron and we all fought together.
I found that to be the most,
that's the takeaway moment for me,
because it was like we all have our own special skills
and stuff, but when we combined them to fight Antonio
for the first time, I think we did a really great job.
Yeah, is that moment of the camera circling
around the Avengers.
Yeah, it really is, it really is.
Awesome.
Straight up.
What was it for you?
Two things mainly.
The first is that we build history together.
Like we're this team that over sessions we are able to just continue to connect and then our
decisions are based on previous things.
So I wasn't gonna give you up because we had history there where he had sacrificed himself
for me.
So if we didn't have that relationship in a previous session, that would have been maybe an easier
decision.
Yeah.
So all of the elements and...
and the scenarios you introduce are really dependent on all of these different, like, relatable, relational factors that I think kind of like develop over time.
And then similarly, I got used to, as a very, like, new RPG person, I got used to becoming more kind of open to trying out some other things like my advantages or my virtue.
And similarly, as a team, we grew over time to build those, those, just kind of like the skill to know how we can work together.
And I think we got better.
Yeah, you did.
Yeah, you became a crew as the story went on.
And so now you know each other's weaknesses,
you know, hey, it's time to make Voltron, you know,
and all the other things, right?
And that was really cool.
For me, that was really cool watching you guys
learn how the game worked, like,
because there's like that first level of,
okay, this is how I rolled dice and this is how I put things together.
But then you're like, hey, I'm spending my hero point.
And you're like, yeah, I didn't need to tell you.
You're like, I'm spending my hero point, and everybody rolls
together and doing the thing.
And are you using your virtue to turn the villain points
danger points off?
Right, yeah.
And that was really fun for me, not only as a GM
and someone, you know, for the mechanics,
but watching you start to work together in this really neat way.
It was really exciting for me.
It was the part that I like the most.
I just want to know what would have happened to Romero
if they had sold him to Reese.
Oh.
I feel like it could have been fun for a little while.
Yeah.
It might have been fun for a little while.
There's a small chance that we'll get slash fic out of that.
I really hope so.
I'd like to read that, yeah.
Awesome.
So lastly, for those who have played role-playing games before,
I'm going to ask this question.
And then I have a question for, what was it about the game
that challenged you as a gamer and challenged your preconceptions of it?
Because there's a lot of preconceptions in gaming when you play a role-playing game.
And this game kind of throws a lot of them out the door.
So what was something that you loved?
looked at and went, oh, wait a minute, I can do this that I can't do in other role-playing games.
The free form of it, the ability to describe a scene, and if you have enough raises, unless
it's something completely unrealistic, the GM can just let you roll with it, so to speak.
But yeah, really just the ability to sort of
pass the story onto the player. Whereas with a lot of other systems, it's a lot more,
there's a lot more rules and there's a lot more sort of regimented things that you can
and can't do. Whereas a lot of games, the GM is the storyteller and he's telling us
the story and we're characters in the story, but it's the GM story. But we're with this
game, we're all the storytellers together. So is that something that you feel
comfortable bringing into other games like trying to implement that?
in different games? Depending on who the GM is and depending on...
It's always about who the...
Yeah, because every GM has their own, has their own quirks.
Yeah, cool. And what was something that you found out?
You know, mine's very similar, like, tied to that. Because we could use our raises
to say this happens, I feel like, even though you're always going to go on tangents,
that's just the thing. But I think that saves time because instead of trying to,
okay, well, let me roll for this skill. And did that help? Nope. How about this one instead,
like to get a specific answer, you can sometimes use your ways and say,
hell, this is the answer, which is kind of a challenge too,
because maybe you're not, you know, you have to think on your feet a little more,
but I liked that and having kind of that opportunity to get into the story.
It's a little intimidating at first.
Yeah, it is because you're, you're, and we talked about that.
Like, what?
Yeah.
I can do it.
It's not how.
So that was fun, and I think it cut down on some of the meandering that can happen in other adventures.
What was it, was something new that you encountered and were like, whoa, what is that?
Mine's very similar, just kind of being able to use your points
to kind of just go like, no, this is what happens.
This is the truth of this next moment.
It's the GM trusting you to go, what happens next?
Yeah, yeah.
And you say this, I'm like, oh, wow, okay, let's go there,
let's find out.
I'm very used to the GM saying like, I don't know about that.
Like, we're not, let's not go there.
Like, well, that's not what I had planned.
But it's like, in this game, we could really just kind of go,
like, we could turn the tables a little bit
and say, like, this is what I want to do.
Yeah, one of the skills I learned from,
improv was of course the yes and, yes, but and everything.
And one of the set things that you did was the,
I want to do the machine with Elena.
And I was like, yes, but, right?
It wasn't a no.
It was a, okay, we can, and it was also a way
to like unify everybody.
And we had that moment where everybody kind of saw
something that was going to happen to them, right?
And so that created that moment.
And that's why I said, yes and this.
And then activating the artifact, you know,
what was a helpful thing?
And it worked in that.
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RPG. Yes. So what is something that surprised you or took you
off guard or? I think because it's such an open world, there's some hesitation about, so how do we
really follow a narrative? Like, how does this all work if anything goes? So with learning more about
some of those limitations that, you know, with our different abilities to buy into things or things
get taken away from us, then that creates these sort of like nice boundaries for us to be able
to move forward and have this like meaningful story together.
But I have to admit that that openness kind of created a little bit of anxiety for me about
if I'm not guarded and careful, I don't know what threats that they're out there.
And that was certainly part of the first part of the game, is that everybody kind of felt,
oh, can I do this?
There's a ship on fire.
Let's just avoid that ship.
No, Mr. GM, I am not interested in your plot.
We see what you're doing.
I'm just going to sail around it.
Man, there's so many things that cut on her hand at the end,
the final kiss.
So what's the most awesome thing you had planned,
but that we totally skipped over
because of the decisions that we made?
Well, you almost missed the artifact.
That's true.
And I had to have Harry go get it for you.
Oh, because we didn't want to go over.
Yeah, and that's why he jumped for it.
Yeah, that's why he jumped for it.
Now, I had a whole bunch of plans for you to find the artifact.
You could have found it somewhere else
and all that other stuff.
So you almost missed the artifact.
But the thing that you missed was something that I actually hid from you.
I dropped notes about it, I dropped clues about it, and of course, it's the coat.
And the coat is a, that's a nice coat, is it is a code phrase.
It's a code phrase for one of the secret societies in Seventh C, known as the Reliciari or the Freethinkers.
And they have a goal of bringing down all monarchies and all the church and all, and the people.
patriarchy of Vodache, casting down all powers.
They're about smashing the statues.
And the passphrase is, that's a nice coat.
And the way to reply is, Upman gave it to me.
Oh.
So that's the secret.
And it is a secret society in 7C.
And when you started playing your character, I went,
you've got to be a part of the relishari.
Your character has to be a part of the relishari.
So I dropped that hint.
and then, you know, if we do it again, you know, they'll show up.
Wow.
Very cool.
I'm into that.
Awesome.
That is the sixth and last episode of 7C starter kit.
I hope you enjoyed it.
I hope you learned not just about 7C, but a lot of the GM techniques and a lot of the player dynamics
that were going on during the game.
It was one of my goals.
It was not just to teach 7C, but to introduce a whole bunch of different kinds of
of techniques that the GM can use to
heighten the game level a little bit
and raise the tension in a few places.
So I hope you learned something and if you did,
that's good and we'll see you next time
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