Feldaar's Cogsnap's page

11 posts. Alias of Feldaar.


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Weapon 1: 1d1000 ⇒ 346
Spell B: 1d1000 ⇒ 552


Cogsnap joins Uliah in the Mumia Lab and discovers some antitoxin

Craft 5: 1d10 + 4 ⇒ (1) + 4 = 5

which he picks up. Apparently too tired to go on from picking up that bottle, he stops to rest.

Cogsnap wrote:

Hand: Blessing of Erastil, Acid Flask, Potion of Healing, Bladeguard, Tussah Silk Cloak, Blessing of Pharasma 2, Corrosion,

Displayed:
Deck: 5 Discard: 8 Buried: 2
Notes: My Blessings are available to anyone. My bladeguard is available to anyone at my location. My Corrosion can add a die to any combat check against Undead
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


Cogsnap attempts to dodge the fire breath of one of the hyrda's heads

Dexterity 8: 1d8 + 1 ⇒ (6) + 1 = 7

and fails.

Fire Damage: 1d4 - 1 ⇒ (3) - 1 = 2

It sets his Laboratory Coat on fire. Cogsnap quickly takes it off and pats it out, but the coat will need some repair before it's ready to be used again (Bury Laboratory Coat)

Cogsnap wrote:

Hand: Filter Hood, Acid Flask, Lottery Urn, Bladeguard, Tussah Silk Cloak, Corrosion,

Displayed:
Deck: 8 Discard: 5 Buried: 2
Notes: My bladeguard is available to anyone at my location. Please don't use my Corrosion, I need it to close this location
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


Cogsnap makes his way to the Peasant Tombs and discovers a set of bracers

Craft 6: 1d10 + 4 ⇒ (8) + 4 = 12

and due to his craftiness realizes that they are Burglar's Braces. "Yoink"

His flensing jelly scouts ahead for him and discovers an alchemical gas trap. Cogsnap uses his newly acquired bracers to help him avoid triggering the trap

Craft 7: 1d10 + 1d8 + 4 ⇒ (2) + (3) + 4 = 9

and only just slips past it before deciding to take a breather.

Cogsnap wrote:

Hand: Filter Hood, Acid Flask, Lottery Urn, Bladeguard, Tussah Silk Cloak, Laboratory Coat, Corrosion,

Displayed:
Deck: 8 Discard: 5 Buried: 1
Notes: My bladeguard is available to anyone at my location. Please don't use my Corrosion, I need it to close this location
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


Since the only places Cogsnap has a reasonable chance of closing are occupied, Cogsnap will stay at the Catacombs and rely on blessings for the Wisdom Check.

Oh yeah, it's a blowgun
Ranged 5: 1d8 + 2 ⇒ (1) + 2 = 3

Failed to acquire the blowgun.

Using Blessing of Erastil to explore again and encounter a Filter Hood

Craft 6: 1d10 + 4 ⇒ (10) + 4 = 14

Cogsnap wrote:

Hand: Filter Hood, Acid Flask, Lottery Urn, Bladeguard, Tussah Silk Cloak, Flensing Jelly, Corrosion,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: My potions are available to anyone who needs them, but please try to be frugal
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


I've been doing my power wrong. I'm supposed to recharge a card when I get one from the box, so I'll pretend I recharged my Blessing of Pharasma so my hand is now

Cogsnap wrote:

Hand: Blessing of Erastil, Acid Flask, Lottery Urn, Bladeguard, Tussah Silk Cloak, Blessing of Pharasma 1, Corrosion,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: My blessings and potions are available to anyone who needs them, but please try to be frugal
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


With Liquid Ice in hand, Cogsnap heads to the Catacombs

Upon entering, he notices a Stabbing Spear Staircase and attempts to disable it

Disable 6: 1d8 + 4 ⇒ (2) + 4 = 6

and barely manages not to trigger it in the process.

Cogsnap continues on and encounters a Bonecrusher Wizard who fires a frostbolt at Cogsnap making him drop his Noxious Bomb. Cogsnap reflexivley hurls his Liquid ice at it

Combat 9: 4d8 + 4 ⇒ (6, 3, 4, 5) + 4 = 22

and kills it easily, but it bursts into a cloud of poison gas (1 poison damage, discard Clockwork Servant. He searches the wizard for spell components and finds what he needs to make a Bladeguard.

Feeling blessed by Nethys, Cogsnap peers into two nearby chambers and spots a Trapped Locker and a Blowgun.

Cogsnap decides to try his luck with the trapped locker

Disable 9: 1d8 + 4 ⇒ (8) + 4 = 12

Child's play! Inside he finds a Tussah Silk Cloak (B). He winds up his Clockwork Servant and gives the cloak to it to hold (Display Clockwork servant with Tussah Silk Cloak)

Cogsnap wrote:

Hand: Blessing of Erastil, Blessing of Pharasma 2, Lottery Urn, Bladeguard, Tussah Silk Cloak, Blessing of Pharasma 1, Corrosion,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: My blessings and potions are available to anyone who needs them, but please try to be frugal
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


Cogsnap realizes he's hanging out with someone who could accidently set him on fire, which strikes him as a bad idea, so he sets out for he briefly considers a journey to the Peasant Tombs before remembering that Merisiel prefers to work alone. Ultimately he decides to set off for the Mausoleum, even though he doubts he'll find many ingredients there.

Once there he discovers a Sand Creeper, he discreetly drinks his Potion of Focus, before telling the Sand Creeper that we have a common enemy in the undead

Charisma 7: 1d6 + 1d10 + 4 ⇒ (6) + (6) + 4 = 16
The Sand Creeper decides to join

Cogsnap continues on with a little help from his Flensing Jelly

The next room he enters is full of Crawling Hands. He prepares to go hand-to-hand-to-hand-to-hand-... with them. While the Flensing Jelly handles an few he casts corrosion and offers up a quick prayer to Pharasma before diving into the fray (+1d4 and the acid trait from exploring with Flensing Jelly, Using unarmed strength for combat check, +1 die from Corrosion, +2 dice from blessing of Pharasma)

Combat 13: 4d6 + 1d4 ⇒ (2, 3, 6, 1) + (3) = 15
Failure to defeat by 4: 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (2) + (4) + (5) + (8) + (1) = 20

Cogsnap defeats them handily (ok I'll stop it now), but not before one of them lays its necrotic fingers on his head making him feel much less brilliant (Burying Brilliance)

Arcane 9 to recharge Corrosion: 1d10 + 3 ⇒ (1) + 3 = 4

Cogsnap peels the fingernails off of the crawling hands because they are perfect for making Noxious Bombs (I drew a noxious bomb from the box)

Cogsnap quickly gulps down a healing potion; the strawberry flavoring still needs work (Discarding Potion of Healing)

Heal: 1d4 ⇒ 4 (shuffles Potion of Focus, Blessing of Pharasma, Flensing Jelly, and Corrosion back into my deck)

Cogsnap wrote:

Hand: Noxious Bomb, Blessing of Erastil, Blessing of Pharasma 2, Lottery Urn (Trader), Liquid Ice, Clockwork Servant, Blessing of Nethys,

Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes: My blessings are available to anyone who needs them, but please try to be frugal
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


Crawling Hand Failure to defeat by 4: 1d4 + 1d6 + 1d8 + 1d10 + 1d12 ⇒ (3) + (5) + (6) + (5) + (6) = 25


Cogsnap will trade his Poisoned Sand Tube and Anesthetizing Slime for the Lottery Urn

Cogsnap wrote:

Hand: Brilliance, Potion of Healing, Potion of Focus, Blessing of Pharasma 2, Flensing Jelly, Blessing of Pharasma 1, Corrosion,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: I have a Potion of Healing which anyone at my location with 4 or more cards in their discard pile is welcome to use, also my Blessings of Pharasma are available to use against any henchmen/villains.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [ ]+2 [ ]+3
Disable: Dexterity + 3
Ranged: Dexterity + 1
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3
Arcane: Intelligence +1
Craft: Intelligence +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card Type: Item
Hand Size 6 [X] 7 [ ] 8
Proficient with: Light Armors, Weapons
Powers:
When you would banish a card that has the Alchemical trait for its power you may ([X] discard it or) banish another card that has the Alchemical or Liquid Trait instead
Add 1d6 to your Ranged combat check that has the Alchemical trait
After you defeat a monster, you may discard ([X] or recharge) a card to draw an item that has the Alchemical or Liquid trait from the box.


Cogsnap will not take any of the cards since everything's immune to poison so he's trading away his Poison Sand Tube at Falsin Deek in disgust.

He will then head to the Sepulcher of the Servant (which he may promptly leave if he doesn't draw one of his two cards with the Magic trait).