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Previously on Rime of the Frostmaiden

Starring:
Valravn, level 9 Eladrin Bard of Eloquence
Fray, level 9 Halfling Barbarian of the Beast/Fighter
Celeste, level 9 Half-orc Sun Soul Monk
Edmond, Level 9 Human Alchemist Artificer
Thimbleweed, level 9 Gnome Swarmkeeper Ranger
After securing the Id Asecendant, the Marshals help themselves to the advanced alien technology found within. Namely: a weapons crate full of laser rifles and grenades, and a few bio-organic magic items.
After rolling for the grenades, the total loot haul is as follows:
- 3 laser rifles
- 2 laser pistols
- 4 flashbang grenades
- 3 fragmentation grenades
- Eyes of Minute Seeing
- Helm of Telepathy
In order to identify and use the advanced alien tech (the weapons and grenades), the PCs would need to succeed on DC 15 Intelligence checks.
The grenades require only a single success. But fail by 5 or more, and the grenade blows up in your face! The rifles and pistols initially require four successes, with each success beyond the first determining how many shots each weapon had remaining.
With a +4 INT modifier, artificer Edmond is the obvious choice to start analyzing all the gear. But a DC 15 is no joke. Even with his Flash of Genius and Valravn's Bardic Inspiration, he has about a 50% success rate, resulting in weapons with around 5 - 15 shots each.
Thimbleweed ends up blowing up one of the flashbang grenades when he tries to inspect it, while Celeste and Fray succeed, thanks to stellar rolls of Bardic Inspiration. Fray and Edmond divide up the rifles and pistols between them. And yes, the irony of the bloody barbarian making every INT check or save — oye!
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