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