
Ezren "His Father's Son" |

On discussion with Zarlova, amending Ezren's card upgrade to Blessing 1 Armor 2.

Ezren "His Father's Son" |

Giving advance notice that I may be unable to post much over my weekend; Saturday and Sunday AEST. That's more like Friday and Saturday for you North American folks. Will be travelling and may or may not have much internet to work with, or useful devices.
Depending on the turn situation by then, I may try to give quick posts via mobile or allow someone else to bot for me, though.

Vika - Maelwys |

For my card feat, I'll take Armor.
(yes, I said armor)
(yes, I know it's weird... but for this character it seems to fit)
For the deck upgrade, I don't want the ally, the rest of you can fight over it. If anybody else wants the armor, please take it. If nobody else has any use for it, I'll take it just so it doesn't go to waste (I'll be swapping it out for a loot armor anyway, but might as well have an AD2 card there for good trader fodder).
If somebody else does want to use the armor, then I'll just take some B-card so it doesn't go to waste, but won't change my deck at all.

Ezren "His Father's Son" |

Finally back from my travels!
For Scenario 4-2C...
Ezren has a high interest in the Disable Mechanism Loot Spell. Ideally, Ezren doesn't actually need attack spells (he just needs to draw Hungering Staff for that), so more utility spells the better. It allows him to actually provide support to party members, too. All spells have additional uses to him anyway (recharge for bonus dice, discard to explore), so I'm not worried about filling my spell slots with narrow effects.
For Ezren's Card Feat, he will gain an additional Spell Feat, gaining Spell:[X] 8. Ezren will fill the empty Spell Slot with Remove Curse.
For Ezren's Card Upgrade, my preferences are as follows:
- Ally 2: Replace Grave Tender for Cleric of Nethys (Ultimate Magic Add-On)
Ally 2 Roll: 1d1000 ⇒ 187
- Armor 2: For use with substitute characters (ONLY if nobody else expresses an interest)
- Weapon B: For use with substitute characters
Traits
Human
Cleric
Powers
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Oh, and I'll make a flavor post summing up the Urgraz/Ezren thing at a later time, perhaps tomorrow morning.

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Card Feat is Item.
Their is no upgrade I need.
The new card in my deck is Sage's Journal.

Urgraz - Substitute Character |

Under "Register a new Card Game character", there's an explicit option for picking the Hell's Vengeance characters as "Unlocked by P1" and the like.
Which suggests to me I need to do so and give its PFS ID for reporting purposes, so here is Urgraz's PFID (Unlocked by P-1).
#295729-1004

Ezren "His Father's Son" |

For Scenario 4-2D...
For Ezren's Card Upgrade, my preferences are as follows:
However, I noted that an Ally 2 is desired by other players, and I'll defer to them. My ally choice wouldn't be a significant change for me.

Vika - Maelwys |

I was originally going to pass on the Gem of Physical Prowess, because I've already got the Topaz of Strength that is functionally identical for me. But after this scenario (and watching how much fun Ezren had with Glamour), I'm starting to see the appeal of having both of them, for additional skill-emulating powers. So I'll roll on it. And if I lose the roll, I'll probably just mark down some random B card for future-proofing, without using the upgrade.
Item 2: 1d1000 ⇒ 146

Ezren "His Father's Son" |

Eh, I'm not sold on the Item 2 either, so Ezren formally takes Blessing B as a Card Upgrade. (No deck changes)

Ezren "His Father's Son" |

For Scenario 4-2E...
For Ezren's Card Feat, he takes Spell [9], maxing out his possible spell count.
As clarified in Hangouts, I tier-up and can now fill empty slots in my deck with cards of the current tier # - 2. As a result, I take the Spell Pyrotechnic Blast Ultimate Magic.
For Ezren's Card Upgrade, all of my choices are just for character substitute purposes, since I can get AD1s anytime I want now. Consider my choices as a low priority, since they're not going to impact Ezren.
- Blessing 2: No replacement (Picked for character substitution)
- Armor 2: No replacement (Picked for character substitution)
- Blessing B: No replacement (Picked for character substitution)
Ezren does not have an interest in the new Loot cards.

ACG - Zarlova |

Skill feat: wis ÷3
Spell 3: spell 3: 1d1000 ⇒ 812
Ally 2: ally 2: 1d1000 ⇒ 620
Preemptive rolls, I may skip the spell 3 once I look at home with my cards.

Vika - Maelwys |

Skill Feat: Str +3
Upgrade... I'll take a Grappler's Mask (Item 3), and let Hayato have the Weapon upgrade this time around (since I'm still using the drippy sword, that has similar functionality); and the Mask is more generally useful against all the barriers right now (assuming that the next scenario will be basically the same as this one).

Ezren "His Father's Son" |

For Scenario 4-P2...
For Ezren's Skill Feat, he takes Intelligence [+3].
For Ezren's Card Upgrade, my preferences are as follows:
- Spell 3: Replace Remove Curse for Create Mindscape (Ultimate Magic Add-On)
Spell 3 Roll: 1d1000 ⇒ 582
- Ally 2: Replace Apprentice for Bound Lantern Archon (Ultimate Magic Add-On)
Ally 2 Roll: 1d1000 ⇒ 122
- Item 3: No replacement (Picked for character substitution)
Ezren does not have an interest in the new Loot card. However, I will have to remember something; I may want to hand off a spell or two to replace it with a Deck 1 spell post-banishing. Ezren's already banished a Cure during that scenario, and I'm not yet convinced I'll replace it with Cure again, so I'll hold off on that decision for now.

ACG - Zarlova |

After discussion with Ezren, Zarlova will take Ally 2 - Bound Lantern Archon and leave the mind tricks to Ezren. :)

Ezren "His Father's Son" |

Thanks Zarlova! Ezren replaces Remove Curse with the Spell 3 card Create Mindscape. Note that this is another card, in addition to his 'book' items, that Ezren will often have in play to support characters at his location (though he can drop it from anywhere/to anywhere).
Magic
Arcane
Divine
Mental
Powers
Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at this location.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.
In addition, instead of returning the banished Cure spell to his deck, Ezren will instead replace the empty Spell slot with the Spell 1 card Life Drain from Ultimate Magic. That leaves him with 2 Life Drain spells and 1 remaining Cure spell.
Actually, reading the Card Guild guide closely, I believe I can't do that. I am currently 1 spell short, due to my Cure spell being banished. I have to add the Card Upgrade in first, and then fill any empty slots/remove any additional cards. So I can't actually change out the Remove Curse card now, I have to effectively swap my empty slot with Create Mindscape. Oh well.

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Deck Upgrade - Item 3 1d1000: 1d1000 ⇒ 388 -> Compass to Wayfinder
Skill Ft - Dexterity [+2]

Ezren "His Father's Son" |

For Scenario 4-P2 (Nyctessa)...
Ezren banished Disable Mechanism, which means that Remove Curse is removed from Ezren's deck.
For Ezren's Card Upgrade, he'll take:
- Spell 2: Add Fly (Ultimate Magic Add-On). No card removed (empty spell slot filled).
Ezren has a conditional interest in the new Loot card; if the scenario is expected to have undead henchmen or a location with undead.
Ezren intends to potentially use Nyctessa for the final Promo scenario, after I see the rules for it.

Vika - Maelwys |

Vika would like the Weapon 3 (upgrade Naginata -> Dwarven Earthbreaker +1)
1d1000 ⇒ 431

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Taking Ultimate Equipment as my +1 deck.
Do to that I have a lot of good options.
Weapon 3: 1d1000 ⇒ 27
If that doesn't work I'll take.
Item 1
Looks like I get Item 1. I'm upgrading Sage's Journal to Sacred Candle from Ultimate Equipment.

Vika - Maelwys |

Belt of Giant Strength (Item 3): 1d1000 ⇒ 216
If not, I'll just take something random at the end.

Ezren "His Father's Son" |

For Scenario 4-P2 (Zelhara)...
Ezren will let Zarlova to take the Spell 3; I'm sufficiently convinced she'll use it better than him.
All of Ezren's card upgrades are solely for use with his substitute characters, so I won't go for anything that's been claimed. I'll just take a Weapon B.
And I've no interest in the current Loot spell for the time being.

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I'll just take a Blessing B to upgrade my Blessing of the Gods to a Blessing of the Quartermaster

BR Mork |
And now for a brief message from our ACG Online Venture Captain:
Hello players!
We have received the final piece of our convention support, the special convention player rewards!
First off, if you are a BRAND-NEW player to the Adventure Card Guild (as in, the character you're using in your game is your #XXXX-1001 and you have not played any other characters in organized play) you can assign the Welcome to Pathfinder Reward to that character:
Society Initiate: You may only assign this reward to the first PFSACG character that you create. At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
In addition, EVERY player AND box runner is going to have a 10% chance after each scenario of scoring a reward. These rewards can be assigned to any of your PFSACG characters... they don't have to apply to the character you were using. If you roll a 1 or a 20 on your d20 roll at the end of a scenario, you'll get to choose from any one of the following faction rewards:
Note about faction rewards: Faction rewards are a special type of benefit tied to the factions that use their considerable influence within the Pathfinder Society to pursue their own agendas. You may apply no more than one faction reward to a given character at one time. You may use no more than one power from a faction reward per scenario. Each faction reward specifies additional requirements that, once fulfilled, grant additional uses of the reward’s power. Once you have used all of the powers from a faction reward, including the powers that have additional requirements, you may assign another faction reward to that character.
Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Player Reward 2: Dark Archive Reward
[ ] Collector of Wonders (Dark Archive Faction Reward): On your turn, you may check the box that precedes this reward to draw an item that has the Alchemical or Magic trait or a spell from the box.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire a boon that has the Book trait, a boon that lists Knowledge in its check to acquire, or a spell.
[ ] Succeed at a Knowledge check to defeat a bane.
Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.
Player Reward 4: Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Player Reward 5: The Exchange Reward
[ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
[ ] Succeed at a Craft non-combat check to acquire or defeat.
Player Reward 6: Silver Crusade Reward
[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.
Player Reward 7: Sovereign Court Reward
[ ] [ ] Lawful Citizen (Sovereign Court Faction Reward): You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Succeed at a check required to move.
[ ] Bury or banish an armor to reduce all damage dealt to you to 0.
This is the first online ACG event where we've been able to give out rewards like this, so I'm SUPER excited to offer them to you all! Good luck, and I hope each of you wins at least one!!