| 
  
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Hearing the Elf has encountered the villain, it's time to destroy these leftover constructs. Wax Construct:  TotH Story Bane 1 Type: Monster Traits: Construct Veteran To Defeat: Combat 11+## OR CraftDisable 6+# Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed. Combat 19 (11+8): 1d12 + 4 + 2d6 + 2 + 1d12 + 1d8 ⇒ (11) + 4 + (4, 3) + 2 + (11) + (4) = 39
 Roll Details:  Melee - 1d12+4 Shock Greatsword +2 - 2d6+2 Discard - 1d12 Belt of Charging - 1d8  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   OFF-TURN ACTIONS:
 The elf has found the mastermind behind all of this, time to prevent its escape! Move to Waxworks #4 Ash Giant:  CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Combat 22: 1d12 + 4 + 2d6 + 2 + 1d8 + 2 ⇒ (6) + 4 + (6, 6) + 2 + (5) + 2 = 31
 Roll Details:  Melee - 1d12+4 Shock Greatsword +2 - 2d6+2 Belt of Charging - 1d8 Hour Power - 2 EOT Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1 Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of the Samurai, Blessing of the Oathkeeper, Acidic Greatsword +1, Dragonbane Greatsword +2, Four Mirror Armor, Blessing of Gorum, Greatclub +1, Cold Iron Greatsword Recharged: Tooled Crocodile Skin, Grapplers Mask, Blessing of Gorum 1, Cure, Mountain Pattern Armor, Discard Pile: Buried Pile: Skills and Powers:  SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 The Joke:  CotCT Blessing 1 Traits: Harrow Suit: Books Veteran When this is the hour: On your check against a barrier, you may recharge a card to add your Intelligence die. To Acquire: Intelligence Craft 4+# On any check, discard to bless. On any Craft, Diplomacy, Disable, or Stealth check, recharge to bless. Intelligence 8: 1d4 + 1d8 ⇒ (2) + (4) = 6
 Roll Details:  Intelligence - 1d4 Scenario Power - 1d8 Go ahead and Banish Bury Blessing of the Lord of Iron to explore
 Feeling time is at hand, I call upon Gorum to bless my way. Marzalee the Weaver:  TotH Story Bane 1 Type: Monster Traits: Outsider Storykin Veteran To Defeat: Intelligence Craft Fortitude Knowledge 3+# THEN Combat 13+## Before acting, a random local character summons and encounters the story bane Wax Construct. After acting, suffer the scourge Poisoned. As I search the waxworks, I come face to face with one of the storykin! However before I have a chance to react, he throws one of his constructs at me! Wax Construct:  TotH Story Bane 1 Type: Monster Traits: Construct Veteran To Defeat: Combat 11+## OR CraftDisable 6+# Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing. After acting, either discard a card or bury a card from your discards. If undefeated, suffer the scourge Dazed. Combat 23(11+8+4): 1d12 + 4 + 1d8 + 2 + 1d12 ⇒ (5) + 4 + (3) + 2 + (7) = 21
 Roll Details:  Melee - 1d12+4 Warhammer +2 - 1d8+2 Blessed - 1d12 My Hammer seems to have little effect on the wax, so I call upon Gorum to aid me again! Hero Point to Reroll it all. Remaining: 4 Combat 23(11+8): 1d12 + 4 + 1d8 + 2 + 1d12 ⇒ (7) + 4 + (4) + 2 + (11) = 28
 Roll Details:  Melee - 1d12+4 Warhammer +2 - 1d8+2 Blessed - 1d12 Discard the Keen Starknife as AYA Finally, my hammer blasts the wax construct to bits! Back to Marzalee the Weaver Fortitude 10(7+3): 1d8 + 3 + 1d8 ⇒ (6) + 3 + (1) = 10
 Roll Details:  Fortitude - 1d8+3 Blessed - 1d8 Ask Quinn for their Peacock blessing, because it will recharge Combat 21(13+8): 1d12 + 4 + 1d8 + 2 + 1d12 ⇒ (5) + 4 + (8) + 2 + (2) = 21
 Roll Details:  Melee - 1d12+4 Warhammer +2 - 1d8+2 Blessed - 1d12 My Hammer strikes true on the Storykin as it crumples into dust.
 As I try to get out of this place, another construct blocks the way. To Close Encounter a Wax Construct
 Roll Details:  Melee - 1d12+4 Warhammer +2 - 1d8+2 Discard - 1d6 Blessed - 1d12 Bury Keen Starknife from discards for AYA This location is now closed Fire Damage: 1d4 - 2 ⇒ (1) - 2 = -1
 Poison Recharge Card: 1d5 ⇒ 3 =>Cure " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Cold Iron Greatsword, Blessing of the Samurai, Acidic Greatsword +1, Dragonbane Greatsword +2, Whip of Centipedes, Blessing of Gorum, Greatclub +1, Blessing of Tsukiyo, Four Mirror Armor, Blessing of the Oathkeeper Recharged: Tooled Crocodile Skin, Grapplers Mask, Blessing of Gorum 1, Cure, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Sensing the villain at hand, I quickly grab my warhammer and call to Gorum for his blessings. Taking Second Villain check
 Roll Details:  Melee - 1d12+4 Warhammer +2 - 1d8+2 Double Blessed - 1d12+1d12 Recharge Gorum from my power. No cards in discard to heal, unforunately. I'll head to waxworks 6 on closing  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Dex Check 9: 1d12 + 4 + 1d12 + 3 ⇒ (5) + 4 + (4) + 3 = 16
 Roll Details:  Melee - 1d12+4 The Paladin - 1d12+3 Recharge Grapplers Mask to Use Melee instead of Dex  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As we explore the ruin, Quinn points out an old sword in the corner.  Something about it feels familiar to me.
 Roll Details:  Melee - 1d12+4 Alas, the passage of time has ruined this once great holy sword of Gorum. Recharge Tooled Crocodile Skin when I reset my hand. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Four Mirror Armor, Cold Iron Greatsword, Acidic Greatsword +1, Shock Greatsword +2, Blessing of the Oathkeeper, Blessing of the Samurai, Blessing of Gorum, Whip of Centipedes, Dragonbane Greatsword +2, Belt of Charging, Blessing of Tsukiyo, Greatclub +1, Mountain Pattern Armor Recharged: Tooled Crocodile Skin, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Shock Greatsword +2, Cold Iron Greatsword, Whip of Centipedes, Four Mirror Armor, Blessing of Gorum, Greatclub +1, Dragonbane Greatsword +2, Belt of Charging, Blessing of the Samurai, Blessing of Gorum 1, Acidic Greatsword +1, Mountain Pattern Armor, Blessing of the Oathkeeper, Blessing of Tsukiyo Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Boon: 1d20 ⇒ 15 Hero Point Gained, Hero Point Spent, so still at 5. This was my 6th Scenario at T4, so I am forced to tier up to T5 after. Blessing 4: 1d1000 ⇒ 654
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Per Special Power, search the entire location and remove a card.  I'm going to remove Foes on All Sides because with only a couple of locations, there may be a few people here at any given time and none of the monsters are particularly painful
 We quickly search the ravine for signs of the Rabbit, but it's still nowhere to be found! As the search goes on, I stumble across a zombie. May Gorum accept his soul. Per Hour Power, someone needs to encounter this Zombie as well Zombie:  Core Monster 0 Traits: Undead Zombie Veteran To Defeat: Combat 9+## Immune to Mental and Poison. If undefeated, a random character summons and encounters this monster. Combat 21(9+12): 1d12 + 4 + 2d6 + 2 + 1d12 + 1 ⇒ (3) + 4 + (1, 1) + 2 + (3) + 1 = 15
 Roll Details:  Melee - 1d12+4 Dragonbane Greatsword +2 - 2d6+2 Discard - 1d12 Banner of the Ancient Kings - 1 Is this spirit one that even Gorum refuses to accept?
 on 4d6 I got a ..... 4!!! The zombies relentless attacks continue. Crying out to my god one final time, I strike at the beast. Use Paizo Reroll on the second d12.  This has a chance, not a great one, but a chance.
 With a final heave, I finally defeat the zombie and offer their spirit to Gorum. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Dragonbane Greatsword +2 (2), Four Mirror Armor, Blessing of Tsukiyo, Blessing of Gorum, Belt of Charging, Blessing of the Lord in Iron, Acidic Greatsword +1, Blessing of the Samurai 1, Warhammer +2, Cold Iron Greatsword, Blessing of Gorum 1 Recharged: Grapplers Mask, Tooled Crocodile Skin, Acid Rain, Divine Favor, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Off Turn Rolls
 Roll Details:  Fortitude - 1d8+3 Mountain Pattern Armor - 1d4 Discard Cure from my Deck :( Combat 18: 1d12 + 4 + 1d4 + 1 + 1d6 + 1d4 + 2 + 1 ⇒ (10) + 4 + (2) + 1 + (4) + (1) + 2 + 1 = 25
 Roll Details:  Melee - 1d12+4 Divine Favor - 1d4+1 Firepelt Cougar - 1d6 Balazar Monster - 1d4+2 Banner of the Ancient Kings - 1 Oloch attempts to recover all cards in his Recovery pile.
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   OFF-TURN ACTIONS:
 Looks like the human has scared the Rabbit from its hiding place. Now we hunt. As we continue to search the forest, we come across an elemental. Finally, something to dig my blade into! Mist Horror:  CotCT Monster 3 Traits: Elemental Outsider To Defeat: Combat 14 Immune to Electricity and Ranged. Vulnerable to Cold. If the check to defeat does not have the Magic trait, this monster is undefeated. After acting, if the check to defeat did not have the Cold trait, shuffle this monster into a random location, then move to a random location. Unfortunately, I quickly realize that this is no ordinary beast. Thankfully Gorum saw fit to bless me with the ability to strike my foes with ice! Divine 10(14-4): 1d8 + 4 + 3d6 + 1d6 + 1 ⇒ (1) + 4 + (1, 1, 6) + (2) + 1 = 16
 Roll Details:  Divine - 1d8+4 Ice Strike - 3d6 Firepelt Cougar - 1d6 Banner of the Ancient Kings - 1 Discard Acid Rain for Location Power to let me explore again. Do my eyes deceive me? Is that a weapon of Gorum I see! Dragonbane Greatsword:  CotCT Weapon 3 Traits: 2-Handed Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d12+2; against a Dragon bane, add another 1d8. If proficient, you may additionally discard to add your Strength die. After playing this weapon, you may not play an Offhand boon this encounter. Melee 14: 1d12 + 4 + 1d12 ⇒ (1) + 4 + (11) = 16
 Roll Details:  Melee - 1d12+4 Blessed - 1d12 Gorum shows his appreciation for my use of his gifts in destroying the elemental by rewarding me with the symbol of his power. Oloch ends his turn.
 " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Greatclub +1, Acidic Greatsword +1, Cure, Cold Iron Greatsword, Blessing of the Samurai 1, Blessing of the Lord in Iron, Blessing of Gorum, Blessing of Tsukiyo, Blessing of Gorum 1, Belt of Charging, Four Mirror Armor, Warhammer +2, Dragonbane Greatsword +2, Blessing of the Samurai 2 Recharged: Grapplers Mask, Tooled Crocodile Skin, Acid Rain, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As the rogue and I travel the forest, we come across a shrine with a scroll case on it. Acid Rain:  CotCT Spell 4 Traits: Acid Arcane Attack Magic To Acquire: Intelligence Arcane 11 For your combat check, banish to use 3d6+9. If this check is against a monster, you may use the result for subsequent checks against it. DURING RECOVERY If proficient, discard this card; you may succeed at an Arcane 13 check to recharge it instead. Melee 11: 1d12 + 4 ⇒ (10) + 4 = 14
 Roll Details:  Melee - 1d12+4 Recharge Grapplers Mask to use Melee in place of Int "This looks like something more suited to the Gnome than either of us, Elf" " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 1, Belt of Charging, Acidic Greatsword +1, Blessing of the Samurai 1, Warhammer +2, Dragonbane Greatsword +2, Greatclub +1, Cold Iron Greatsword, Blessing of the Samurai 2, Cure, Four Mirror Armor, Blessing of Gorum, Blessing of Tsukiyo, Blessing of the Lord in Iron Recharged: Grapplers Mask, Tooled Crocodile Skin, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   I'll start with at the Forest " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 1, Blessing of the Samurai 1, Greatclub +1, Blessing of the Samurai 2, Acidic Greatsword +1, Belt of Charging, Dragonbane Greatsword +2, Cold Iron Greatsword, Blessing of Tsukiyo, Four Mirror Armor, Warhammer +2, Cure, Blessing of the Lord in Iron, Blessing of Gorum Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As I enter the office, I am overcome with the wailing of a plant. Brain Mold:  CotCT Barrier 4 Traits: Obstacle Plant To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7 Before acting, mark your location with the scourges Drained and Poisoned. If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location. If undefeated, display this barrier at your location. While displayed, at this location: * At the start of your turn, you may encounter this barrier. * When this location is closed, banish this barrier. Recharge Grapplers Mask to use Melee in place of Wisdom. Combat 7: 1d12 + 4 ⇒ (2) + 4 = 6
 Roll Details:  Melee - 1d12+4 Blarg. Use Paizo Reroll on this one. Combat 7: 1d12 + 4 ⇒ (8) + 4 = 12
 Roll Details:  Melee - 1d12+4 That's better. Using my mask, I am able to quickly destroy and remove the plant from the office. As I do so, I notice a small landshark trapped in the corner. Discard Tooled Crocodile Skin to explore for hour power Landshark Whelp:  CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck. Wisdom 9: 1d8 + 2 ⇒ (7) + 2 = 9
 Roll Details:  Wisdom - 1d8+2 The landshark in need of a friend slowly approaches and allows me to take him with. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Warhammer +2, Belt of Charging, Cold Iron Greatsword, Cure, Blessing of the Samurai 1, Dragonbane Greatsword +2, Blessing of Tsukiyo, Blessing of the Samurai 2, Blessing of Gorum, Shock Greatsword +2, Acidic Greatsword +1, Mountain Pattern Armor, Blessing of Gorum 1 Recharged: Grapplers Mask, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Back to the office, to find what this theater master is hiding. Armed with a new Weapon of Gorum and sent out with the True Gods blessing, I am ready. Replace Shock Glaive with Shock Greatsword, and replace BoG with Blessing of the Lord in Iron " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Warhammer +2, Dragonbane Greatsword +2, Belt of Charging, Shock Greatsword +2, Four Mirror Armor, Blessing of Tsukiyo, Mountain Pattern Armor, Acidic Greatsword +1, Cold Iron Greatsword, Blessing of the Samurai 2, Blessing of the Samurai 1, Blessing of Gorum 1, Blessing of Gorum, Cure Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   I will bank hero point. Weapon 4: 1d1000 ⇒ 532 If I don't get the weapon, I will take a Blessing 4. Might take the Blessing 4 anyways since they're hard to get. Need to sleep on it. Boon Me: 1d20 ⇒ 13  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Combat 24(12+4+4+4): 1d12 + 4 + 2d6 + 1d12 + 1d12 + 1d4 + 1d4 + 4 + 1 ⇒ (11) + 4 + (1, 4) + (9) + (4) + (3) + (1) + 4 + 1 = 42
 Roll Details:  Melee - 1d12+4 Cold Iron Greatsword - 2d6 Discard - 1d12 Blessed - 1d12 Evangelist - 1d4 Balazar -1d4+4 Bannor - 1  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   OFF-TURN ACTIONS:
 Oloch lets out a big grin as he is joined by his rogue friend, and one of the few elves he can tolerate, at the Pits. The joy is short lived however, as is typical of the rogue, she gets in a little too deep and uncorks a barrel of burning tar. I quickly chase after the elf before she can cause anymore trouble. "Here, friend. These will do better in your small hands than mine. Please try to keep out of trouble." Hand over Blackjacks Daggers to Merisiel. After I hand over the Daggers, I hear the book man warn of a Brawl. "Haha! Hear that Elf! The Book Man thinks the two of us can't handle ourselves in a Brawl. They've obviously never seen us at work. That said, apparently one of those funny dummies are nearby." No sooner do I finish talking to the rogue, then I notice the gnome show up. Never did trust gnomes. Especially those who practice the lesser magicks. Ignoring the gnome, I head off in search of the dummy. Monster Story Bane 1:  Traits: Construct Veteran To Defeat:
 Immune to Mental and Poison. Vulnerable to Fire. Resistant to Bludgeoning and Piercing.
 Combat 19(11+8): 1d12 + 4 + 1d10 + 1 + 1d8 + 1 ⇒ (1) + 4 + (10) + 1 + (2) + 1 = 19
 Roll Details:  Melee - 1d12+4 Shock Glaive +1 - 1d10+1 Discard - 1d8 Banner of the Ancient Kings - 1 Though rusty from the layoff, I am infused with the power of Gorum and easily take down the dummy. Luckily the gnome brought his banner. Maybe he's not so bad after all. I quickly offer a prayer of thanks to the one True God and head to the Theater. Draw 3 cards and recharge them to close. Then shuffle my deck for the WPC Move to the Theater on close " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Dragonbane Greatsword +2, Divine Favor, Warhammer +2, Mountain Pattern Armor, Blessing of Gorum 1, Acidic Greatsword +1, Blessing of the Samurai 1, Tooled Crocodile Skin, BotG 1, Blessing of Gorum 2, Greatclub +1 Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Hour lets me encounter the top of the location, so I will do that. Silver War Paint:  CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 5 Display. While displayed: * When you suffer Combat damage, reduce it by 1. * When you would discard cards as Combat damage, you may recharge them instead. * When your hand has no cards or when you play another Paint card, bury this card; if you have the Melee skill, discard it instead. Auto Acquire - Melee is +4 Dressing myself in the Warpaint and grabbing my Glaive, I continue my search of the pits. Blackjack's Daggers:  CotCT Weapon 4 Traits: Blackjack Finesse Knife Loot Magic Melee Piercing Ranged To Acquire: Strength Dexterity Melee Ranged Stealth 11 For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Stealth + 1d4+2. On a local character's combat check, freely recharge to add 1d4+1; if they fail the check, they may evade their encounter. You may use this power even if you have previously revealed this card on this check. Unclear, but I am going to use Gorum to bless, and I think Gorum will end up recharged
 Roll Details:  Melee - 1d12+4 Blessed - 1d12 Oy Vey!! Paizo Reroll for the Weapon 4
 Daggers are weapons for people of lesser skill, but Gorum has no care how the kills come as long as they come. I quickly stash the daggers in my belt and contemplate my next move. Going to hold onto all this combat stuff one more turn, before ditching it for explores. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Acidic Greatsword +1, BotG 1, Greatclub +1, Blessing of the Samurai 2, Blessing of Gorum 2, Warhammer +2, Cold Iron Greatsword, Blessing of the Samurai 1, Dragonbane Greatsword +2, Tooled Crocodile Skin, Mountain Pattern Armor, Blessing of Tsukiyo, Cure Recharged: Four Mirror Armor, Blessing of Gorum 1, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Display Four Mirror Armor There appear to be some spoils at the Pits worth checking out. Move to Pits The Trumpet:  CotCT Blessing 1 Traits: Harrow Suit: Shields Veteran When this is the hour: Ignore cards' before acting powers. To Acquire: Constitution Divine 4+# On a local check, bury to bless twice. Discard to explore. Divine 8: 1d8 + 4 ⇒ (1) + 4 = 5
 Roll Details:  Divine - 1d8+4 Recharge Four Mirror Armor to reduce damage from Location power No point in shuffling the blessing back in, so just banish it " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Cold Iron Greatsword, Greatclub +1, Blessing of Gorum 2, Cure, Tooled Crocodile Skin, Acidic Greatsword +1, Blessing of the Samurai 2, BotG 1, Warhammer +2, Mountain Pattern Armor, Blessing of Tsukiyo, Dragonbane Greatsword +2, Blessing of the Samurai 1 Recharged: Four Mirror Armor, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   First a house full of ghosts, and now a haunted theater. I long for the fields of battle against real foes and not restless furniture. Start at the Office " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Tsukiyo, Blessing of the Samurai 2, Divine Favor, Acidic Greatsword +1, Dragonbane Greatsword +2, Cure, Blessing of the Samurai 1, Cold Iron Greatsword, Warhammer +2, BotG 1, Greatclub +1, Blessing of Gorum 2, Mountain Pattern Armor, Tooled Crocodile Skin Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Oloch, Shield of Gorum is here to show you all the power of the One True God! Oloch is Tier 4.4, and I don't plan to Tier up until after the second scenario of the Special when required (Would be 6th scenario at Tier 4) My upgrades have been a little, shall we say, lacking.
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   I'll bank the Hero point and the only 2 upgrades I would be interested in are the two weapon 3s. Weapon 3: 1d1000 ⇒ 567
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Following the psychics lead, I head after the skeletons that have us trapped in the dungeons. Ask Talith for Strength here since it's 2 combats at 50/50 odds As I spot the Skeleton hiding away in the dungeons, I grin as I pull my weapons from my side. "May Gorum continue to torment you in your undeath!" I scream at the skeleton as I charge, sword drawn. I suddenly feel a surge of strength permeate my body as the magus grants their powers to me. Proxy A Henchmen:  Core Story Bane 1 Traits: Skeleton Undead To Defeat: Combat 11+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage. Recharge Fireproof O'Yori to prevent 1+1 combat damage Combat 21(11+8+2): 1d12 + 4 + 1d8 + 2 + 1d4 + 3 ⇒ (11) + 4 + (6) + 2 + (3) + 3 = 29
 Roll Details:  Melee - 1d12+4 Wyrmsmite - 1d8+2 Reload - 1d4 Strength - 3 As the bloodlust flows through me, I spy yet another victim for Gorum. Sensing the end is near, I yell at the psychic to follow me while I cut the last skeleton down. Danger:  Core Story Bane 1 Traits: Skeleton Undead To Defeat: Combat 11+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage. Recharge Tooled Crocodile Armor to prevent 1+1 Combat damage Combat 21(11+8+2): 1d12 + 4 + 1d8 + 1 + 1d8 + 3 ⇒ (9) + 4 + (5) + 1 + (2) + 3 = 24
 Roll Details:  Melee - 1d12+4 Katana +1 - 1d8+1 Discard - 1d8 Strength - 3 On closing I'll join Lini at the Twisting Passages " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of the Samurai 2, Warhammer +2, Divine Favor, Belt of Charging, Blessing of Tsukiyo, Cure, Blessing of the Samurai 1, Mountain Pattern Armor, Blessing of Gorum 2, Cold Iron Greatsword, Grapplers Mask Recharged: Fireproof O-Yoroi, Tooled Crocodile Skin, Discard Pile: Buried Pile: Confusing: 1d5 ⇒ 3 =>Acidic Greatsword " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Belt of Charging, Blessing of Gorum 2, Acidic Greatsword +1, Grapplers Mask, Cold Iron Greatsword, Cure, Mountain Pattern Armor, Warhammer +2, Blessing of the Samurai 1, Blessing of the Samurai 2, Fireproof O-Yoroi, Blessing of Tsukiyo, Divine Favor, Tooled Crocodile Skin Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As I continue to search the Dungeons, I come across the plans for a Red Mantis ambush. Red Mantis Ambush:  CotCT Barrier 4 Traits: Red Mantis Skirmish To Defeat: None 0 Before acting, a random character other than you summons and encounters the story bane Red Mantis Assassin, then a character other than you summons and encounters the story bane Ashwing Gargoyle. Summon and encounter the story bane Red Mantis Assassin; if it is defeated, this barrier is defeated. Unfortunately, all that is left is a single assassin. The rest of the thugs have already left. BYA Red Mantis goes to: 1-M; 2-L; 3-T; 4-R: 1d4 ⇒ 3 Talitha gets to encounter a Red Mantis Assassin.
 Red Mantis Assassin:  Red Mantis Assassin
 Story Bane Monster 3 Traits
 Check
 Powers
 BYA Wisdom 8(4+4): 1d8 + 2 ⇒ (5) + 2 = 7
 Combat 26(10+8+2+6): 1d12 + 4 + 1d8 + 2 + 1d4 + 1d12 ⇒ (8) + 4 + (7) + 2 + (3) + (8) = 32
 Roll Details:  Melee - 1d12+4 Wyrmsmite - 1d8+2 Reload - 1d4 Blessed - 1d12 Talitha offered one of their blessings, and so they will get to recharge a discarded card I'll Discard(Bury) the Mute Hag to examine my location, and then explore. Belt of Physical Prowess:  Core Item 2 Traits: Accessory Magic To Acquire: Strength Dexterity Constitution 11 On your Strength, Dexterity, or Constitution check, freely reveal to add 1. Strength 11: 1d12 + 2 ⇒ (2) + 2 = 4 The hag that the Society sent with me spies an old leather strap in the corner. Obviously nothing of use. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 2, Greatclub +1, Shock Glaive +1, Grapplers Mask, Blessing of Gorum 1, Cure, Warhammer +2, Belt of Charging, Acidic Greatsword +1, Blessing of Tsukiyo, Mountain Pattern Armor, Divine Favor, Blessing of the Samurai 2, Blessing of the Samurai 1 Recharged: Discard Pile: Buried Pile: Confusing: 1d5 ⇒ 5
 " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Cold Iron Greatsword, Blessing of the Samurai 1, Warhammer +2, Blessing of the Samurai 2, Divine Favor, Acidic Greatsword +1, Belt of Charging, Grapplers Mask, Cure, Blessing of Tsukiyo, Blessing of Gorum 2, Greatclub +1, Shock Glaive +1, Blessing of Gorum 1, Mountain Pattern Armor Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   "WHAT on earth is that thing!!" Landshark Whelp:  CotCT Ally 4 Traits: Aberration To Acquire: Wisdom Survival 9 On a local combat check, freely banish to add 2d6 and the Piercing trait. Banish to explore. This exploration, you may ignore cards' before acting powers. DURING RECOVERY You may succeed at a Wisdom or Survival 9 check to shuffle this card into your deck. Wisdom 9: 2d8 + 2 ⇒ (3, 3) + 2 = 8
 Roll Details:  Wisdom - 1d8+2 Blessed - 1d8 Use Lini's Blessing of Ketephys Not wanting to annoy what appears to be some sort of land shark, I avoid the area. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 1, Cure, Belt of Charging, Fireproof O-Yoroi, Shock Glaive +1, Divine Favor, Blessing of Gorum 2, Grapplers Mask, Mountain Pattern Armor, Warhammer +2, Acidic Greatsword +1, Greatclub +1, Blessing of the Samurai 1, Blessing of the Samurai 2, Blessing of Tsukiyo Recharged: Discard Pile: Buried Pile: Confusion: 1d5 ⇒ 2
 " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Greatclub +1, Mountain Pattern Armor, Fireproof O-Yoroi, Shock Glaive +1, Blessing of the Samurai 2, Blessing of Gorum 1, Divine Favor, Belt of Charging, Acidic Greatsword +1, Cold Iron Greatsword, Grapplers Mask, Blessing of Tsukiyo, Warhammer +2, Cure, Blessing of Gorum 2, Blessing of the Samurai 1 Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Fortitude 6: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8
 Roll Details:  Fortitude - 1d8+3 Lini's Power - 1d4 Scourge Avoided  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Cards left in Spiders Nest: 1=1,2=2,3=4,4=6
 Bogeyman:  CotCT Monster 3 Traits: Fey To Defeat: Combat 14 If you are marked with the scourge Frightened, the difficulty of your checks against this monster is increased by 4. Before acting, each local character must succeed at a Wisdom 8 check or suffer the scourge Frightened. As I continue to hack through the webs, an ominous cry pierces the air. Wisdom 8: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (3) = 13
 Roll Details:  Wisdom - 1d8+2 Lini's Power - 1d4 A bogeyman.  That evil fey will feel the wrath of this cold iron weapon of Gorum!
 Roll Details:  Melee - 1d12+4 Cold Iron Greatsword - 2d6 Cold Iron(Fey/Demon) - 1d4 Lini's Power - 1d4 " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 2, Blessing of Gorum 1, Blessing of Tsukiyo, Blessing of the Samurai 2, Acidic Greatsword +1, Warhammer +2, Divine Favor, Grapplers Mask, Cure, Shock Glaive +1, Greatclub +1, Fireproof O-Yoroi, Belt of Charging Recharged: Tooled Crocodile Skin, Mountain Pattern Armor, Discard Pile: Buried Pile: Confused Card: 1d5 ⇒ 5
 " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Greatclub +1, Tooled Crocodile Skin, Blessing of the Samurai 2, Belt of Charging, Blessing of Gorum 1, Cure, Divine Favor, Fireproof O-Yoroi, Mountain Pattern Armor, Grapplers Mask, Shock Glaive +1, Blessing of Gorum 2, Blessing of Tsukiyo, Warhammer +2, Acidic Greatsword +1, Blessing of the Samurai 1 Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   =======================
 As I enter the lair of the spiders, I see some orcish warpaint in the brush. Blue War Paint:  CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Fort 4 is an auto for me. Immediately display it
 Wyrmsmite:  Core Weapon 3 Traits: Loot Magic Melee Slashing Sword To Acquire: Strength Melee 14 For your combat check, reveal to use Strength or Melee + 1d8+2; against a Dragon bane, add 1d10. If proficient, you may additionally reload to add another 1d4. When a local character suffers damage, recharge to reduce it by 4. After putting on the warpaint in preparation to cleansing the Spider Nest I spy a sword near a tree. Melee 14: 1d12 + 4 + 1d4 ⇒ (11) + 4 + (1) = 16
 Roll Details:  Melee - 1d12+4 Lini Power - 1d4 Worrisome means I can't explore again.
 " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Divine Favor, Shock Glaive +1, Blessing of the Samurai 2, Acidic Greatsword +1, Greatclub +1, Blessing of Gorum 2, Grapplers Mask, Blessing of Gorum 1, Fireproof O-Yoroi, Blessing of Tsukiyo, Belt of Charging, Warhammer +2, Cure, Blessing of the Samurai 1 Recharged: Tooled Crocodile Skin, Mountain Pattern Armor, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Add in Grapplers Mask as new Item, and replace Dwarven Longhammer with Warhammer+2. More a sidegrade, but at this level, the additional power of the Longhammer is becoming less useful. 'It's about time I got rid of this shoddy dwarven workmanship for something better.' Start at the Spider Nest. I think at least to start I probably have the best chance to clear out the 5 Monsters " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of the Samurai 1, Blessing of Gorum 1, Blessing of Gorum 2, Blessing of the Samurai 2, Greatclub +1, Divine Favor, Cure, Grapplers Mask, Blessing of Tsukiyo, Shock Glaive +1, Fireproof O-Yoroi, Acidic Greatsword +1, Belt of Charging, Warhammer +2 Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Item 4: 1d1000 ⇒ 416
 Hero Point Spent on Card Feat.  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   So the druid has found the rift the cultists have opened. Once I clean up these dungeons we can get out of here! Random Danger: 1d6 ⇒ 3 Zombie Minions:  Story Bane Monster 1 Traits
 Check
 Powers
 As the zombie approached, I grab the great weapon of Gorum. Combat 11(9+2): 1d12 + 4 + 2d6 + 1 + 1d8 ⇒ (2) + 4 + (5, 3) + 1 + (3) = 18
 Roll Details:  Melee - 1d12+4 Acidic Greatsword +1 - 2d6+1 Belt of Charging - 1d8 With the zombie weak, I call upon the greatness of Gorum to finish it off. Combat 17(11+4+2): 1d12 + 4 + 2d6 + 1 + 1d12 + 2d12 ⇒ (6) + 4 + (6, 1) + 1 + (3) + (8, 12) = 41
 Roll Details:  Melee - 1d12+4 Acidic Greatsword +1 - 2d6+1 Discard - 1d12 Blessed - 2d12 Recharge Gorum because why not?  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Hearing the Psychic has found one of the cultists at the Ossuary, I head over to lend a hand. As I approach the Ossuary, I get jumped by one of the cultists summoned creatures. Summon and Encounter a random monster when I encounter the Henchman Infantry Devil:  CotCT Monster 2 Traits: Devil Outsider To Defeat: Combat 14 OR Arcane 9 Immune to Fire and Poison. Resistant to Acid, Attack, and Cold. If undefeated, suffer the scourge Plagued. Combat 14: 1d12 + 4 + 2d6 + 1d8 ⇒ (11) + 4 + (3, 2) + (8) = 28
 Roll Details:  Melee - 1d12+4 Cold Iron Greatsword - 2d6 Belt of Charging - 1d8 With the Devil out of the way, I am able to focus on the Cultist. Cultists (Society of the Veil)—Proxy A::  Core Story Bane 1 Type: Monster Traits: Cultist Human Veteran To Defeat: Combat 10+## OR Diplomacy 8+# If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards. Combat 18(10+8): 1d12 + 4 + 2d6 + 1d12 ⇒ (10) + 4 + (2, 1) + (9) = 26
 Roll Details:  Melee - 1d12+4 Cold Iron Greatsword - 2d6 Blessed - 1d12 Asking Rivani for a Pharasma to get the full 1d12 instead of my Samurai which will be a d4 With the cultist out of the way, I turn my eyes on the Skeletons preventing Rivani and I from escaping. Ancient Skeleton:  Core Story Bane 1 Traits: Skeleton Undead To Defeat: Combat 11+## Immune to Cold, Mental, and Poison. Vulnerable to Bludgeoning. Before acting, either recharge a Divine card or suffer 1 Combat damage. Recharge Divine Favor as BYA Combat 19(10+9): 1d12 + 4 + 1d10 + 1 + 1d12 + 4 ⇒ (9) + 4 + (6) + 1 + (12) + 4 = 36
 Roll Details:  Melee - 1d12+4 Greatclub +1 - 1d10+1 Discard - 1d12 Vulnerable - 4 With my work here done, I head back to the Dungeons. On closing, I will bury the noble to get my Fireproof O-Yoroi back " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 2, Cure, Shock Glaive +1, Tooled Crocodile Skin, Mountain Pattern Armor, BotG 1, Blessing of the Samurai 1, Dwarven Longhammer +1 Recharged: Divine Favor, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Summary
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Missed my second monster encounter. Wood Golem:  Core Monster 3 Traits: Construct Golem To Defeat: Combat 18 Immune to Attack, Cold, Mental, and Poison. Vulnerable to Fire. If the check to defeat has the Fire trait, ignore this monster's immunities. Before acting, succeed at a Constitution or Fortitude 6 check or suffer 1d4 Combat damage and the scourge Wounded. Combat 18: 1d12 + 4 + 2d6 ⇒ (12) + 4 + (5, 6) = 27
 Roll Details:  Combat - 1d12+4 Cold Iron Greatsword - 2d6  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As the noble and I go from cell to cell looking for answers, we stumble across a nasty scorpion. Deadfall Scorpion:  Core Monster 2 Traits: Poison Vermin To Defeat: Combat 13 Immune to Mental. All damage is Poison damage. After acting, suffer 1 Poison damage. If undefeated, suffer the scourge Poisoned. Combat 15(13+2): 1d12 + 4 + 2d6 + 1d8 + 2d8 ⇒ (8) + 4 + (2, 2) + (7) + (8, 3) = 34
 Roll Details:  Combat - 1d12+4 Cold Iron Greatsword - 2d6 Belt of Charging - 1d8 Lady of Valor - 2d8 The scorpion goes down easily enough, but before I realize it, the noble has wandered to close to the scorpion and gets stung. Discard Noble as AYA damage Discard The Owl to explore again
 Zon-kuthon's Pain:  Core Blessing 2 Traits: Deity: Zon-kuthon Divine When this is the hour: After discarding any number of cards as damage, draw a card. To Acquire: Constitution Divine Fortitude 5+# On any check, recharge to bless; after the check, a random character suffers 1 Mental damage that cannot be reduced. Discard to explore. Fortitude 9(5+4): 1d8 + 3 ⇒ (1) + 3 = 4
 Roll Details:  Fortitude - 1d8+3 Failed to acquire Blessing " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 1, Shock Glaive +1, Dwarven Longhammer +1, Tooled Crocodile Skin, BotG 1, Blessing of Gorum 2, Mountain Pattern Armor, Acidic Greatsword +1, Cure, Blessing of the Samurai 1 Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
 End of Turn Actions
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As I enter the dungeons with the noble in tow, we run headlong into a massive giant! Ash Giant:  CotCT Monster 4 Traits: Giant To Defeat: Combat 22 Immune to Poison. Damage from this monster is suffered by each local character; characters who suffer damage that is not reduced to 0 suffer the scourge Plagued. Combat 24(22+2): 1d12 + 4 + 1d8 + 1 + 1d8 + 1d8 + 1d12 ⇒ (4) + 4 + (2) + 1 + (7) + (4) + (4) = 26
 Roll Details:  Combat - 1d12+4 Katana +1 - 1d8+1 Discard - 1d8 Belt of Charging - 1d8 Blessed - 1d12 Using my Blessing on myself to heal Straining against the might of the creature, I call upon Gorum and make one final blow to finally fell the beast. With no weapon in hand, and not being able to use the Belt of Charging, I'll hold here for now. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of the Samurai 1, Shock Glaive +1, Mountain Pattern Armor, Greatclub +1, Dwarven Longhammer +1, Blessing of Gorum 2, Cure, Blessing of the Samurai 2, Acidic Greatsword +1, Tooled Crocodile Skin, Blessing of Gorum 1 Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Leaving the Rogue to deal with the stuffy human, I head to check out another cell. Encounter Henchman Proxy A3 Cultists (Society of the Veil)—Proxy A:  Core Story Bane 1 Type: Monster Traits: Cultist Human Veteran To Defeat: Combat 10+## OR Diplomacy 8+# If undefeated, examine the top # cards of the hourglass; if any are blessings, shuffle them into your discards. Inside the cell I find one of the Cultists preparing some primitive ritual to a false god. Gorum will be pleased with me tonight. Combat 18(10+4+4): 1d12 + 4 + 1d8 + 1 + 1d4 + 1 + 1d8 ⇒ (8) + 4 + (6) + 1 + (3) + 1 + (8) = 31
 Roll Details:  Combat - 1d12+4 Katana +1 - 1d8+1 Divine Favor - 1d4+1 Belt of Charging - 1d8 Unfortunately, the human didn't put up any fight, but any fight against worshippers of false gods is a good fight. Strength 10(6+4): 1d12 + 2 + 1d12 ⇒ (4) + 2 + (4) = 10
 Roll Details:  Strength - 1d12+2 Blessed - 1d12 Discard BotG With the cultist found, it's time for the rogue and I to take our searches elsewhere. Maybe the cultists are keeping something strong enough to give a Shield of Gorum a fight in the dungeon. Move to Dungeon after Cell is closed As I begin to leave the Cells, a rather small, pathetic human runs from one of the cells after me. "P.. P.. Please will you help me???" The human cowers in fear and respect at my magnificence embued with the power of Gorum. I give the poor being a snarl, but allow him to tag along. When closing allows me to draw a new Ally
 Noble:  Core Ally 2 Traits: Aristocrat Human To Acquire: Charisma Diplomacy 9 On a local Charisma or Diplomacy check, or on any check to acquire, recharge to add 1d6. Discard to explore. This exploration, on your checks to acquire and your Diplomacy checks, add 1d4. Oloch ends his turn. Oloch attempts to recover all cards in his Recovery pile.
 Oloch resets his hand. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Tooled Crocodile Skin, Greatclub +1, Dwarven Longhammer +1, Mountain Pattern Armor, Shock Glaive +1, Blessing of Gorum 2, Cold Iron Greatsword, Blessing of Gorum 1, Blessing of the Samurai 2, Blessing of the Samurai 1, Acidic Greatsword +1, Cure Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   I'm not going to blow any resources on this check. Strength 10(6+4): 1d12 + 2 ⇒ (12) + 2 = 14
 Roll Details:  Strength - 1d12+2 Hearing that Talitha found our prey, I head to the entrance of the cells to make sure that they don't head my way. Cell is guarded  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 As I check the first cell, I run in a rather large Lion. If there was anything alive down here before, I would imagine it's gone now. Dire Lion:  Core Monster 3 Traits: Animal To Defeat: Combat 17 Before acting, succeed at a Stealth or Survival 7 check or suffer 1d4 Combat damage. Damage is increased by 1d4-1. Fail BYA check-Damage: 1d4 ⇒ 4
 Unfortunately, the Lion gets the jump on me and shreds my Fireproof O-Yori. Combat 17: 1d12 + 4 + 1d8 + 1 + 1d8 ⇒ (4) + 4 + (7) + 1 + (8) = 24
 Roll Details:  Combat - 1d12+4 Katana +1 - 1d8+1 Belt of Charging - 1d8 'Well I guess I won't be using this armor again, but that Lion won't be bothering anyone ever again.' " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Greatclub +1, Tooled Crocodile Skin, Dwarven Longhammer +1, Blessing of Tsukiyo, Blessing of the Samurai 1, Cure, Blessing of the Samurai 2, Blessing of Gorum 2, Acidic Greatsword +1, Cold Iron Greatsword, Blessing of Gorum 1, Shock Glaive +1, Mountain Pattern Armor Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Replacing War Drums with Belt of Charging. Start at Cell
 Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Gorum 1, Blessing of Tsukiyo, Cold Iron Greatsword, Blessing of Gorum 2, Acidic Greatsword +1, Greatclub +1, Dwarven Longhammer +1, Blessing of the Samurai 2, Blessing of the Samurai 1, Cure, Tooled Crocodile Skin, Shock Glaive +1, Mountain Pattern Armor Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Scenario 4B:
 Item 4: 1d1000 ⇒ 59 Boon?: 1d20 ⇒ 12  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   OFF-TURN ACTIONS:
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   Move to that Tavern and let Merisiel and Rivani deal with the Relic/Object Cleared out some of my hand to try to get more help for people Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Acidic Greatsword +1, Blessing of Gorum 1, Blessing of Gorum 2, Mountain Pattern Armor, BotG 1, Blessing of the Samurai 2, Katana +1, War Drum, Greatclub +1 Recharged: Blessing of the Samurai 1, Divine Favor, Tooled Crocodile Skin, Discard Pile: Buried Pile: Skills and Powers:  SKILLS
 Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   In the corner of my eye, I notice the rogue messing with some sort of mechanism when suddenly all the objects in the room spring to life AGAIN! 'What has that rogue gotten into this time?' Combat 20: 1d12 + 3 + 1d10 + 1 + 1d12 ⇒ (4) + 3 + (7) + 1 + (10) = 25
 Roll Details:  Combat - 1d12+3 Dwarven Longhammer +1 - 1d10+1 Blessed (Rivani) - 1d12 Ask Rivani for one their blessings and then they get to recharge a random card from their discard pile Just then a large barrel comes flying at me.  Grabbing my hammer, I smash it to pieces.
 Ambrosia:  Core Item 3 Traits: Alchemical Liquid To Acquire: Intelligence Craft 12 Banish to heal a local character 1d4+1 cards and/or remove up to 2 scourges from them. On a local check to defeat an Outsider or Undead bane, banish to add 2d6. DURING RECOVERY If proficient, you may succeed at a Craft 14 check to recharge this card. Autoi-Fail, this isn't happening.
 Will elect NOT TO CLOSE location  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   ========================
 Looking through the chamber, I stumble across an old parchment. Aspect of the Monkey:  Core Spell 2 Traits: Divine Magic Animal To Acquire: Wisdom Divine 7 Display. While displayed: * On your Dexterity and Charisma checks, add 1d6. * At the end of the turn, banish. DURING RECOVERY If proficient, discard this card; you may succeed at a Divine 9 check to recharge it instead. Divine 7: 1d8 + 4 ⇒ (3) + 4 = 7
 Roll Details:  Divine - 1d8+4 Recharge Crocidile Armor at end of turn " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Greatclub +1, BotG 1, Cold Iron Greatsword, Shock Glaive +1, Blessing of Tsukiyo, Blessing of Gorum 2, Mountain Pattern Armor, Katana +1, Blessing of the Samurai 2, Acidic Greatsword +1, War Drum, Blessing of Gorum 1 Recharged: Blessing of the Samurai 1, Divine Favor, Tooled Crocodile Skin, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   OFF-TURN ACTIONS:
 Oloch starts his turn.
 Heading to the Chambers, I come across a jar of magic war paint. Blue War Paint:  CotCT Item 4 Traits: Liquid Paint To Acquire: Melee Fortitude 4 Display. While displayed: * When you defeat a monster, after the encounter, you may discard a card to move. * When you fail a combat check or play another Paint card, bury this card; if you have the Melee skill, discard it instead. Take your pick, I auto-acquire both checks. " Oloch wrote: 
 Deck, Discard, Buried:  
Reloaded: 
 Middle of Deck (Unknown Order): Blessing of Tsukiyo, Katana +1, Cold Iron Greatsword, Mountain Pattern Armor, BotG 1, Greatclub +1, Blessing of Gorum 2, War Drum, Blessing of Gorum 1, Blessing of the Samurai 2, Shock Glaive +1, Acidic Greatsword +1 Recharged: Blessing of the Samurai 1, Divine Favor, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
 Strength d12 ☑ +1 ☐ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d4 ☐ +1 Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Fortitude: Constitution +3 Intelligence d4 ☐ +1 Wisdom d8 ☑ +1 ☑ +2 ☐ +3 ☐ +4 - Divine: Wisdom +2 Charisma d6 ☐ +1 Favored Card: Armor
  
 
            
              
                 Oloch Deck Handler 
              
              
                
                   
	
		   As I enter the office, I notice that the Elf has decided to join me. I give him a slight nod as he enters the room. I'm not much for the lesser races, but this Elf is better than most. As we enter the room, the furniture suddenly springs to life! At the last minute, the Elf shouts a quick warning at the large construct flying directly towards me. Animated Object:  Core Story Bane 1 Traits: Construct Veteran To Defeat: Combat 12+## OR Arcane 7+# A random local character encounters this monster instead. If defeated, roll 1d4, then summon and encounter a boon of the corresponding type: 1. Weapon 2. Spell 3. Armor 4. Item Combat 20(12+8): 1d12 + 3 + 1d10 + 1 + 1d12 + 1d4 + 1 ⇒ (6) + 3 + (5) + 1 + (11) + (1) + 1 = 28
 Attack Details:  Melee - 1d12+3 Dwarven Longhammer +1 - 1d10+1 Talitha's Blessing - 1d12 Divine Favor - 1d4+1 Because Talitha played a blessing on my combat check, Gorum allows them to recharge a random card from their discards. Did I mention that Orcs are the superior of the races and Gorum is the only true God? With a heave of my Longhammer, I smash the construct into pieces. Random Object Boon: 1d4 ⇒ 1
 Frost Longbow:  Core Weapon 2 Traits: 2-Handed Bow Cold Magic Piercing Ranged To Acquire: Dexterity Ranged 13 For your combat check, reveal to use Dexterity or Ranged + 1d8 + 1d4; you may remove 1d4 and the Cold trait. If proficient, on another character's combat check, freely discard to add 1d8. After playing this weapon, you may not play an Offhand boon this encounter. Turns out the construct was actually a bow of some sort.  Useless weapons, bows.
 Fort 9: 2d8 + 3 ⇒ (2, 2) + 3 = 7
 Use Paizo Reroll on a 2 Fort 9(5+4): 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9
 With the office in ruins, I turn to the Elf. "What happened to us that we're fighting furniture, friend?" With the Office Closed, I'll head to the Chambers Off Turn Actions
 
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