TEXT: Season of the Shackles
  PATHFINDER ADVENTURE CARD GUILD ADVENTURE 0-1
  Lost at Sea
  
  Adventure 0-1: Lost at Sea
  Scenario Design •  Tanis O’Connor
  Story Text •  Brian Campbell
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Ivan Dixon, Mariusz Gandzel, Mikaël 
  Léger, Victor Perez Corbella, Bryan Sola
  Cartographer • Rob Lazzaretti
  Pathfinder Adventure Card Game Development 
  Team  •  Mike Selinker, Chad Brown, Tanis O’Connor, Paul 
  Peterson, 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
  Finance Manager • 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, Ryan Macklin, Rob McCreary, 
  Mark Moreland, Stephen Radney-MacFarland, Patrick 
  Renie, F. Wesley Schneider, Matthew Simmons, 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, and Chris Lambertz
  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 0-1: Lost at Sea © 2014 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.
  
  • GHOSTS OF THE DEEP
  • THE TREASURE OF JEMMA REDCLAW
  • THE LONE SHARK
  • BRINE DRAGON HUNT
  • SALVAGE OPERATIONS
  • NATURE’S WRATH
  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
  
  ADVENTURE 1
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  0-1A: Ghosts of the Deep
  0-1B: The Lone Shark
  0-1C: Brine Dragon Hunt
  0-1D: Salvage Operations
  0-1E: Nature’s Wrath
  0-1F: The Treasure of Jemma Redclaw
  LOST AT SEA
  REWARD
  Each player unlocks the ability to play Jirelle from the Skull & Shackles Base Set with the Rogue Class Deck.
  This Adventure Requires:
  The Pathfinder Adventure Card Game: Skull & Shackles Base Set, 
  including The Wormwood Mutiny 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, or 1.
  Read the Following Aloud:
  Y
  our ocean voyage has taken a turn for the worse. Yesterday, 
  you were serenely sailing to a port in Rahadoum, but in 
  the middle of the night, your ship’s crew successfully mutinied 
  against their captain. The merchantman vessel you hired has 
  headed south, and the mutineers have made plans that are 
  significantly different from yours. The ship’s new captain, 
  Jemma Redclaw, is willing to let you disembark at the next port 
  with most of your coin. Unfortunately, they’ve set sail for profit 
  and plunder in the seas of the Shackles.
  Redclaw watched as dockhands loaded precious cargo. She 
  waited as conspirators recruited former pirates. And she never 
  expected the  captain to take on passengers, but every plan has a 
  few complications. Jemma Redclaw was hired for her skills as a 
  navigator, but in the middle of the night, she  reclaimed a job she 
  walked away from years ago: the captain of a pirate vessel.
  Now that the old captain’s body has been tossed overboard, the 
  crew has revealed their true colors. Captain Redclaw poisoned 
  her conspirators’ minds with promises. If you’re careful, you 
  could share in their good fortune... or turn on the traitors who 
  claimed this ship.
  First, you’ll need to survive the voyage. The seas ahead are 
  fraught with danger, from supernatural spirits and sea monsters 
  to rival crews of buccaneers. You can wait for an opportunity to 
  rebel against the mutinous scoundrels who live on this leaky 
  tub, but if you can’t survive in the Shackles, you’ll never get a 
  chance to regain your freedom. There’s rough seas ahead, lads 
  and lasses, so you’d best keep a weather eye on the horizon.
  Illustration by Mariusz Gandzel
  
  SCENARIO 1
  Read the Following Aloud:
  M
  any have traveled to the Shackles to live the life of a pirate... 
  and some have died. Ill-fated travelers have been eaten 
  by sharks (or worse), killed by their compatriots, or drowned in 
  turbulent waters, consigned to a watery grave.  Superstitious 
  sailors claim that the souls of these victims are still sleeping in 
  the watery deeps, a murky realm where Besmara watches over the 
  spirits of the damned.
  The mutineers of your merchantman vessel tossed the body 
  of their former captain into the briny deep days ago. They’ve 
  got blood on their hands, even if their deeds don’t weigh heavily 
  on their consciences. If the local ghost stories have any basis in 
  fact, the souls of those other lost sailors may notice the captain’s 
  untimely demise. They might even want to take revenge against 
  your treacherous crew. Perhaps you should sleep lightly, because if 
  you’re not careful, your soul might get spirited away…
  PLAYERS
  LOCATIONS
  1
  FOG BANK
  1
  RAKER SHOALS
  1
  SCAR BAY
  2
  ROCKY CLIFF
  3
  RIPTIDE COVE
  4
  SEA CAVES
  5
  MANGROVE SWAMP
  6
  FRINGES OF THE EYE
  0-1A: GHOSTS OF THE DEEP
  REWARD
  Each character chooses weapon or spell and draws a card of that type from the box.
  VILLAIN:
  ARRON IVY
  HENCHMEN:
  PIRATE SHADE HAUNT
  Development:
  E
  ven the vengeance of the dead cannot stop you! Your quick 
  wits and ready weapons have earned you a bit of trust 
  from the crew of the stolen merchantman. If you’re lucky, they 
  might eventually think of you as more than just passengers; if 
  you’re not so lucky, they might become deadly rivals. After all, 
  there’s profit to be had, and if you’re as dangerous as you look, 
  you might decide to seize it for yourself. Something profitable 
  must have motivated the ship’s new captain to seize command. 
  Maybe she’s heard rumors of a treasure hidden in the Shackles. 
  Maybe she wants revenge against someone who’s found his way 
  to wealth. Or perhaps it’s best not to ask too many questions 
  and keep your weapons handy. Until you reach port, the most 
  dangerous enemies you could face could very well be on the 
  ship with you right now.
  DURING THIS SCENARIO
  When  you  encounter  the  henchman  Pirate  Shade  Haunt, 
  display it next to a random character at your location.
  USE THE MERCHANTMAN AS YOUR SHIP.
  Illustration by Ivan Dixon
  
  SCENARIO 1
  Read the Following Aloud:
  A
  vast! Sharks sighted on the starboard bow! Something’s 
  stirred up a shoal of sharks. You’ve seen their fins swimming 
  alongside your ship for days, and sharks are as patient as they are 
  hungry. Could it be that someone else is swimming alongside them? 
  Sailors tell tales of adaro and other aquatic terrors commanding 
  legions of sharks. One might be watching your vessel right now. 
  As your ship sails closer to the Shackles, you’ll be passing  small 
  islands and reefs where refugees, recluses, and reprobates hide 
  from civilization. But in these waters, nowhere is safe, and any 
  traveler can become prey for a lone shark. And those sharks aren’t 
  just feeding. They’re breeding, and their territory is growing. If 
  someone is herding these hammerheads, you’ll need to find their 
  leader and eliminate him, or there’s gonna be blood in the water. 
  0-1B: THE LONE SHARK
  REWARD
  Each character draws a blessing from the box.
  VILLAIN:
  ADARO BARBARIAN
  HENCHMEN:
  HAMMERHEAD SHARK
  Development:
  Y
  ou were almost a feast for sharks, but working with the 
  pirate crew, you’ve fought off the adaro barbarian who 
  commanded them. Some of your shipmates are impressed by 
  the way you handle yourself in a fight… and others are wary of 
  keeping such dangerous passengers aboard. Their new captain, 
  Jemma Redclaw, has said you can disembark at the next port 
  with the coin in your pockets, but pirates have been known to 
  go back on their word. You might want to consider jumping 
  ship for somewhere safer the first chance you get.
  DURING THIS SCENARIO
  Put the Shark Island location card in the center of the table. 
  Using the deck list from Shark Island, make a number of Shark 
  Island stacks equal to the number of characters. Treat each of 
  these stacks as a unique Shark Island location deck. Do not flip 
  the location card until all these stacks are closed.
  When  you  defeat  the  henchman  Hammerhead  Shark  from 
  a location deck, display it next to this scenario. For each such 
  henchman displayed, the difficulty to defeat the villain Adaro 
  Barbarian is increased by 2.
  PLAYERS
  LOCATIONS
  1
  LONELY ISLAND
  1-6
  SHARK ISLAND
  USE THE MERCHANTMAN AS YOUR SHIP.
  Illustration by Victor Perez Corbella
  
  SCENARIO 1
  Read the Following Aloud:
  F
  or days, you’ve been traveling as the “guests” of a pirate crew. 
  Captain Redclaw has set a course for the Shackles, a dangerous 
  journey across a sea that’s dark and deep and full of terrors. One of 
  those unfathomable horrors is stalking your ship right now, lurking 
  several fathoms below your ship. Nervous crewmen have caught 
  glimpses of a leviathan prowling through these waters. The beastie 
  has only raised its monstrous head for a moment, long enough for 
  the ship’s oldest salt to identify it as a brine dragon. A scavenging 
  school of onwu azu swims in its wake, anticipating a feast. The sea 
  monster just needs the right moment to strike.
  As you stand on the deck of the ship, Captain Redclaw smirks at 
  you, her mechanical hand held firmly in a fist at her side. “Our oldest 
  sailor has told me this beast has a name,” she says. “They call him 
  Kelizar! He’s ancient and greedy, and he demands tribute from any 
  who pass through his realm. He wants our plunder. He wants our 
  gold! But he’s not going to get it! I wonder. Should we offer him a few 
  poor souls instead?” She glares at you and smiles cruelly. “Best get 
  your swords and spells ready, heroes. One or two of ya would fit real 
  nice in his belly.” As the captain bellows a hearty laugh at her own jest, 
  the ship lurches, and with a massive thump, the brine dragon rams 
  its head against the side of the merchantman vessel. Any moment 
  now, Kelizar might attack…
  PLAYERS
  LOCATIONS
  1
  HARBOR
  1
  FOG BANK
  1
  SEA FORT
  2
  HOLY ISLE
  3
  COASTLINE
  4
  GHOL-GAN RUINS
  5
  RAKER SHOALS
  6
  LONELY ISLAND
  0-1C: BRINE DRAGON HUNT
  REWARD
  Each character draws an ally from the box.
  VILLAIN:
  KELIZAR THE BRINE DRAGON
  HENCHMEN:
  RUFFIAN
  Development:
  Y
  ou’ve survived the predations of a brine dragon, and 
  apparently, you’re one of the lucky ones. As you sail 
  away, you can see clearer waters in the distance: a coral reef 
  surrounding a chain of islands. There’s wreckage ahead, 
  monuments to sailors who were not as clever as you. Those 
  vessels might have treasure, and you might even find another 
  ship that’s still afloat. Your uneasy alliance with a pirate crew 
  can’t last forever. At the first sign of booty, someone might get 
  booted off this ship. Work together, lads and lasses, and loot 
  while the looting’s good.
  DURING THIS SCENARIO
  Treat  the  henchman  Ruffian  as  if  it  is  the  henchman  Onwu 
  Azu.
  USE THE MERCHANTMAN AS YOUR SHIP.
  
  SCENARIO 1
  Read the Following Aloud:
  Y
  ou’ve sailed away from a lengthy battle with a relentless 
  brine dragon–a true terror of the deep–but other sailors in 
  the Shackles have not been as lucky. A sharp-eyed sailor in the 
  crow’s nest has spotted flotsam ahead. It’s slow going for sailing 
  ships here: the beastie you defeated took advantage of a chain of 
  islands and coral reefs as its hunting grounds. Now the waters are 
  clear enough for you to look for the remains of sunken ships.
  The captain of your ship planned ahead for her mutiny, but 
  you’ve been caught unprepared. You’re going to 
  need weapons, armor, provisions, and allies if 
  you’re going to survive the trip ahead of you. 
  You might even want a ship of your own... 
  The promise of profit should make life a 
  little easier for the crew you’re traveling with. 
  They’re in high spirits, enough so that they’re 
  willing to cut you a share of the profits of whatever 
  you find. But time and tide wait for no one, so you’ll 
  need to get in and get out while the waters are still 
  high enough for you to sail away. If you’re caught at 
  low tide, not even all the salvage you’ve found will  
  be enough to save you from getting stranded in this 
  dangerous area.
  PLAYERS
  LOCATIONS
  1
  CANNIBAL ISLE
  1
  SHIPWRECK GRAVEYARD
  1
  FLOATING SHIPYARD
  2
  SEASIDE WAREHOUSE
  3
  HOLY ISLE
  4
  FRINGES OF THE EYE
  5
  LONELY ISLAND
  6
  PINNACLE ATOLL
  0-1D: SALVAGE OPERATIONS
  REWARD
  Each character randomly chooses a type of boon other than loot and draws a card of that type from the box.
  VILLAIN: NONE
  HENCHMEN: NONE
  Development:
  Y
  ou’ve found plenty of plunder for everyone in the brine 
  dragon’s former lair. The former caretakers of these 
  treasures were devoured, but you’ve found the booty they left 
  behind, including a ship cast adrift. You’ll have to choose which 
  vessel you’ll sail away on, and when you do, you better make 
  sure you part on good terms with the mates you’ve left behind. 
  Captain Redclaw’s pirates have been watching you closely. 
  Whether they consider you allies or rivals remains to be seen.
  DURING THIS SCENARIO
  After  you  build  each  location  deck,  choose  a  type  of  boon 
  other  than  loot  not  listed  on  that  location’s  deck  list,  then 
  shuffle in a random boon of that type.
  When you encounter a boon of a type not listed on that location’s 
  deck  list,  if  you  fail  to  acquire  it,  discard  the  top  card  of  the 
  blessings deck; if you acquire it, you may immediately attempt 
  to close the location that boon came from.
  To win this scenario, close all locations.
  CHOOSE ANY CLASS 0 SHIP AS YOUR SHIP.
  Illustration by Bryan Sola
  
  SCENARIO 1
  Read the Following Aloud:
  D
  ays ago, Jemma Redclaw proclaimed herself captain of a 
  merchantman vessel. After leading a mutiny on the ship you 
  hired for a journey to Rahadoum, she seized command and sailed 
  southward. Now she rules her ship with an iron fist… or more 
  precisely, a mechanical hand! But she’s not the only one with ideals 
  and aspirations. On land, captains’ councils and petty tyrants 
  lay claim to isolated islands, but at sea, the Brinebrood Queen 
  considers these waters her realm. The coral reef surrounding your 
  ship has served as her latest spawning pool.
  These warm waters are shallow, a labyrinth of reefs and 
  sandbars that slow sailing down to a crawl. In the waters 
  surrounding your ship, the distant relations of a vast inbred 
  family of grindylow watch you from a distance. The stench of rot 
  and putrefaction wafts on the wind. Grindylows feed on more 
  than fish, and corpses attract flies–big ones. Before you leave this 
  coral labyrinth, the Brinebrood Queen will be waiting for you. 
  Although the grindylows can’t quite muster the courage to attack 
  passing ships in force, their mother is awfully defensive of her 
  offspring.
  PLAYERS
  LOCATIONS
  1
  JUNGLE
  1
  TEMPEST CAY
  1
  PINNACLE ATOLL
  2
  MANGROVE SWAMP
  3
  SEA CAVES
  4
  FRINGES OF THE EYE
  5
  ROCKY CLIFF
  6
  BEACH
  0-1E: NATURE’S WRATH
  REWARD
  Each character chooses item or armor and draws a card of that type from the box.
  VILLAIN:
  BRINEBROOD QUEEN
  HENCHMEN:
  BOTFLY SWARM
  Development:
  Y
  ou’re heroic. You’re dangerous. You’re deadlier than the 
  Brinebrood Queen, and more importantly, you’re a threat 
  to any pirate who would sail in the same waters as you. Captain 
  Redclaw’s crew has been whispering about the reason for this 
  dangerous voyage: they’ve sailed south in search of treasure. 
  Your uneasy truce can only hold for so long. After your lengthy 
  voyage, it’s only a matter of time before you can reach port, find 
  provisions, and plan out your next expedition, but when that 
  happens, you’ll still be surrounded by scoundrels. Some might 
  be willing to sign up with your crew, but others may see you as 
  competition. Jemma Redclaw brought you here, but watch your 
  back. If you get in her way, she may decide to take you out.
  DURING THIS SCENARIO
  The difficulty of checks to defeat banes that have the Animal 
  trait is increased by 4.
  CHOOSE ANY CLASS 0 SHIP AS YOUR SHIP.
  Illustration by Mikaël Léger
  
  SCENARIO 1
  Read the Following Aloud:
  L
  and ho! You unknowingly set sail with a gathering of 
  scoundrels and knaves, but an uneasy truce has allowed 
  you to survive long enough to reach Drenchport on the shores 
  of Tempest Cay. Now your fortunes have turned: you’re not 
  only free to disembark here, but you have the chance to recruit 
  your own crew and set sail on your own ship! 
  Your life could be smooth sailing, but only if you can leave 
  your past behind you. The captain of your former ship doesn’t 
  like competition. Rumors have been spreading of a treasure 
  hidden on this island, and no doubt she wants to make sure 
  that rumor doesn’t spread. The captain might think you’re 
  out to steal her crew, her ship, or worse, the reason she sailed 
  back to the Shackles: her plunder. Of course, it’s entirely 
  possible that other buccaneers have heard the rumor and 
  started searching as well. Redclaw isn’t the only pirate in 
  Drenchport… so gather a crew and set sail before you draw 
  too much attention to yourself.
  PLAYERS
  LOCATIONS
  1
  TOWER
  1
  MERCHANT MARINA
  1
  DOCKS
  2
  FESTHALL
  3
  ALEHOUSE
  4
  HARBOR
  5
  HOUSE OF STOLEN KISSES
  6
  FLOATING SHIPYARD
  0-1F: THE TREASURE OF JEMMA REDCLAW
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, 1 character may
  temporarily replace an item in her deck with the loot Besmara’s Tricorne and another character
  may temporarily replace a weapon in his deck with the loot Vindictive Harpoon.
  At the end of each scenario, return the loot to the game box.
  VILLAINS:
  JEMMA REDCLAW
  MASTER SCOURGE
  MISTER PLUGG
  HENCHMEN:
  ARETTA BANSION
  FIPPS CHUMLETT
  JAUNDICED JAPE
  MAHEEM
  OWLBEAR HARTSHORN
  SLIPPERY SYL LONEGAN
  Development:
  C
  aptain Jemma Redclaw won’t be troubling you any 
  longer. You’ve shown her what happens when a 
  would-be captain crosses paths with a real pirate. And 
  more importantly, you’ve stolen the booty she’s acquired in 
  Tempest Cay. Even the scoundrels and sailors who supported 
  her mutiny have turned against her… and each other. The 
  surviving pirates from her misadventure still have a ship, 
  but they’re in need of leaders, the kind of adventurers who 
  can seize an opportunity and make their own destiny. 
  The wonders and terrors of the Shackles await. Unfurl the 
  mainsail! Trim the topsail! With the wind at your back and 
  fortune ahead, you’re ready to set sail for the next adventure.
  DURING THIS SCENARIO
  When  you  would  add  villains  and  henchmen  to  location 
  decks,  set  Jemma  Redclaw  aside.  Make  a  stack  of  Master 
  Scourge,  Mister  Plugg,  and  2  fewer  henchmen  than  you 
  have locations. Shuffle this stack and put a card on top of 
  each location deck, then shuffle each location deck.
  To  create  the  blessings  deck,  shuffle  together  10  random 
  blessings from the box to make a stack, put Jemma Redclaw 
  on top of that stack, then shuffle 19 more blessings together 
  and add them to the top of the stack.
  When  you  would  defeat  Master  Scourge  or  Mister  Plugg, 
  display him next to this sheet. If he would escape, shuffle 
  him into the location deck he came from instead.
  During this scenario, the difficulty to defeat Jemma Redclaw 
  is  increased  by  10.  For  each  villain  displayed  next  to  this 
  sheet,  the  difficulty  to  defeat  Jemma  Redclaw  is  reduced 
  by 5.
  When you would discard Jemma Redclaw from the blessings 
  deck, display her next to your character card and encounter 
  her. If Jemma Redclaw is undefeated, discard a card from 
  the blessings deck then return her facedown to the top of 
  the blessings deck.
  To win the scenario, defeat Jemma Redclaw.
  USE THE MERCHANTMAN AS YOUR SHIP.
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Shackles  
  Adventure 1:  
  Lost at Sea
  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 0-1 Lost at Sea v2.pdf