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Adventure Card Game Adventure 5-2 The Patchwork Prison

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40 views11 pages

Adventure Card Game Adventure 5-2 The Patchwork Prison

Uploaded by

mirorfr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 5-2

THE PATCHWORK PRISON


Adventure 5-2: The Patchwork Prison

Mechanical Design • Ron Lundeen and Keith Richmond PAIZO INC.


Story • Ron Lundeen Executive • Jeffery Alvarez, John Parrish, Erik Mona,
Editors • Mike Selinker and Vic Wertz Lisa Stevens, and Vic Wertz
Graphic Designer • Sonja Morris Customer Service • Katina Davis, Virginia Jordan,
Contributing Artists • Marko Horvatin, Daryl Mandryk, Sara Marie, Samantha Phelan, and Diego Valdez
Dan Scott, Craig J. Spearing, and Xia Taptara Finance • Christopher Caldwell and B. Scott Keim
Season Coordinator • Linda Zayas-Palmer Human Resources • Megan Gilchrist
Licensing and Marketing • Jim Butler, Glenn Elliott,
PATHFINDER ADVENTURE CARD GAME DEVELOPMENT TEAM Aaron Shanks, and Dan Tharp
Mike Selinker, Chad Brown, Tanis O’Connor, Paul Peterson, Keith Richmond, Organized Play • Tonya Woldridge
Liz Spain, and Gaby Weidling, based on a game concept by Rian Sand. Sales • Cosmo Eisele and Pierce Watters
Technology • Brian Bauman, Robert Brandenburg, Whitney Chatterjee,
PAIZO EDITORIAL Erik Keith, Raimi Kong, Chris Lambertz, Gary Teter, and Andrew White
Creative Management • James Jacobs, Robert G. McCreary, Erik Mona, Warehouse • Laura Wilkes Carey, Will Chase, Mika Hawkins,
Mark Moreland, Sarah Robinson, and Gabriel Waluconis Heather Payne, Jeff Strand, and Kevin Underwood
Design • Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, Webstore • Rick Kunz
Mark Seifter, and Owen K.C. Stephens
Development • John Compton, Adam Daigle, Eleanor Ferron, SPECIAL THANKS
Thurston Hillman, Jason Keeley, Amanda Hamon Kunz, To the Pathfinder Society venture-officers, the Pathfinder Society,
Luis Loza, Ron Lundeen, Joe Pasini, Michael Sayre, and the paizo.com community for their constant feedback.
Chris Sims, and Linda Zayas-Palmer
Editing • Judy Bauer, Christopher Carey, James Case, Leo Glass,
Lyz Liddell, Adrian Ng, Lacy Pellazar, and Jason Tondro
Graphic Design • Tony Barnett, Emily Crowell, Sonja Morris, and Adam Vick

Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
pathfindersociety.club

Pathfinder Adventure Card Guild Adventure 5-2: The Patchwork Prison © 2018 Paizo Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.;
Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Roleplaying Game, Rise of the Runelords, Skull & Shackles, Wrath of the Righteous, and Mummy’s Mask are trademarks of Paizo Inc.
ADVENTURE PATH

SEASON OF TAPESTRY’S TIDES


C
enturies ago, the legendary sorcerer Hao Jin collected
landmarks from across Golarion, ripping them from
the Material Plane and transporting them to her own
personal demiplane, the Hao Jin Tapestry. The tapestry became
a museum of sorts, an eclectic collection of ancient temples
and other sites of historical interest, as well as the native
people, flora, and fauna. Hao Jin’s magic carefully sustained
the demiplane, creating artificial water cycles and allowing
scorching desert to exist next to frigid tundra. One day, however,
Hao Jin disappeared without a trace. Since then, the demiplane’s
structure has been gradually fraying, causing the artificial
ecosystems to meld and degrade.
In her will, Hao Jin awarded her greatest treasures as prizes
for an annual contest of martial arts held in her honor every
decade, the famous Ruby Phoenix Tournament. Seven years
ago, a guild of explorers, scholars, and archeologists known
as the Pathfinder Society won this tournament, and with it
the right to select a single item from Hao Jin’s collection.
Stunning onlookers, they passed over gilded treasures and
imposing artifacts, instead choosing a small and ugly tapestry
covered in clashing patterns. What the onlookers did not realize
was that this weathered fabric was the gateway to Hao Jin’s
fantastical realm.
COMPLETE THESE ADVENTURES IN ANY ORDER:
With the tapestry in hand, Pathfinder agents eagerly explored 1 Threads Unravel
and catalogued the wonders of the demiplane within. They 2 The Patchwork Prison
discovered a method to use the tapestry to open gateways to 3 Escape from the Titan’s Jungle
places across Golarion, allowing them to send groups of agents 4 Rise from the Wreckage
across the world in record time. Yet this discovery came at a 5 Arms of the Deep
cost. In using these portals, the Pathfinders were unknowingly 6 Clashing Tides
accelerating the tapestry’s natural decline. Some portions of the
tapestry now face crippling droughts, while others are plagued DURING THIS ADVENTURE PATH
with flooding and erratic tides.
And the worst has just begun. The Society’s foremost scholar After you begin Escape from the Titan’s Jungle, when you would
of the tapestry, Venture-Captain Aram Zey, has just learned that banish a bane that has the Basic trait, remove it from the game;
it is collapsing. If the Pathfinder Society does not intervene when you banish a boon that has the Basic trait, you may remove it
quickly and decisively, the demiplane and everyone within will from the game. After you begin Arms of the Deep, do the same for
be lost forever. As the waterways are the source of some of the cards that have the Elite trait.
most dramatic changes, the first Pathfinders to investigate the
collapse should be those who know their way around a ship. Zey
has called upon you to launch the investigation. Your mission
is to sail into these uncharted waters and uncover the extent of RULES: SEIZED SHIPS
the tapestry’s decline. With luck, you will return home safely... When you seize a ship, record it on your Chronicle Sheet. At
though luck is not necessarily on your side. the start of a scenario, you may cross off a ship you have
seized to use that ship instead of the Feathered Devil.

REWARD
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters.
That character may treat the loot Dragon Emissary as if it is in her Class Deck box.
ADVENTURE 2
ADVENTURE 5-2: THE PATCHWORK PRISON
This Adventure Requires:
• The Pathfinder Adventure Card Game: Skull & Shackles Base Set,
including The Wormwood Mutiny Adventure Deck and the Raiders
of the Fever Sea Adventure Deck.
• If you have 5 or 6 players, the Skull & Shackles Character Add-On
Deck is also required.
• During this adventure, the game box should include only cards
with set indicators B, C, P, 1, or 2.

Read the Following Aloud:

T
he whirlpool grabbed your ship like a toy in a child’s
hand, spinning it around before submerging it beneath
the waves. It took all of your strength to marshal the crew,
secure the sails, and keep loose cargo from knocking everyone
overboard. You worried that it would all be for nothing if your ship
smashed to splinters against the rocks at the bottom of the sea. But
the whirlpool weakened, and you permitted yourself a glimmer of
hope. Then exhaustion overtook you.
Now, you’re once again sailing on placid waters. Your sturdy ship
remains seaworthy, although it lists to starboard in a worrisome
way. The sun shines upon you, but its color is wrong; the world is
bathed in a strange, orange light. A few scrubby islands protrude
from the sea ahead, their dry grasses glowing as if they were aflame.
Examining the horizon, you see a vast curtain of shimmering
light—like an aurora borealis in the daytime—reflecting the
orange hue. This curtain must be miles across, and high enough
to tint the rising sun.
Shikra, a tengu rigger who ably performed the most dangerous
work to keep the ship from floundering in the whirlpool, mutters,
“That’s three, all told.” The tengu points a feathered arm aft and
starboard as well. Just as distant are two other enormous curtains horizon around us. I’ve never seen its like. Where in the world
of light: an emerald green one aft and a pale red one starboard. could we be?”
Near the emerald one, miles distant, several shipwrecks jut from You know better: you aren’t anywhere in the world. The whirlpool
the waves. The emerald light seems ominous in a way you can’t in the Hao Jin Tapestry didn’t eject you, it just took you to another
wholly describe. part of the vast, patchwork realm. The better question is: how will
Rekkish, a level-headed surgeon and Shikra’s sister, approaches you get out?
with a few bandages under one arm. She’s been tending to the crew,
most of whom remain collapsed on the deck out of exhaustion. COMPLETE THESE SCENARIOS IN ANY ORDER:
Rekkish looks you up and down, and you can practically see her 5-2A: The Devils and the Dragon
assessment written on her face. “No permanent harm done to 5-2B: Secrets in Driftwood
them,” Rekkish says, her voice clipped and accented in the tengu’s 5-2C: The Devils’ Sea
cawing tones. She bends over to examine her brother’s leg. “You’ve 5-2D: Iadut
got a sprain at least, Shikra, and maybe a break.” 5-2E: Island of Whispers
“Never mind that now,” Shikra says, leaning awkwardly on the
other leg and holding onto the railing of the ship. “Look at the YOUR SHIP IS THE FEATHERED DEVIL

REWARD
Each character gains a card feat.
SCENARIO 2
5-2A: THE PATCHWORK PRISON
Read the Following Aloud:

T
here’s something strangely familiar about the place you
are currently drifting: titanic sheets of rippling light—
orange, pale red, and emerald—rise from the sea many
miles distant in three different directions. You recall seeing
colored lines like that on… a chart? A map? The answer eludes you.
A cry rises from below: “Shipping water!” The starboard list to
your vessel is more serious than you thought: sea water is rushing
into your hold. Your exhausted crew rouses itself to make repairs
and right the ship. You direct the crew toward the scrubby islands
ahead of you—if you have to careen the ship to make repairs,
doing so in shallower water will be easier. The ship lurches and VILLAIN:
limps forward.
SEA DEVIL PRINCE
The tengu Shikra grabs a free line and hauls himself over the
side of the ship to inspect the damage from the outside of the hull. HENCHMEN:
He grips the line with practiced ease, keeping his injured leg from HIRGENZOSK
bumping the hull as he descends. His sister Rekkish calls after
SEA DEVILS
him: “Without a splint, that leg won’t get better.”
“If we can’t get this hull patched, we’ll all have a lot more to
worry about than my leg,” Shikra cries back. After assessing the PLAYERS LOCATIONS
damage near the waterline, he calls up, “That’s strange, it looks 1 CANNIBAL ISLE
an awful lot like something bit th—” A scaled arm reaches up 1 LONELY ISLAND
from the water, grabs the tengu by his injured leg, and hauls him 1 MANCATCHER COVE
under the surface. At the same moment, several shark-people rise 2 MANGROVE SWAMP
from the sea, swarming your ship, while others hurl shark-tooth 3 SHARK ISLAND
tridents from the nearby islands. 4 ROCKY CLIFF
No wonder the hull damage under the waterline was so extreme; 5 TEMPEST CAY
the sea devils must have been trying to sink your vessel. One of 6 HOLY ISLE
the islands shifts and lurches, and the sea devils upon it cheer.
A massive head rises up on one edge of the island—it’s a dragon DURING THIS SCENARIO
turtle! The creature submerges as it nears your ship. The sea devils At the start of the scenario, your ship is wrecked.
riding its back prod it toward you with their tridents. You feel as
When a monster that has the Merfolk trait is undefeated, your
much as hear a grinding noise as the dragon turtle’s shell scrapes ship is dealt 1d6 Structural damage.
the underside of your hull. The merfolk have a pet dragon turtle—
After you encounter or banish the henchman Hirgenzosk, shuffle
that complicates your predicament considerably. Repel the sea
it into a random open location deck.
devils before your ship is reduced to driftwood!

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot
Totem Necklace and 1 character may temporarily replace 1 armor in his deck with the armor Shark Skin Armor.
At the end of each scenario, return these cards to the game box.

Development:

Y ou have routed the sea devils, convincing them to seek easier


prey. Fortunately, they took their dragon turtle with them. At
last, you have the time to make repairs to your ship. The sailors
on the Hao Jin Tapestry itself, on a particularly motley section of
patchwork with tiny lines of colored thread. You’ve been told that
fabric of the tapestry itself—its colors and patterns—sometimes
unroll a large sheet of canvas, securing it over the hull damage with reflects the realms within it. You have some records about the
wooden wedges. It’s not a permanent solution, but it will do for now. tapestry stored in the captain’s quarters. It’s time to look them
The unrolled canvas inspires another memory. You suddenly over to see where you are.
recall where you’ve seen the colored curtains that surround you: Maybe you can use them to get out of this baffling demiplane.
SCENARIO 2
5-2B: SECRETS IN DRIFTWOOD
Read the Following Aloud:

C
oruscating sheets of light surround you in this strange,
patchwork place. A curtain of orange stretches across
the horizon to the northeast, while pale red shimmers to
the west and emerald to the south. Certain that you’d seen this
pattern of color on the Hao Jin Tapestry itself, you went to the
captain’s cabin to consult your records of the Hao Jin Tapestry.
The records were gone.
In fact, the entire sea chest in which you kept notes and
relics of the Pathfinder Society was gone. The splintered cabin
door, right next to the hastily-repaired hole the sea devils made
VILLAIN:
in your hull, left little doubt as to what occurred: they broke
into this cabin and stole the chest. Other valuables were also WHALEBONE PILK
missing: gold adornments, a magical rapier, and an antique HENCHMEN:
spyglass mounted on the wall. But the loss of the sea chest is
what stings the most, as the records there could perhaps tell
SHIPWRECKS
you not only where you are, but how to escape.
You’re considering how best to go after the sea devils when PLAYERS LOCATIONS
the tengu Rekkish, your ship’s surgeon, interrupts you. “My 1 FOG BANK
friends,” she says in her clipped speech, “I’ve been sent to tell 1 SHIPWRECK GRAVEYARD
you the patches are leaking. We need supplies for permanent 1 WINDWARD ISLE
repairs.” You’re a bit surprised the tengu can focus on the ship’s 2 RAKER SHOALS
troubles while her woes are so fresh: The sea devils took her 3 HOLY ISLE
brother during the attack, and his body still hasn’t been found. 4 SEA CAVES
You thank the surgeon and return topside to consider what to 5 TOWER
do next. 6 SCAR BAY
The materials you need can surely be found in the jutting
wrecks of the shipwreck graveyard near the shimmering emerald
DURING THIS SCENARIO
curtain to the south. But the curtain makes the crew uneasy. When the henchman Shipwreck is undefeated, shuffle the
henchman Scurvy Zombie from the box into the location Shipwreck
Unlike the orange curtain, which has small islands before and
came from.
behind it, and the pale red curtain, which has a larger land mass
beyond it, the emerald one is opaque. Any number of terrors When the henchman Shipwreck is defeated, you may examine
the top card of any open location deck, then put it on either the
could lurk behind it.
top or bottom of that deck. If you put it on the bottom, summon
Superstition, so common among sailors, has rumors already and encounter the henchman The Ancient Mariner.
running rampant. You’d best get into the wrecks, take what you
When Whalebone Pilk escapes, instead of shuffling the villain and
need, and get out... ideally before you find out whether any of
blessings into the location decks, put them on the bottom.
those rumors are true.

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with
the loot Rekkish and 1 character may temporarily replace 1 ally with the loot Rickety Hake.
At the end of each scenario, return these cards to the game box.

Development:

N ow you know why the shipwrecks were clustered so


close to the emerald curtain: an undead pirate captain
commanding a ghost ship called the Deathknell sailed out to
staunchly refuses to investigate whatever lies on the other side
of the curtain.
No matter. You not only acquired the materials you need to
attack ships that approached the shimmering light too closely. repair your ship, but you found a survivor: a shipwright named
Captain Pilk sought to add your souls to his spectral crew, Hake who is happy to repair your vessel as thanks for his rescue.
darting in and out of the eerie green light to avoid capture. Now you must return to the islands claimed by the sea devils and
You’ve put an end to Pilk’s villainy for good, although the crew recover the chest they took from you.
SCENARIO 2
5-2C: THE DEVILS’ SEA
Read the Following Aloud:

Y
our time for revenge is at hand. The sea devils that raided
your ship and stole your sea chest will pay for their
arrogance. You know that the merfolk inhabit the islands
in and around the sheet of orange light that reaches across the sea,
miles wide and thousands of feet high. You sail cautiously between
the islands, keeping an eye on the terrain below the water as much
as the lands above it. The sea devils won’t surprise you again.
You catch sight of the immense shell of the sea devils’ dragon
turtle, swimming lazily around a pinnacle of rock. As the turtle VILLAIN:
swims out of sight, you quickly guide your ship forward through
KRELLOORT
the orange curtain of light.
Despite its strange appearance, the light seems harmless and THE MATRON
feels like nothing more than a gentle caress of wind. Yet the sea on HENCHMEN:
the other side of the curtain is suddenly much deeper. The islands
SEA DEVILS
here are covered with evidence of sea devil raids—broken ships,
half-devoured carcasses of great beasts, and ragged, fluttering
streamers that might have been sails or signs of marooned victims PLAYERS LOCATIONS
praying for rescue. Shark fins cut through the water, patrolling the 1 BEACH
lands here like guard dogs. 1 SEA FORT
You now understand that the curtains of light are boundaries 1 SHARK ISLAND
separating different realms, all caught within the Hao Jin Tapestry. 2 PINNACLE ATOLL
These waters are ruled by sea devils, who dared to expand their 3 FRINGES OF THE EYE
raids beyond the orange boundary of their realm. You also realize 4 COASTLINE
that the undead Captain Pilk must have come from a realm on the 5 SHIPWRECK GRAVEYARD
other side of the emerald curtain. You silently thank the crew for 6 MANCATCHER COVE
refusing to investigate what must have been a sea steeped in death.
You rescue a few shipwrecked survivors from a crumbling sea DURING THIS SCENARIO
fort. They are hollow-eyed from the horrors they have seen the sea When creating the blessings deck, replace 5 blessings with Pirate
devils inflict. In hushed tones, they recount watching the sea devils Shade Haunt henchmen. When you discard a Pirate Shade Haunt
deliver all their treasure to two powerful war-leaders: a four-armed from the blessings deck, recharge a card from your hand and a
mutant named Krelloort and a giant sea devil known only as the card from your discard pile.
Matron. That’s likely where your chest—your way home—ended Ignore the villain The Matron’s last power.
up. You must vanquish these foes to recover your stolen gear and
When you defeat and corner a villain, display it; you win the
avenge the dead. The surgeon Rekkish vows to help you in memory
scenario only when both villains are displayed.
of her brother and the others lost to the brutal sea devils.

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with
the loot Brine’s Sting, and 1 character may temporarily replace 1 item in his deck with the loot Farglass.
At the end of each scenario, return these cards to the game box.

Development:

W ith your sea chest back in your possession, you can review
your notes on the Hao Jin Tapestry to discover where you
are. The emerald, orange, and pale red threads suggest you’re
inhabitants. But it is home to an ancient village called Iadut,
located behind the shimmering curtain of pale red light to the
west. You have heard Iadut is a fishing village whose inhabitants
in a region known as the Patchwork Prison, a dumping ground are often beset by monsters. If anyone holds the keys to escaping
of tiny realms deemed dangerous by other inhabitants. That this accursed prison, it’s likely to be people who chose to build
certainly matches up with your recent experiences. a permanent settlement here. Iadut’s inhabitants will probably
The Patchwork Prison doesn’t have an easy exit—that would be suspicious, but if you can convince them of your honest
defeat the purpose of a place to store realms with dangerous intentions, you may find a way out of the tapestry at last.
SCENARIO 2
5-2D: IADUT
Read the Following Aloud:

P
ast the shimmering red curtain, a vast island covered Akinaru plainly thinks even less of Grype than he does of the
with dense jungle rises from the sea. The village of Iadut rest of Iadut’s inhabitants, but he insists that you intervene if
stands at the water’s edge, offering a few docks as shelter the man comes looking for him.
for the local fishing boats. Iadut’s inhabitants are wary, but Despite the pirate ghosts and bloodthirsty brawlers, you’re
when you offer friendliness and honesty, they soon realize that starting to think you might make it out of the Hao Jin Tapestry
you are not among their violent neighbors. They welcome you, after all.
but warn that the village is far from safe—monsters frequently
emerge from the sea and from the surrounding jungle. VILLAIN: NONE
The most welcoming of the villagers is an elf who introduces HENCHMEN:
himself as Akinaru. He admits that he hasn’t been in Iadut for
PIRATE SHADE HAUNTS
long. He is something of a planar traveler, trapped here after an
incautiously performed ritual, although whether the error was
his own or someone else’s, he doesn’t say. Akinaru is as anxious PLAYERS LOCATIONS
to leave the Hao Jin Tapestry as you are, and he insists you grant 1 FISHING VILLAGE
him passage on your ship in exchange for his aid. He also offers 1 SEASIDE WAREHOUSE
a trinket he acquired in his travels: a magical astrolabe called 2 JUNGLE
Svingli’s Eye. 3 TIDEWATER ROCK
Out of earshot from the villagers, Akinaru speaks further of 4 DOCKS
his plans. “It is incomprehensible how they can cast away their 5 MERCHANT MARINA
hope of freedom and enjoyment to simply catch fish until their 6 HARBOR
bodies fail them. But I will not share their fate, and neither will
you. They may not have seen fit to safeguard their ancestors’ DURING THIS SCENARIO
knowledge of the nature of this place, or of how to leave, but we Your ship is anchored at the Fishing Village.
can still ask their ancestors to speak to us directly.” When closing locations, on closing, summon and encounter the
The elf warns that Iadut’s founders were smugglers, pirates, henchman Knuckles Grype; if he is not defeated, discard a card
from the blessings deck.
and other unsavory folk: just the sorts of people that belonged
in the Patchwork Prison. Akinaru claims he can perform the To win, close all locations.
ritual to speak with these pirate spirits, but considering how his
previous ritual turned out, you decline. You’ll meet these spirits
on your own terms, and get them to tell you what they know.
Akinaru also explains that one villager might be looking
to settle an old score with him. This brute—a man named
Grype—is the sort to let his fists do the talking, and he’s likely
to consider anyone associating with the elf to be his enemy.

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot
Buccaneer’s Breastplate, and 1 character may temporarily replace 1 item in his deck with the loot Svingli’s Eye.
At the end of each scenario, return these cards to the game box.

Development:

G rype was a relentless opponent, and he certainly had some


bad blood with Akinaru. Grype kept asserting that Akinaru
wasn’t who he said he was, but you’re already keeping an eye on the
the Hao Jin Tapestry; each could provide only vague clues and
incomplete instructions. But piecing together fragmented lore is
second nature to Pathfinders, and your next steps are now plain.
imperious elf—after all, it would be dangerous to put too much trust The other side of Iadut’s jungle island was once sacred to long-
in anyone trapped in this prison. You’ve added Grype’s armor and vanished inhabitants, and the secret to creating a portal is there.
Akinaru’s astrolabe to your hold, and are starting to feel like you’ve Akinaru directs the crew to steer that direction. After reminding
acquired a fair share of plunder on your inadvertent excursion. the elf that he isn’t in charge of this expedition, you grudgingly
Unfortunately, the pirate spirits were not forthcoming. None affirm his orders. To the other side of the island you go, where
knew with any specificity how to leave the Patchwork Prison or danger assuredly awaits.
SCENARIO 2
5-2E: ISLAND OF WHISPERS
Read the Following Aloud:

W
ith the information you gained from the ghosts of
Iadut, you know the secret to escaping the Patchwork
Prison is in an isolated chapel on the other side of
the island. Your newest crewmember, Akinaru, seems excited to
reach the chapel, but the tengu surgeon Rekkish is reluctant.
“It’s my brother,” she explains. “As much as I want to leave, those
damnable sea devils took him from us, and I can’t help but feel
like I’m abandoning him by leaving these strange seas.”
As you round the island, you spy a half-submerged structure
at the edge of a small beach of stones, sand, and palm trees. The
spirits of Iadut described this as a holy place, but the place simply
looks sad and abandoned to you.
As you approach, you spot a crude raft of cobbled driftwood
and—a greater surprise—a tengu waving at you from near the VILLAIN: NONE
raft. “Shikra!” squawks Rekkish, happily. “He lives!”
HENCHMEN: NONE
Sure enough, it’s your tengu rigger, leaning heavily on a
makeshift crutch, with torn clothing bandaging his injured leg.
Cries of relief rise from the crew as they angle the ship alongside PLAYERS LOCATIONS
the island. 1 CHAPEL
Shikra, however, looks uncharacteristically grave. He’s not 1 HOLY ISLE
waving in welcome; he’s waving you away. “This island isn’t safe,”
he calls out as you approach. “I managed to sail this far before DURING THIS SCENARIO
my raft came undone, and I thought it looked like a good place to After building the location decks, shuffle together 2 Curse of
repair it. But the chapel there—and this whole island—echo with the Deep barriers and a number of other barriers and a number
of monsters each equal to twice the number of characters, then
strange whispers. They entice you into the sea, and implore you
shuffle half of those cards into each location deck.
to drown. The whispers are horrid—turn away!”
“Preposterous!” mutters the elf Akinaru. “That chapel holds The difficulty to defeat Curse of the Deep is increased by the
number of cards remaining in your location deck.
our best chance to get our ship out of here and for you to continue
your mission. You’re not about to let some bird-man’s ridiculous When you would banish Curse of the Deep, if there are other cards
superstition discourage you, I hope.” remaining in your location deck, shuffle it into your location deck
instead. Otherwise, display it next to the blessings deck.
Rumors of curses and spectral whispers have unnerved the
crew. If you’re going to explore the island and the chapel, you’re To win, both Curse of the Deep barriers must be displayed next to
on your own. the blessings deck.

REWARD
Each character adds a blessing from the game box to the cards acquired during this scenario.
Adventure Card Guild characters may choose a bonus deck upgrade.

Development:

T he chapel contained fragments of a strange ritual that at


first seemed incomprehensible, but you deciphered them as
instructions to open a gateway within the flooded chapel itself. The
Rekkish cocks her head quizzically. “What do you mean? You’re
coming with us.”
“I wish I could.” Shikra’s form shimmers and begins to fade. “I
gate began as a pinhole-sized point of green and blue, then swiftly wish I’d been strong enough to ignore the whispers on this island.”
expanded into a window showing a vast marsh under a familiar In moments, Shikra’s spirit is gone.
sky—the sky of Golarion. The window expanded further, large Akinaru is the only one that seems untroubled. “Well?” he says,
enough to sail your ship through. Your crew watched in wonder. urgently. “Full sail ahead, get underway, or whatever the nautical
Shikra, the rescued tengu rigger, was the first to speak. “I want to term is. Time to leave the Patchwork Prison behind us!”
thank you for being so good to me, and for keeping the crew—and Full sail ahead indeed! With heavy hearts, you console your
my sister—safe. You’re all going home now.” surgeon and head on through the waves.
SHIP 1 SHIP 1 LOOT 2

FEATHERED DEVIL FEATHERED DEVIL REKKISH


CLASS 1 CHECK TO CHECK TO TENGU TYPE
DEFEAT REPAIR
CHARISMA CRAFT
HIRELING ALLY
DIPLOMACY
4
5
OR
WISDOM
SURVIVAL

POWERS
WHEN ENCOUNTERING THIS SHIP
The Feathered Devil may not be the prettiest
You may reveal any number of allies; add 1 to your vessel sailing the seas, but she’s got a deep hold, On your check, after the roll, recharge this card to
check to defeat for each revealed ally. a solid mast, and a hard-working crew that adores add 1.
her. That will take her a surprisingly long way.
At the end of your turn, reveal this card and choose
WHEN COMMANDING THIS SHIP
WHEN COMMANDING THIS SHIP a character at your location to recharge a random
When you would discard cards as Structural damage, card from his discard pile, then shuffle this card into
you may recharge 1 or more allies instead of When you would discard an ally for its power, bury his deck.
discarding that number of cards. it instead.
Illustration by Firat Solhan © 2018 Paizo Inc Illustration by Paul Guzenko ©2018 Paizo Inc.
Season of Tapestry’s Tides
Adventure 2: The Patchwork Prison
A.K.A.
Player Name Character Name Pathfinder Society # Character Class

Scenario: Coordinator Initials and Pathfinder Society ID#

Success? Replaying? Scenario Reward Deck Upgrades


□ Yes □ No □ Yes □ No □

Taking Reward? Tier □

□ Yes □ No # □

Notes:

Scenario: Coordinator Initials and Pathfinder Society ID#

Success? Replaying? Scenario Reward Deck Upgrades


□ Yes □ No □ Yes □ No □

Taking Reward? Tier □

□ Yes □ No # □

Notes:

Scenario: Coordinator Initials and Pathfinder Society ID#

Success? Replaying? Scenario Reward Deck Upgrades


□ Yes □ No □ Yes □ No □

Taking Reward? Tier □

□ Yes □ No # □

Notes:

Scenario: Coordinator Initials and Pathfinder Society ID#

Success? Replaying? Scenario Reward Deck Upgrades


□ Yes □ No □ Yes □ No □

Taking Reward? Tier □

□ Yes □ No # □

Notes:

Scenario: Coordinator Initials and Pathfinder Society ID#

Success? Replaying? Scenario Reward Deck Upgrades


□ Yes □ No □ Yes □ No □

Taking Reward? Tier □

□ Yes □ No # □

Notes:

Scenario: Coordinator Initials and Pathfinder Society ID#

Success? Replaying? Scenario Reward Deck Upgrades


□ Yes □ No □ Yes □ No □

Taking Reward? Tier □

□ Yes □ No # □

Notes:

□ Die Bump Gained □ Die Bump Used □ Completed Adventure

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