TEXT: THE PATCHWORK PRISON
  PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 5-2
  
  Mechanical Design • Ron Lundeen and Keith Richmond
  Story • Ron Lundeen
  Editors • Mike Selinker and Vic Wertz
  Graphic Designer • Sonja Morris
  Contributing Artists • Marko Horvatin, Daryl Mandryk,  
  Dan Scott, Craig J. Spearing, and Xia Taptara
  Season Coordinator • Linda Zayas-Palmer
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  Mike Selinker, Chad Brown, Tanis O’Connor, Paul Peterson, Keith Richmond, 
  Liz Spain, and Gaby Weidling, based on a game concept by Rian Sand.
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  Adventure 5-2: The Patchwork Prison
  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
  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.
  COMPLETE THESE ADVENTURES IN ANY ORDER:
  1
  Threads Unravel
  2
  The Patchwork Prison
  3
  Escape from the Titan’s Jungle
  4
  Rise from the Wreckage
  5
  Arms of the Deep
  6
  Clashing Tides
  DURING THIS ADVENTURE PATH
  After you begin Escape from the Titan’s Jungle, when you would 
  banish a bane that has the Basic trait, remove it from the game; 
  when you banish a boon that has the Basic trait, you may remove it 
  from the game. After you begin Arms of the Deep, do the same for 
  cards that have the Elite trait.
  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. 
  With the tapestry in hand, Pathfinder agents eagerly explored 
  and catalogued the wonders of the demiplane within. They 
  discovered a method to use the tapestry to open gateways to 
  places across Golarion, allowing them to send groups of agents 
  across the world in record time. Yet this discovery came at a 
  cost. In using these portals, the Pathfinders were unknowingly 
  accelerating the tapestry’s natural decline. Some portions of the 
  tapestry now face crippling droughts, while others are plagued 
  with flooding and erratic tides.
  And the worst has just begun. The Society’s foremost scholar 
  of the tapestry, Venture-Captain Aram Zey, has just learned that 
  it is collapsing. If the Pathfinder Society does not intervene 
  quickly and decisively, the demiplane and everyone within will 
  be lost forever. As the waterways are the source of some of the 
  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 
  the tapestry’s decline. With luck, you will return home safely... 
  though luck is not necessarily on your side.
  RULES: SEIZED SHIPS
  When you seize a ship, record it on your Chronicle Sheet. At 
  the start of a scenario, you may cross off a ship you have 
  seized to use that ship instead of the Feathered Devil.
  
  ADVENTURE 2
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  5-2A: The Devils and the Dragon
  5-2B: Secrets in Driftwood
  5-2C: The Devils’ Sea
  5-2D: Iadut
  5-2E: Island of Whispers
  ADVENTURE 5-2: THE PATCHWORK PRISON
  Each character gains a card feat.
  REWARD
  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 
  of light: an emerald green one aft and a pale red one starboard. 
  Near the emerald one, miles distant, several shipwrecks jut from 
  the waves. The emerald light seems ominous in a way you can’t 
  wholly describe.
  Rekkish, a level-headed surgeon and Shikra’s sister, approaches 
  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. 
  Rekkish looks you up and down, and you can practically see her 
  assessment written on her face. “No permanent harm done to 
  them,” Rekkish says, her voice clipped and accented in the tengu’s 
  cawing tones. She bends over to examine her brother’s leg. “You’ve 
  got a sprain at least, Shikra, and maybe a break.”
  “Never mind that now,” Shikra says, leaning awkwardly on the 
  other leg and holding onto the railing of the ship. “Look at the 
  horizon around us. I’ve never seen its like. Where in the world 
  could we be?”
  You know better: you aren’t anywhere in the world. The whirlpool 
  in the Hao Jin Tapestry didn’t eject you, it just took you to another 
  part of the vast, patchwork realm.  The better question is: how will 
  you get out?
  YOUR SHIP IS THE FEATHERED DEVIL
  
  SCENARIO 2
  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 
  limps forward. 
  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. 
  He grips the line with practiced ease, keeping his injured leg from 
  bumping the hull as he descends. His sister Rekkish calls after 
  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 
  damage near the waterline, he calls up, “That’s strange, it looks 
  an awful lot like something bit th—” A scaled arm reaches up 
  from the water, grabs the tengu by his injured leg, and hauls him 
  under the surface. At the same moment, several shark-people rise 
  from the sea, swarming your ship, while others hurl shark-tooth 
  tridents from the nearby islands. 
  No wonder the hull damage under the waterline was so extreme; 
  the sea devils must have been trying to sink your vessel. One of 
  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 
  turtle! The creature submerges as it nears your ship. The sea devils 
  riding its back prod it toward you with their tridents. You feel as 
  much as hear a grinding noise as the dragon turtle’s shell scrapes 
  the underside of your hull. The merfolk have a pet dragon turtle—
  that complicates your predicament considerably. Repel the sea 
  devils before your ship is reduced to driftwood!
  5-2A: THE PATCHWORK PRISON
  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 
  unroll a large sheet of canvas, securing it over the hull damage with 
  wooden wedges. It’s not a permanent solution, but it will do for now.
  The unrolled canvas inspires another memory. You suddenly 
  recall where you’ve seen the colored curtains that surround you: 
  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 
  reflects the realms within it. You have some records about the 
  tapestry stored in the captain’s quarters. It’s time to look them 
  over to see where you are. 
  Maybe you can use them to get out of this baffling demiplane.
  PLAYERS
  LOCATIONS
  1
  CANNIBAL ISLE
  1
  LONELY ISLAND
  1
  MANCATCHER COVE
  2
  MANGROVE SWAMP
  3
  SHARK ISLAND
  4
  ROCKY CLIFF
  5
  TEMPEST CAY
  6
  HOLY ISLE
  DURING THIS SCENARIO
  At the start of the scenario, your ship is wrecked. 
  When a monster that has the Merfolk trait is undefeated, your 
  ship is dealt 1d6 Structural damage.
  After you encounter or banish the henchman Hirgenzosk, shuffle 
  it into a random open location deck.
  VILLAIN:
  SEA DEVIL PRINCE
  HENCHMEN:
  HIRGENZOSK
  SEA DEVILS
  
  SCENARIO 2
  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 
  in your hull, left little doubt as to what occurred: they broke 
  into this cabin and stole the chest. Other valuables were also 
  missing: gold adornments, a magical rapier, and an antique 
  spyglass mounted on the wall. But the loss of the sea chest is 
  what stings the most, as the records there could perhaps tell 
  you not only where you are, but how to escape.
  You’re considering how best to go after the sea devils when 
  the tengu Rekkish, your ship’s surgeon, interrupts you. “My 
  friends,” she says in her clipped speech, “I’ve been sent to tell 
  you the patches are leaking. We need supplies for permanent 
  repairs.” You’re a bit surprised the tengu can focus on the ship’s 
  troubles while her woes are so fresh: The sea devils took her 
  brother during the attack, and his body still hasn’t been found. 
  You thank the surgeon and return topside to consider what to 
  do next.
  The materials you need can surely be found in the jutting 
  wrecks of the shipwreck graveyard near the shimmering emerald 
  curtain to the south. But the curtain makes the crew uneasy. 
  Unlike the orange curtain, which has small islands before and 
  behind it, and the pale red curtain, which has a larger land mass 
  beyond it, the emerald one is opaque. Any number of terrors 
  could lurk behind it.
  Superstition, so common among sailors, has rumors already 
  running rampant. You’d best get into the wrecks, take what you 
  need, and get out... ideally before you find out whether any of 
  those rumors are true. 
  5-2B: SECRETS IN DRIFTWOOD
  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 
  attack ships that approached the shimmering light too closely. 
  Captain Pilk sought to add your souls to his spectral crew, 
  darting in and out of the eerie green light to avoid capture. 
  You’ve put an end to Pilk’s villainy for good, although the crew 
  staunchly refuses to investigate whatever lies on the other side 
  of the curtain.
  No matter. You not only acquired the materials you need to 
  repair your ship, but you found a survivor: a shipwright named 
  Hake who is happy to repair your vessel as thanks for his rescue. 
  Now you must return to the islands claimed by the sea devils and 
  recover the chest they took from you.
  DURING THIS SCENARIO
  When the henchman Shipwreck is undefeated, shuffle the 
  henchman Scurvy Zombie from the box into the location Shipwreck 
  came from.
  When the henchman Shipwreck is defeated, you may examine 
  the top card of any open location deck, then put it on either the 
  top or bottom of that deck. If you put it on the bottom, summon 
  and encounter the henchman The Ancient Mariner. 
  When Whalebone Pilk escapes, instead of shuffling the villain and 
  blessings into the location decks, put them on the bottom.
  VILLAIN:
  WHALEBONE PILK
  HENCHMEN:
  SHIPWRECKS
  PLAYERS
  LOCATIONS
  1
  FOG BANK
  1
  SHIPWRECK GRAVEYARD
  1
  WINDWARD ISLE
  2
  RAKER SHOALS
  3
  HOLY ISLE
  4
  SEA CAVES
  5
  TOWER
  6
  SCAR BAY
  
  SCENARIO 2
  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 
  swims out of sight, you quickly guide your ship forward through 
  the orange curtain of light. 
  Despite its strange appearance, the light seems harmless and 
  feels like nothing more than a gentle caress of wind. Yet the sea on 
  the other side of the curtain is suddenly much deeper. The islands 
  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 
  praying for rescue. Shark fins cut through the water, patrolling the 
  lands here like guard dogs. 
  You now understand that the curtains of light are boundaries 
  separating different realms, all caught within the Hao Jin Tapestry. 
  These waters are ruled by sea devils, who dared to expand their 
  raids beyond the orange boundary of their realm. You also realize 
  that the undead Captain Pilk must have come from a realm on the 
  other side of the emerald curtain. You silently thank the crew for 
  refusing to investigate what must have been a sea steeped in death.
  You rescue a few shipwrecked survivors from a crumbling sea 
  fort. They are hollow-eyed from the horrors they have seen the sea 
  devils inflict. In hushed tones, they recount watching the sea devils 
  deliver all their treasure to two powerful war-leaders: a four-armed 
  mutant named Krelloort and a giant sea devil known only as the 
  Matron. That’s likely where your chest—your way home—ended 
  up. You must vanquish these foes to recover your stolen gear and 
  avenge the dead. The surgeon Rekkish vows to help you in memory 
  of her brother and the others lost to the brutal sea devils.
  5-2C: THE DEVILS’ SEA
  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 
  in a region known as the Patchwork Prison, a dumping ground 
  of tiny realms deemed dangerous by other inhabitants. That 
  certainly matches up with your recent experiences.
  The Patchwork Prison doesn’t have an easy exit—that would 
  defeat the purpose of a place to store realms with dangerous 
  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 
  are often beset by monsters. If anyone holds the keys to escaping 
  this accursed prison, it’s likely to be people who chose to build 
  a permanent settlement here. Iadut’s inhabitants will probably 
  be suspicious, but if you can convince them of your honest 
  intentions, you may find a way out of the tapestry at last. 
  DURING THIS SCENARIO
  When creating the blessings deck, replace 5 blessings with Pirate 
  Shade Haunt henchmen. When you discard a Pirate Shade Haunt 
  from the blessings deck, recharge a card from your hand and a 
  card from your discard pile.
  Ignore the villain The Matron’s last power.
  When you defeat and corner a villain, display it; you win the 
  scenario only when both villains are displayed.
  VILLAIN:
  KRELLOORT
  THE MATRON
  HENCHMEN:
  SEA DEVILS
  PLAYERS
  LOCATIONS
  1
  BEACH
  1
  SEA FORT
  1
  SHARK ISLAND
  2
  PINNACLE ATOLL
  3
  FRINGES OF THE EYE
  4
  COASTLINE
  5
  SHIPWRECK GRAVEYARD
  6
  MANCATCHER COVE
  
  SCENARIO 2
  Read the Following Aloud:
  P
  ast the shimmering red curtain, a vast island covered 
  with dense jungle rises from the sea. The village of Iadut 
  stands at the water’s edge, offering a few docks as shelter 
  for the local fishing boats. Iadut’s inhabitants are wary, but 
  when you offer friendliness and honesty, they soon realize that 
  you are not among their violent neighbors. They welcome you, 
  but warn that the village is far from safe—monsters frequently 
  emerge from the sea and from the surrounding jungle. 
  The most welcoming of the villagers is an elf who introduces 
  himself as Akinaru. He admits that he hasn’t been in Iadut for 
  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 
  to leave the Hao Jin Tapestry as you are, and he insists you grant 
  him passage on your ship in exchange for his aid. He also offers 
  a trinket he acquired in his travels: a magical astrolabe called 
  Svingli’s Eye.
  Out of earshot from the villagers, Akinaru speaks further of 
  his plans. “It is incomprehensible how they can cast away their 
  hope of freedom and enjoyment to simply catch fish until their 
  bodies fail them. But I will not share their fate, and neither will 
  you. They may not have seen fit to safeguard their ancestors’ 
  knowledge of the nature of this place, or of how to leave, but we 
  can still ask their ancestors to speak to us directly.”
  The elf warns that Iadut’s founders were smugglers, pirates, 
  and other unsavory folk: just the sorts of people that belonged 
  in the Patchwork Prison. Akinaru claims he can perform the 
  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. 
  5-2D: IADUT
  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 
  imperious elf—after all, it would be dangerous to put too much trust 
  in anyone trapped in this prison. You’ve added Grype’s armor and 
  Akinaru’s astrolabe to your hold, and are starting to feel like you’ve 
  acquired a fair share of plunder on your inadvertent excursion.
  Unfortunately, the pirate spirits were not forthcoming. None 
  knew with any specificity how to leave the Patchwork Prison or 
  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. 
  The other side of Iadut’s jungle island was once sacred to long-
  vanished inhabitants, and the secret to creating a portal is there. 
  Akinaru directs the crew to steer that direction. After reminding 
  the elf that he isn’t in charge of this expedition, you grudgingly 
  affirm his orders. To the other side of the island you go, where 
  danger assuredly awaits.
  PLAYERS
  LOCATIONS
  1
  FISHING VILLAGE
  1
  SEASIDE WAREHOUSE
  2
  JUNGLE
  3
  TIDEWATER ROCK
  4
  DOCKS
  5
  MERCHANT MARINA
  6
  HARBOR
  DURING THIS SCENARIO
  Your ship is anchored at the Fishing Village.
  When closing locations, on closing, summon and encounter the 
  henchman Knuckles Grype; if he is not defeated, discard a card 
  from the blessings deck.
  To win, close all locations.
  VILLAIN: NONE
  HENCHMEN:
  PIRATE SHADE HAUNTS
  Akinaru plainly thinks even less of Grype than he does of the 
  rest of Iadut’s inhabitants, but he insists that you intervene if 
  the man comes looking for him.
  Despite the pirate ghosts and bloodthirsty brawlers, you’re 
  starting to think you might make it out of the Hao Jin Tapestry 
  after all.
  
  SCENARIO 2
  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 
  raft. “Shikra!” squawks Rekkish, happily. “He lives!”
  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 
  the island.
  Shikra, however, looks uncharacteristically grave. He’s not 
  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 
  my raft came undone, and I thought it looked like a good place to 
  repair it. But the chapel there—and this whole island—echo with 
  strange whispers. They entice you into the sea, and implore you 
  to drown. The whispers are horrid—turn away!”
  “Preposterous!” mutters the elf Akinaru. “That chapel holds 
  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 
  superstition discourage you, I hope.”
  Rumors of curses and spectral whispers have unnerved the 
  crew. If you’re going to explore the island and the chapel, you’re 
  on your own.
  5-2E: ISLAND OF WHISPERS
  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 
  gate began as a pinhole-sized point of green and blue, then swiftly 
  expanded into a window showing a vast marsh under a familiar 
  sky—the sky of Golarion. The window expanded further, large 
  enough to sail your ship through. Your crew watched in wonder.
  Shikra, the rescued tengu rigger, was the first to speak. “I want to 
  thank you for being so good to me, and for keeping the crew—and 
  my sister—safe. You’re all going home now.”
  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 
  wish I’d been strong enough to ignore the whispers on this island.” 
  In moments, Shikra’s spirit is gone.
  Akinaru is the only one that seems untroubled. “Well?” he says, 
  urgently. “Full sail ahead, get underway, or whatever the nautical 
  term is. Time to leave the Patchwork Prison behind us!”
  Full sail ahead indeed! With heavy hearts, you console your 
  surgeon and head on through the waves.
  PLAYERS
  LOCATIONS
  1
  CHAPEL
  1
  HOLY ISLE
  DURING THIS SCENARIO
  After building the location decks, shuffle together 2 Curse of 
  the Deep barriers and a number of other barriers and a number 
  of monsters each equal to twice the number of characters, then 
  shuffle half of those cards into each location deck.
  The difficulty to defeat Curse of the Deep is increased by the 
  number of cards remaining in your location deck.
  When you would banish Curse of the Deep, if there are other cards 
  remaining in your location deck, shuffle it into your location deck 
  instead. Otherwise, display it next to the blessings deck.
  To win, both Curse of the Deep barriers must be displayed next to 
  the blessings deck.
  VILLAIN: NONE
  HENCHMEN: NONE
  
  WHEN ENCOUNTERING THIS SHIP
  You may reveal any number of allies; add 1 to your 
  check to defeat for each revealed ally.
  WHEN COMMANDING THIS SHIP
  When you would discard cards as Structural damage, 
  you may recharge 1 or more allies instead of 
  discarding that number of cards.
  FEATHERED DEVIL
  SHIP 1
   
  Illustration by Firat Solhan 
  © 2018 Paizo Inc
  WISDOM
  SURVIVAL
  7
  OR
  CHARISMA
  DIPLOMACY
  5
  CLASS 1
  WHEN COMMANDING THIS SHIP
  When you would discard an ally for its power, bury 
  it instead.
  FEATHERED DEVIL
  SHIP 1 
  CRAFT
  4
  The Feathered Devil may not be the prettiest 
  vessel sailing the seas, but she’s got a deep hold, 
  a solid mast, and a hard-working crew that adores 
  her. That will take her a surprisingly long way.
  CHECK TO 
  DEFEAT
  CHECK TO 
  REPAIR
  TYPE
  ALLY
  REKKISH
  POWERS 
  On your check, after the roll, recharge this card to 
  add 1.
  At the end of your turn, reveal this card and choose 
  a character at your location to recharge a random 
  card from his discard pile, then shuffle this card into 
  his deck. 
   
  Illustration by Paul Guzenko 
  ©2018 Paizo Inc. 
  TENGU
  HIRELING
  LOOT 2
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Tapestry’s Tides  
  Adventure 2: The Patchwork Prison
  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 05/Adventure Card Game Adventure 5-2 The Patchwork Prison.pdf