TEXT: Season of the Shackles
  PATHFINDER ADVENTURE CARD GUILD ADVENTURE 0-6
  Hurricane Weather
  
  Adventure 0-6: Hurricane Weather
  Scenario Design • Tanis O’Connor
  Story Text • Tanis O’Connor and Brian Campbell
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Filip Burburan, Andrew Hou,  
  Diana Martinez, Miroslav Petrov, Bryan Sola,  
  Craig J Spearing, Tyler Walpole, Ben Wootten
  Cartographers • Jason Engle, Rob Lazzaretti
  Pathfinder Adventure Card Game Development Team • 
  Mike Selinker, Chad Brown, Tanis O’Connor,
  Paul Peterson, Keith Richmond, Liz Spain,
  and Gaby Weidling,
  based on a game concept by Rian Sand
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Finance • Christopher Self
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Mike Kenway
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
  Editorial Team • Judy Bauer, Logan Bonner, 
  Jason Bulmahn, Christopher Carey, John Compton, 
  Adam Daigle, James Jacobs, Joe Homes, Rob McCreary, 
  Mark Moreland, Stephen Radney-MacFarland,
  F. Wesley Schneider, Mark Seifter, Owen K.C. Stephens,
  and James L. Sutter
  Customer Service Team • Sharaya Kemp, 
  Katina Mathieson, Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Liz Courts,
  Winslow Dalpe, Lissa Guillet, Erik Keith, Chris Lambertz, 
  and Scott Spalding
  Special Thanks • The Pathfinder Society Venture-Captains 
  and Venture-Lieutenants, and the Pathfinder Society 
  community for their constant feedback.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  Pathfinder Adventure Card Guild Adventure 0-6: Hurricane Weather © 2015 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, and Skull & Shackles are 
  trademarks of Paizo Inc.
  
  • GET A CLUE
  THE BATTLE OF ABENDEGO •
  • THE PIRATE PARTY
  • THE MONSTER MARSH
   INTO THE EYE
   LOST IN THE STORM
  ADVENTURE PATH 
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Lost at Sea
  2
  A Pirate’s Life
  3
  Treacherous Waters
  4
  Island of the Damned
  5
  Run Out the Guns
  6
  Hurricane Weather
  SEASON OF THE SHACKLES
  REWARD
  Each player chooses 1 of his Pathfinder Society Adventure Card Guild characters.
  That character may treat the loot Councilor’s Ring as if it is in his Class Deck box.
  DURING THIS ADVENTURE PATH
  After completing Treacherous Waters, at the beginning of 
  each new adventure, when you add a new Adventure Deck to 
  your game box, remove all cards with the Basic or Elite trait 
  that have adventure deck numbers at least 3 less than the 
  adventure deck you just added. (Treat the set indicators B, C, 
  and P as 0.) Do not remove Blessings of the Gods.
  S
  ome pirates choose to become scurvy scum, but some are 
  merely heroes who’ve strayed a bit off course. You could 
  have chosen to live among honest, reputable folk, but through 
  misadventure, you’ve drifted into the Shackles, a chain of islands 
  off the western coast of Garund, just south of an eternal hurricane 
  called the Eye of Abendego. Power and privilege increase your 
  chances of survival here, so you’ll want to gain a ship of your 
  own, recruit a crew you can trust, and seize enough ships to form 
  a fleet. If you’re gonna stay here, there’s no better path to power 
  than claiming a seat on the Pirate Council. Through courage, 
  conquest, exploration, and a little bit of skullduggery, you’ll prove 
  to the council you’re dangerous enough to rule beside them… 
  because if they don’t, your armada is going to blast their ships to 
  the briny deep. Survive the Shackles, and one day, you could be 
  worthy of setting sail with the Hurricane King himself.
  Cartography by Rob Lazzaretti
  
  Read the Following Aloud:
  Y
  ou’ve made powerful friends while sailing around the 
  Shackles—and apparently, at least one very powerful 
  enemy. Although you ultimately defeated Her, you and your 
  crew still have hazy memories about precisely how that all 
  happened. You remember waking up when it was all over, and 
  the memory of a cryptic symbol carved into your forehead 
  stands out, but everything that happened after the fight 
  started is a blur. Actually, some of the moments before the 
  fight started are also a bit vague. 
  You can’t even remember who She was… although She 
  clearly wanted to get into your mind… and of course, there 
  were the bugs… the bugs… so many bugs… SHE knew every 
  thought in your head, and SHE searched for a way to seize 
  control of your mind. Terrifying flashbacks often flood your 
  consciousness with images of claws and fins and tentacles 
  and teeth and… maybe it’s best not to dwell on that. The 
  nightmares are even worse. And every morning when you 
  wake up feeling sick, that’s not so great either. 
  The real question is: Why you? Maybe you’ve done 
  something to draw Her attention. After all, the stories of 
  your heroic exploits have been spreading through taverns all 
  over the Shackles. You’ve got the support of many prominent 
  figures on the Pirate Council, enough that you’re almost 
  ready to become one of them. Maybe SHE thinks you’re a 
  threat. Or perhaps SHE wants to control you. After all, you’re 
  the kind of hero who could eventually challenge the Pirate 
  King himself! Or does She have someone else in mind? For 
  all you know, She might already control the weaker minds on 
  the Pirate Council. That’s a sobering thought. 
  By rum and thunder, that shouldn’t stop you! She tried, and 
  She failed, and you survived! Whether you want to remember 
  what happened or forget all of it, you’ve got to put an end 
  to your nightmares. They best way to do that is to face your 
  fears: chase down the entity responsible for your torment and 
  sink it once and for all. 
  But first, you’ll need to rest up for your next epic journey. 
  It wouldn’t hurt to have one more drink, would it? Perhaps 
  one more jug of rum? Maybe it would actually help if you 
  spent a little more time conversing with the councilors who 
  pass through the tavern where you’re staying. And after all, 
  the inn above that tavern has such warm, comfortable feather 
  beds. If you could just get one uninterrupted night of sleep, 
  you’d be ready to set sail with your crew in the morning. A few 
  more hours in bed, and you’ll be right as rain…
  ADVENTURE 6
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  0-6A: Get a Clue
  0-6B: The Battle of Abendego
  0-6C: The Monster Marsh
  0-6D: The Pirate Party
  0-6E: Into the Maelstrom
  0-6F: Lost in the Storm
  HURRICANE WEATHER
  REWARD
  Each player unlocks the ability to play Enora from the Wrath of the Righteous Base Set with the Wizard Class Deck.
  This Adventure Requires:
  • The Pathfinder Adventure Card Game: Skull & Shackles Base Set, 
  including The Wormwood Mutiny Adventure Deck,
  • the Raiders of the Fever Sea Adventure Deck,
  • the Tempest Rising Adventure Deck, 
  • the Island of Empty Eyes Adventure Deck, 
  • The Price of Infamy Adventure Deck, and
  • the From Hell’s Heart Adventure Deck.
  • If you have 5 or 6 players, the Pathfinder Adventure Card Game: 
  Skull & Shackles Character Add-On Deck is also required.
  During this adventure, the game box should include only cards 
  with set indicators of B, C, P, 1, 2, 3, 4, 5, and 6.
  Illustration by Andrew Hou
  
  SCENARIO 6
  Read the Following Aloud:
  Y
  ou wake up. Your fingers are clawing at your head. Are 
  the bugs still there? You throw off the covers, making 
  sure there are no insects in the sheets. The bugs are gone, and 
  more importantly, SHE is gone. Her creatures are dead, and 
  you survived.
  It’s been a month since She took over your ship, but the 
  nightmares are getting worse. As you walk downstairs to the 
  tavern, you look at your mates and see your own nerves and 
  exhaustion reflected from their weary, haggard faces. Maybe it’s 
  the right time to leave the Shackles. Horrors like Her are not the 
  sort of challenge that sane crewmen sign up for.
  A bespectacled half-orc interrupts your musings. “The 
  Hurricane King will see you now.” He gestures to a curtained 
  alcove. Behind the curtain sits Kerdak Bonefist, leader of the 
  Pirate Council. He’s sitting beside a woman whose dreadlocked 
  hair looks as though it needs a thorough cleaning.
  “Glad to see yer in one piece. I’ve heard about yer travels and 
  yer troubles, and I’ve a mind to find out more. Alise has a story 
  you’ll want ta hear.”
  “Grogblud’s the name,” she says. “I was first mate on 
  the Devilish Duchess until the fool cap’n tried to shoot the Gullet 
  of Dagon’s Jaws to escape a spot o’ trouble. He didn’t make it. 
  Before the crew and I abandoned ship, I grabbed the captain’s 
  personal effects. One o’ his notebooks had some ramblings about 
  traitors on the council, so I turned it over to His Majesty here.”
  Bonefist leans forward. “In this  journal, he’s drawn yer 
  symbol over and over, along with fragments of maps and words 
  about bone relics. I charge ye to find these relics and see if they 
  can tell us the tale of what’s going on in my waters. You and yer 
  crew should set sail with the tide.”
  0-6A: GET A CLUE
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an 
  ally in her deck with the loot Alise Grogblud. At the end of each scenario, return the loot to the game box.
  VILLAIN:
  BRINEBONES
  HENCHMEN:
  RUFFIANS
  Development:
  W
  ell, that stung a bit, but you’ve gathered up most of the 
  bone fragments. In addition to the symbol She bore, the 
  bones hold some sort of coded writing. If you or the Hurricane 
  King’s advisors can decrypt it, you’ll have some clue as to what 
  to do next. You really don’t want to see Her again—and the 
  bugs, the bugs, so many bugs—but if you can’t resolve the mystery 
  of that cryptic symbol, you won’t be getting much sleep. The 
  nightmares will just get worse.
  DURING THIS SCENARIO
  Treat the henchman Ruffian as if it is the deck 3 henchman 
  Cryptic Runes. 
  Cut the prophecy handout into a number of pieces equal to the 
  number of Cryptic Runes henchmen.
  When you defeat a Cryptic Runes henchman, put that card in 
  a henchman pile next to this scenario and get a piece of the 
  prophecy handout.
  When you encounter the villain Brinebones, you may shuffle it 
  and a henchman from the henchman pile into a random open 
  location to evade Brinebones.
  PLAYERS
  LOCATIONS
  1
  GHOL-GAN RUINS
  1
  SACRED SPRING
  1
  TEMPEST CAY
  2
  LUCREHOLD
  3
  JUNGLE
  4
  MANCATCHER COVE
  5
  FORT HAZARD
  6
  RIPTIDE COVE
  CHOOSE ANY CLASS 5 OR LOWER SHIP AS YOUR SHIP.
  Illustration by Miroslav Petrov
  
  GUR oBARF bS GUR 
  BYQ BARF ORNE GUR 
  ZNEX
  YVETRA’F 
  OEVAROBEA XABJ 
  GUR CNGU
  GUR ZNJ BS 
  ZNQARFF BBMRF 
  QNEX
  NAQ QNTBA’F 
  URENYQ GEVTTREF 
  JENGU
  PROPHECY HANDOUT
  
  SCENARIO 6
  Read the Following Aloud:
  I
  don’t want to hear about old bones!” Barracuda Aiger 
  slams his flintlock down on a pile of nautical charts, then 
  starts pacing back and forth. A dozen or so pirate captains 
  listen intently, barely fitting inside his cramped war room.  
  “The Sodden Lands are far away from here. We’ve got a more 
  immediate problem on our hands. We were right about that 
  damned dirty double-crossing Harrigan. We’ve got a fleet of 
  Chelish warships headed straight for us!”
  “That’s impossible!” shouts one of the captains. “How did the 
  Chelish get here so quickly? The Eye of Abendego should have 
  delayed them for months!”
  “That doesn’t matter,” the captain responds. “They’re here 
  today! The Hurricane King refused to heed my warning, and now 
  we’ve spotted Chelish sails on the horizon. If we can’t assemble a 
  fleet to stop it, we’ll be slaves or fish food before ya can say ‘knife!’ 
  I come to ya with my hat in hand and a fire in my eyes. We need 
  ta fight together, or we’ll be torn apart. Are ya with me?” 
  The room is silent for one heartbeat, and then two, and 
  then slowly fills with muttered conversations. Tessa Fairwind 
  saunters over to you, the jaunty sway of her hips belied by the 
  genuine fear in her eyes.
  “These new folk are right. If we don’t fight together, we’ll lose 
  to the Chelish for sure. I hear yer workin on something to do 
  with nightmare monsters, but nightmares can only bother ye if 
  yer alive. Will ye help us sink these devil-worshiping bastards?”
  You nod. Captains cheer. The Battle of Abendego has begun.
  0-6B: THE BATTLE OF ABENDEGO
  REWARD
  Each character chooses weapon or spell and draws a card of that type from the box.
  Development:
  W
  hat a battle! While you were devastating a squadron of 
  Chelish vessels, another captain aimed her ship straight 
  at Admiral Thrune herself... and emerged victorious! Seems like 
  the winds are changing. Before long, there might be a change in 
  leadership as well. The Hurricane King could have a rival soon.
  You’ve got other matters on your mind. Now that the armada’s 
  been defeated, you can return to tracking down the giants 
  mentioned on the bone fragments. The mystery continues!
  VILLAIN: NONE
  HENCHMEN:
  ENEMY SHIPS
  THE PARTY DOES NOT HAVE A SHIP.
  PLAYERS
  LOCATIONS
  1
  PINNACLE ATOLL
  1
  SCAR BAY
  2
  LONELY ISLAND
  3
  FRINGES OF THE EYE
  4
  RAKER SHOALS
  5
  SHARK ISLAND
  6
  COASTLINE
  Illustration by Bryan Sola
  DURING THIS SCENARIO
  When you would choose your party’s ship, each character 
  instead randomly chooses a class 6 or lower ship and stashes 
  a plunder card under it. On your turn, you are commanding 
  your own ship. You are only on your ship, and you cannot move 
  with another character when she moves during her move step. 
  When your ship is dealt Structural damage, only you can reduce 
  damage to your ship.
  The difficulty to defeat ships is increased by the number of 
  open locations.
  If your ship is wrecked at the end of your move step, put it in a 
  defeated pile next to the scenario and choose another ship from 
  the box to be your ship.  If there are more ships in the defeated 
  pile than the number of characters, you lose the scenario.
  To win the scenario, close all locations.
  When you earn a deck upgrade from this scenario, you may 
  choose from either your own plunder or the party’s acquired 
  cards.
  “
  
  MUGSLUP
  POWERS 
  Before you act, each character at your location 
  examines the top 2 cards of her deck, then recharges  
  one and buries the other.
  Damage dealt by Mugslup is dealt to each character 
  at your location.
  VILLAIN
  CHECK TO 
  DEFEAT
  30
  COMBAT
  TYPE
  MONSTER
  THEN
  30
  COMBAT
  GIANT
  ORACLE
   
   
  © 2015 Paizo Inc
   
  Illustration by Serdar Yildiz
  6
  BRINEBORN GIANT
  POWERS 
  Before you act, if you are not the only character at 
  your location, a random character at your location is 
  dealt Combat damage equal to the number of cards 
  that have the Attack trait and weapons in your hand.
  Damage dealt by the Brineborn Giant is dealt to each 
  character at your location.
  If defeated, you may immediately attempt to close the 
  location this henchman came from.
  TYPE
  MONSTER
  HENCHMAN
  AQUATIC
  GIANT
   
   
  © 2015 Paizo Inc
   
  Illustration by Dmitry Burmak
  CHECK TO 
  DEFEAT
  COMBAT
  22
  6
  SCENARIO 6
  Read the Following Aloud:
  A
  fter piecing together an ancient letter, you set course for an 
  ancient area of the Sodden Lands, where the inhabitants of a 
  once-great kingdom of giants devolved into savagery. Brineborn 
  giants still dwell in ruins, guarding secrets of ages long gone. 
  As you trudge across the shore, the ground shakes beneath 
  your feet. You’ll have to move quickly. Primitive tribes preserve 
  the lore of many ancient cults and religions, including secrets 
  about... HER... the entity who has brought you such torment. 
  The leader of these aquatic marsh giants might know more. 
  You’d probably find it easier to cope if you could give HER a 
  name. As you run from the patrolling giants into the crumbling 
  ruins, your notice strange sigils adorning worn surfaces. They 
  bear a fearful resemblance to the cryptic mark you saw carved in 
  your forehead. A name rises to the periphery of your mind.
  SHE is the Shrouded Queen... and these brineborn giants are 
  her loyal servitors. Trouble doesn’t get much bigger than this.
  0-6C: THE MONSTER MARSH
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the 
  loot Scoundrel’s Sword Cane and another character may temporarily replace a weapon in his deck with the loot Crossbow of Retribution.  
  At the end of each scenario, return the loot to the game box.
  Development:
  T
  he giants’ ruler, Mugslup, has been beaten and broken. “SHE 
  watches us,” he intones, “yet serves another. HIS realm is a 
  whirlwind of destruction and chaos near the outer edge of the 
  Great Hurricane. No one dares to stare into the storm, where HE 
  thrives in the chaos and madness. Only a fool would seek HIM!” 
  Okay, so maybe you’re a little foolish, but the nightmares 
  won’t stop until you face your fears. As you prepare to set a course 
  deeper into the Shackles’ eternal hurricane, a scout in the crow’s 
  nest announces that a ship is approaching. It’s the Hurricane 
  King! Perhaps you won’t have to face these horrors alone…
  VILLAIN:
  JEMMA REDCLAW
  HENCHMEN:
  RUFFIANS
  DURING THIS SCENARIO
  Treat the villain Jemma Redclaw as if it is the villain Mugslup, and 
  the henchman Ruffian as if it is the henchman Brineborn Giant.
  When you defeat a bane that has the Giant trait, you may 
  shuffle a random card from your discard pile into your deck.
  PLAYERS
  LOCATIONS
  1
  GHOL-GAN RUINS
  1
  RUINED AMPHITHEATER
  1
  TELEPORTATION CHAMBER
  2
  HALL OF CHAMPIONS
  3
  GREAT STONE BRIDGE
  4
  EYE OF SERENITY
  5
  SCAR BAY
  6
  SACRED SPRING
  CHOOSE ANY CLASS 6 OR LOWER SHIP AS YOUR SHIP.
  
  SCENARIO 6
  0-6D: THE PIRATE PARTY
  REWARD
  Each character chooses item or armor and draws a card of that type from the box.
  Development:
  T
  here’s no sign of Kerdak Bonefist on this ship, but plenty 
  of sailors are now unconscious on the deck. Each time one 
  of them fell, a little swarm of insects scurried belowdecks. You 
  can still find bugs hidden in the clothes and pockets and the 
  hair of the swabs you’ve beaten into submission. Now that you’ve 
  won the day, a few survivors are cowering before you, looking as 
  confused and dazed as you did the day after you woke up from 
  your battle with… HER. They’ve heard the distant call of the 
  one who commands the Shrouded Queen. If you can show your 
  captives a little sympathy, maybe these remorseful sailors can 
  help you chart a course towards HIS sanctum in the storm. A 
  far more ancient nemesis awaits you...
  Illustrations by Diana Martinez
  Read the Following Aloud:
  A
  s you were charting a course past the fringe of the Shackles’ 
  eternal hurricane, you were startled by the arrival of the 
  Hurricane King’s ship. The crew signaled for you to come aboard. 
  The winds are fierce this close to the hurricane, but with a bit of 
  planning, you cast off ropes towards the Hurricane King’s ship.
  The ship’s captain isn’t here to greet you. Neither is the 
  boatswain or the first mate. The surly crew watches you warily.
  What’s that scurrying across the deck? Is there something else 
  here? Are there many things here? As your breath catches in your 
  throat, you realize that it’s the bugs. The bugs, the bugs, the bugs 
  that got in your hair and in your skull and your mind and they all 
  serve HER. Terror seizes you as the crew lunges towards you, 
  grabbing for boarding pikes and any weapons that lie at hand. 
  You can no longer trust the crew that once served Hurricane 
  King—the Shrouded Queen has enlisted them for a far more 
  sinister purpose.
  Seems like you’ve become a little too infamous. Like any worthy 
  pirate, you wanted to become a legend. Your tales have inspired 
  an armada of captains to support you in your bid for the Pirate 
  Council, but you’ve also made powerful enemies. The Shrouded 
  Queen managed to suborn the Hurricane King’s ship and crew, 
  but you were made of sterner stuff. She captured you, but could 
  never control you. Now it’s clear that She intends to destroy you. 
  Leering with malevolent intent, her minions advance.
  VILLAIN:
  SWEETLIPS AND SCURVY
  HENCHMEN (ALL VILLAIN CARDS):
  KERDAK BONEFIST
  CAPTAIN HORRUS RIPTOOTH
  HYAPATIA
  OMARA CULVERIN
  POWDERPOT
  TSADOK GOLDTOOTH
  BARNABAS HARRIGAN
  DURING THIS SCENARIO
  Treat the villains in the henchmen list as henchmen. If a 
  henchman is undefeated, banish it. When you defeat a 
  henchman from a location deck, put it in a henchman pile 
  next to this scenario, and you may immediately attempt to 
  close the location it came from. If you win the scenario, note 
  on your Chronicle sheet which cards are in the henchman pile. 
  (This note will be referenced in Scenario 6F: Lost in the Storm.)
  To win the scenario, defeat and corner the villain Sweetlips 
  and Scurvy.
  PLAYERS
  LOCATIONS
  1
  FORT HAZARD
  1
  LUCREHOLD
  1
  MURDER HOLE
  2
  SHRINE TO BESMARA
  3
  SEA FORT
  4
  TORTURE PIT
  5
  SEASIDE WAREHOUSE
  6
  SHRINE TO NORGORBER
  CHOOSE ANY CLASS 6 OR LOWER SHIP AS YOUR SHIP. 
  YOUR SHIP IS ANCHORED AT FORT HAZARD.
  
  SCENARIO 6
  0-6E: INTO THE MAELSTROM
  REWARD
  Each character draws an ally from the box.
  Development:
  Y
  our wayfinder is useless. No map can offer counsel. No 
  star can guide you. You’ve done the best you can, but your 
  navigator has given up all hope. Acting on no more than a 
  hunch, you carry on until even the light forsakes you. Darkness 
  inexorably envelops every source of illumination you carry, 
  swallowing them in shadows. For a heartbeat, you consider 
  changing course and turning back, but the decision is no 
  longer yours. The currents shift, swiftly changing your course 
  as your ship picks up speed. You sense it already: a vortex is 
  engulfing your ship as you descend into darkness and terror…
  Illustrations by Ben Wootten
  Read the Following Aloud:
  W
  inds scream as your ship descends into the maelstrom. 
  Dark skies blot out the sun. At best, your course is 
  an educated guess. You know you’re drawing closer to your 
  destination, not only because of your skill as a sailor, but because 
  of the growing sense of dread from the crewmen you’ve captured. 
  If you were a cynic, you’d think the storm itself was working 
  to foil your plans. As you approach your fearful destination, the 
  storm gets worse. Nervous crewmen hold onto the ship while 
  lumbering across the deck. Whenever a crewman stands in place 
  for more than a moment, he lashes himself to anything sturdy.
  The rigging whips back and forth; the sails are on the verge 
  of being torn to shreds; the crew appears crazed and desperate. 
  Some frantically look for anything they can repair, for you’re as 
  concerned about containing the damage as anything else. Few 
  would attempt a voyage as dangerous as this, but you know that 
  if you can’t confront your fears, your nightmares will be worse.
  As the heavens rage, a wizened sailor stands on the forecastle 
  of your ship, staring out into the tempest. “A shadow lies over 
  these waters,” he proclaims. “The Shadow in the Seas… a force 
  more powerful and ancient than the Shrouded Queen.” You 
  slowly approach the old salt, fearing what he might reveal. “He 
  takes many forms in this world,” he continues, “and He has 
  many names… but He has one that men dare not speak…”
  With a trembling hand, he gestures towards the storm, “We 
  seek His sanctum… for HE is an avatar of DAGON!” At the 
  mention of His name, the waves tower over you. Lightning 
  dances in the heavens. The fury of a tempest surrounds you. 
  Your chances of survival have just dramatically decreased.
  VILLAIN: NONE
  HENCHMEN:
  HURRICANE WINDS
  RUFFIAN
  HURRICANE WINDS
  RUFFIAN
  HURRICANE WINDS
  RUFFIAN
  DURING THIS SCENARIO
  Treat the henchman Ruffian as if it is the henchman Lightning 
  Elemental.
  When your ship is dealt Structural damage, first apply any 
  powers on cards in play that reduce or increase that damage, 
  then characters may play cards or use powers that affect 
  Structural damage. The party must then collectively discard a 
  number of cards equal to the damage dealt.
  At the start of each character’s turn, the party must collectively 
  discard a number of cards equal to the number of unoccupied 
  locations.
  The difficulty of checks to close locations is decreased by the 
  number of cards in the blessings discard pile.
  To win the scenario, close all locations.
  PLAYERS
  LOCATIONS
  1
  HELM
  2
  BOW
  3
  RIGGING
  4
  CROW’S NEST
  5
  CARGO HOLD
  6
  GALLEY
  THE PARTY DOES NOT HAVE A SHIP.
  
  AT THIS LOCATION
  At the start of your turn, a character at another location may 
  move to this location.
  WHEN CLOSING
  Succeed at a Wisdom 30 check.
  WHEN PERMANENTLY CLOSED
  On closing, you may shuffle the top 1d4+1 cards of the 
  blessings discard pile into the blessings deck.
  HELM
  DECK LIST
  MONSTER
  2
  BARRIER
  3
  WEAPON
  1
  SPELL
  1
  ARMOR
  1
  ITEM
  1
  ALLY
  0
  BLESSING
  0
  LOCATION 6
   
  Illustration by Jared Blando 
  © 2015 Paizo Inc
  Technically, the “helm” is only the wheel or 
  tiller by which a ship is steered, but the term is 
  more commonly used to define the area of the 
  sterncastle where the wheel or tiller is placed. 
  The helmsman stands here while directing the 
  ship’s movement. Anyone who needs to shout 
  orders at him should probably stand here, too.
  HELM
  LOCATION 6
  AT THIS LOCATION
  At the start of your turn, you may examine the top card of 
  this location deck.
  WHEN CLOSING
  Succeed at an Intelligence 30 check.
  WHEN PERMANENTLY CLOSED
  On closing, you may shuffle the top 1d4+1 cards of the 
  blessings discard pile into the blessings deck.
  BOW
  DECK LIST
  MONSTER
  3
  BARRIER
  1
  WEAPON
  1
  SPELL
  0
  ARMOR
  0
  ITEM
  2
  ALLY
  2
  BLESSING
  0
  LOCATION 6
   
  Illustration by Jared Blando 
  © 2015 Paizo Inc
  The bow of a sailing vessel is the foremost 
  extension of its weather deck. Many ships will 
  attach a bowsprit, or spar, fore of the bow to 
  attach forward sails. Any sailor standing here can 
  keep an eye out for the wonders and terrors that 
  await him on the open sea. Of course, looking 
  down from the bow, a sharp-eyed sailor might 
  also get an eyeful of the ship’s figurehead.
  BOW
  LOCATION 6
  A ship’s rigging is the system of ropes or chains 
  used to support the masts and sails that propel 
  the vessel forward. Rigging comes in two main 
  types: standing rigging, which runs between 
  masts and decks to prevent masts from falling, 
  and running rigging, which allows for mastery 
  of the ship’s sails by running from the sails to 
  control points around the vessel.
  RIGGING
  LOCATION 6
  AT THIS LOCATION
  You may recharge a card to evade your encounter.
  WHEN CLOSING
  Succeed at a Dexterity 30 check.
  WHEN PERMANENTLY CLOSED
  On closing, you may shuffle the top 1d4+1 cards of the 
  blessings discard pile into the blessings deck.
  RIGGING
  DECK LIST
  MONSTER
  3
  BARRIER
  3
  WEAPON
  0
  SPELL
  2
  ARMOR
  0
  ITEM
  0
  ALLY
  0
  BLESSING
  1
  LOCATION 6
   
  Illustration by Jason Engle 
  © 2015 Paizo Inc
  AT THIS LOCATION
  At the start of your turn, you may examine the top card of a 
  random open location deck.
  WHEN CLOSING
  Succeed at a Wisdom 30 check.
  WHEN PERMANENTLY CLOSED
  On closing, you may shuffle the top 1d4+1 cards of the 
  blessings discard pile into the blessings deck.
  CROW’S NEST
  DECK LIST
  MONSTER
  2
  BARRIER
  3
  WEAPON
  1
  SPELL
  1
  ARMOR
  1
  ITEM
  1
  ALLY
  0
  BLESSING
  0
  LOCATION 6
   
  Illustration by Jason Engle 
  © 2015 Paizo Inc
  The crow’s nest is a platform, sometimes partially 
  enclosed, that sits near the top of a mast. A ship’s 
  lookout will climb “ratlines” to the crow’s nest 
  and watch the ship’s surroundings. From that 
  vantage point, she can call out warnings to the 
  helm and the officer on deck about encroaching 
  terrain and other maritime dangers.
  CROW’S NEST
  LOCATION 6
  
  AT THIS LOCATION
  When you acquire a boon, draw a boon of that type from 
  the box. Choose 1 and put it in your hand; banish the 
  other. 
  WHEN CLOSING
  Succeed at an Intelligence 30 check.
  WHEN PERMANENTLY CLOSED
  On closing, you may shuffle the top 1d4+1 cards of the 
  blessings discard pile into the blessings deck.
  CARGO HOLD
  DECK LIST
  MONSTER
  2
  BARRIER
  0
  WEAPON
  2
  SPELL
  0
  ARMOR
  1
  ITEM
  4
  ALLY
  0
  BLESSING
  0
  LOCATION 6
   
  Illustration by Jason Engle 
  © 2015 Paizo Inc
  Cargo holds serve a thoroughly unpretentious 
  and necessary function on every ship. A ship’s 
  cargo often includes an assortment of mundane 
  supplies, such as rope and spare sails, and rare 
  treasures, such as alchemical rum and golden 
  jewelry. Regardless of a cargo’s value, the cargo 
  hold can provide secure storage from the Inner 
  Sea to the trackless oceans south of Tian Xia.
  CARGO HOLD
  LOCATION 6
  AT THIS LOCATION
  You may discard a card to add 1 die to your check to 
  defeat a bane.
  WHEN CLOSING
  Succeed at a Dexterity 30 check.
  WHEN PERMANENTLY CLOSED
  On closing, you may shuffle the top 1d4+1 cards of the 
  blessings discard pile into the blessings deck.
  GALLEY
  DECK LIST
  MONSTER
  2
  BARRIER
  2
  WEAPON
  0
  SPELL
  1
  ARMOR
  0
  ITEM
  1
  ALLY
  2
  BLESSING
  1
  LOCATION 6
   
  Illustration by Jason Engle 
  © 2015 Paizo Inc
  All ships large enough to carry a crew have a 
  galley, the nautical term for a kitchen. Most 
  galleys contain rudimentary cooking facilities 
  that are bolted down and use very little open 
  flame. Crews vie for space on ships whose 
  captains are wealthy enough to provide magical 
  heat sources for their galleys, because the better 
  the grub, the easier the job.
  GALLEY
  LOCATION 6
  
  SCENARIO 6
  0-6F: LOST IN THE STORM
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, you may temporarily replace a card in your deck
  with a loot card of the same type. At the end of each scenario, return the loot to the game box.
  Development:
  Y
  ou are alive. You open your eyes and the sun gazes back at 
  you. Although you and the few survivors of your voyage are 
  clinging to the wreckage of your ship, the currents have carried 
  you out of the Eye of Abendego. You have no idea how long you 
  were holding on for dear life, but time begins to resume its 
  normal pace as you watch a ship majestically approach. Cheers 
  erupt from those gathered along its gunwales: the captains of 
  the Pirate Council who have pledged to support you.
  No sailor has ever ventured so far into the Eye of Abendego 
  and lived to tell the tale. Your story ends with triumph over an 
  avatar of Dagon. It’s a legend worthy of your greatest aspiration: 
  it proves you’re finally ready for a seat on the Pirate Council.
  You’re hauled onto Kerdak Bonefist’s deck, where he rewards 
  you with your councilor’s ring. More adventures await over the 
  horizon. For now, you’re content to sail away on calmer waters.
  Illustrations by Filip Burburan
  Read the Following Aloud:
  Y
  ou can no longer control your ship. It careens madly at an 
  angle, soaring along a wall of water. Deadly whirlpools lead 
  deeper into darkness. The heavens are obscured, the light is fading, 
  and all hope is gone. Inexorable as death itself, the swift currents 
  drag you downward as the tortuous waters swallow your ship whole.
  Madness seizes your crew. While a handful of heroes prepare 
  themselves to meet with eternity, weaker souls abandon all 
  reason, screaming so loudly that even the storm cannot drown 
  out their cries of terror. Babbling, gibbering, pleading to all the 
  gods you know—and a few you do not—their minds surrender to 
  the inevitable, cast adrift from sanity.
  The few brave souls who can endure this creeping madness 
  stand with their weapons ready. All eyes are cast down into the 
  depths, where something approximating dry land—if such a 
  phenomenon is even possible here—waits for you within the 
  vortex. The creatures that defend it have no need for sanity or 
  reason. Their twisted bodies serve as a mockery of conventional 
  anatomy. They walk like men, like crabs, like insects, like tangled 
  masses of tentacles and fins and teeth and appendages that defy 
  all effort at description. An entourage of karkinoi—half-ogre, 
  half-crab, all murderous—commands the teeming throng.
  The Shadow in the Sea has assembled His boarding party, and 
  at any moment, your ship will be dashed to pieces on the slippery 
  surface that sustains these creatures’ obscene bulk. You hear the wood 
  of your ship begin to crack as it tears asunder, its portions drifting 
  apart… and as the remaining survivors scream, the winds of the 
  whirlpool and the madness of the maelstrom convey blasphemous 
  creatures towards the remaining fragments of your ship.
  Darkness surrounds you. The ship falls further apart. You 
  must fight or die. 
  VILLAIN:
  JEMMA REDCLAW
  HENCHMEN:
  RUFFIAN
  DURING THIS SCENARIO
  Treat the villain Jemma Redclaw as if it is the villain Avatar of Dagon, 
  and the henchman Ruffian as if it is the henchman Karkinoi. Treat 
  the adventure deck number of this scenario as 7. 
  This scenario has no blessings deck. When adding henchman, 
  shuffle a number of henchman equal to the number of characters 
  into the location deck. 
  Display each villain listed on any character’s Chronicle sheet from 
  Scenario 0-6D: The Pirate Party next to the scenario. Any character 
  may banish one of them to reduce damage dealt to that character 
  by 6, to add 1 die to any check attempted by that character, or to 
  explore that character’s location.
  PLAYERS
  LOCATIONS
  1-6
  LOST IN THE STORM
  CHOOSE ANY CLASS 6 OR LOWER SHIP AS YOUR SHIP. 
  YOUR SHIP IS ANCHORED AT LOST IN THE STORM.
  
  AT THIS LOCATION
  At the start of your turn, bury a card.
  WHEN CLOSING
  This location cannot be closed.
  LOST IN THE STORM
  DECK LIST
  MONSTER
  5
  BARRIER
  5
  WEAPON
  1
  SPELL
  1
  ARMOR
  1
  ITEM
  1
  ALLY
  1
  BLESSING
  1
  LOCATION 6
   
  Illustration by Mariusz Gandzel 
  © 2015 Paizo Inc
  You have no idea where you are. This storm has 
  been raging for what seems like an eternity. 
  You’ve looked to the stars for guidance, but the 
  skies are growing darker with each passing hour. 
  Gray clouds blot out the sun, and your sources of 
  illumination are gradually fading, much like your 
  chances of survival. No compass or wayfinder 
  can show you a path to safety, and your nautical 
  charts are useless. When will this madness end? 
  LOST IN THE STORM
  LOCATION 6
  KARKINOI
  POWERS 
  The difficulty to defeat is increased by the adventure 
  deck number of the current scenario.
  If the Karkinoi would be defeated, reroll the dice. The 
  Karkinoi is defeated or undefeated based solely on 
  the result of the new die roll.
  If the check to defeat does not include the Attack 
  trait, after you act, the Karkinoi deals 2 Combat 
  damage to you.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  TYPE
  MONSTER
  HENCHMAN
  ANIMAL
  AQUATIC
  VETERAN
   
   
  © 2015 Paizo Inc
   
  Illustration by Tyler Walpole 
  CHECK TO 
  DEFEAT
  COMBAT
  25
  6
  COUNCILOR’S RING
  POWERS 
  Bury this card to add 1d20 to your check. If you fail 
  the check, discard this card instead of burying it.
  TYPE
  ITEM
  LOOT B
  ACCESSORY
  MAGIC
  BASIC
   
  Illustration by Vincent Dutrait 
  © 2015 Paizo Inc
  AVATAR OF DAGON
  POWERS 
  Before you act, if there are other cards in the location 
  deck, the Avatar of Dagon is evaded; put him on the 
  bottom of the location deck.
  If you fail a check to defeat the Avatar of Dagon, 
  succeed at a Constitution or Fortitude 17 check or 
  bury the top 1d6+1 cards of your deck.
  VILLAIN
  CHECK TO 
  DEFEAT
  42
  COMBAT
  TYPE
  MONSTER
  THEN
  42
  COMBAT
  DEITY
  ABERRATION
  AQUATIC
   
   
  © 2015 Paizo Inc
  Illustration by Filip Burburan
  6
  OR
  24
  DIVINE
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Shackles  
  Adventure 6:  
  Hurricane Weather
  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
  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:
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Season 00/Adventure Card Guild Adventure 0-6 Hurricane Weather v2.pdf