TEXT: ESCAPE FROM THE TITAN’S JUNGLE
  PATHFINDER SOCIETY ADVENTURE CARD GUILD ADVENTURE 5-3
  
  Mechanical Design • Keith Richmond
  Story • Katina Davis
  Editors • Mike Selinker and Vic Wertz
  Graphic Designer • Sonja Morris
  Contributing Artists • Mariusz Gandzel, Forrest Imel, Mary Jane Pajaron, 
  Miroslav Petrov, and Sandara Tang
  Season Coordinator • Linda Zayas-Palmer
  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.
  PAIZO EDITORIAL
  Creative Management • James Jacobs, Robert G. McCreary, Erik Mona,  
  Mark Moreland, Sarah Robinson, and Gabriel Waluconis
  Design • Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland,  
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  Development • John Compton, Adam Daigle, Eleanor Ferron,  
  Thurston Hillman, Jason Keeley, Amanda Hamon Kunz,  
  Luis Loza, Ron Lundeen, Joe Pasini, Michael Sayre,  
  Chris Sims, and Linda Zayas-Palmer
  Editing • Judy Bauer, Christopher Carey, James Case, Leo Glass,  
  Lyz Liddell, Adrian Ng, Lacy Pellazar, and Jason Tondro
  Graphic Design • Tony Barnett, Emily Crowell, Sonja Morris, and Adam Vick
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  SPECIAL THANKS
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  Adventure 5-3:  
  Escape from the Titan’s Jungle
  Pathfinder Adventure Card Guild Adventure 5-3: Escape from the Titan’s Jungle © 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 3
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  5-3A: The Jigsaw Ship
  5-3B: Meeting the Locals
  5-3C: The Lure of Artifacts
  5-3D: Reunion in the Ruins
  5-3E: Outsmarting the Flora
  ADVENTURE 5-3: ESCAPE FROM THE TITAN’S JUNGLE
  For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.
  REWARD
  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, and the Tempest Rising 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, 2, or 3. 
  Read the Following Aloud:
  A
  fter sailing through the gateway out of the Hao Jin 
  Tapestry, it takes you a moment to notice that your ship 
  is no longer sailing horizontally. You’re falling! You have 
  no time to get your bearings. You are overwhelmed by the blur of 
  greens and browns rushing past you as your ship plunges into the 
  canopy of a vast jungle. The thundering sound of trees ripping 
  apart, the squawk of a flock panicked birds, and the screams of 
  your terrified crew blend into a cacophony of terror. Finally, with 
  a deafening thud, the Feathered Devil smashes into the ground.
  The scant rays of light that pierce through the dense ceiling 
  of greenery above do little to brighten the murky green gloom. 
  Branches, vines, splintered wood, and ripped canvas all litter the 
  deck. You and your companions stagger to your feet and assess 
  the damage. You spot Rekkish, your tengu surgeon, helping a 
  dazed and bloodied deckhand to her feet. 
  Akinaru, the elf you rescued from the Patchwork Prison, 
  casually brushes himself off and flicks a few splinters of wood 
  from his sleeve. Though his clothes have torn in places and his 
  hair is a bit disheveled, his face shows not a scratch from the 
  ship’s plummet through the trees. His eyes take in the jungle 
  hungrily, and he seems to decide something. 
  “Yes, this must be it. I know this place. We have found ourselves 
  in the Valashmai Jungle,” his expression darkens. “We must be 
  careful. This jungle is as ancient as it is dangerous, and it does 
  not take kindly to visitors.”
  As you investigate and secure the perimeter of the crash site, 
  Akinaru continues to explain what he knows of the jungle. It is 
  home to countless varieties of bloodthirsty creatures of all sizes. 
  The very plants themselves seem to pick off unwelcome visitors 
  with ease. An ancient race of giant lizard creatures dwelled here 
  long ago, ruling with a cruel hand over slave legions forced to 
  construct their towering cities.
  “Oh, the cities are all in ruins now,” he says. “The jungle has 
  swallowed them up. It’s a pity that such industrious leaders as 
  the Valashmaians were chased off by slave revolts. This place 
  was once a seat of such incredible power.” He trails off, but then 
  seems to snap out of his daydream. “Ah well, we are much more 
  likely to have a run-in with those horrible heart-eating beetles 
  than the Valashmaians.”
  The Feathered Devil is in shambles. Your crew is battered and 
  bruised. As much as you’d love to take time to recuperate, the less 
  time you spend in this sprawling mess of trees, the more likely 
  you are to survive. 
  YOUR SHIP IS THE RAFT.  
  YOU CANNOT COMMAND ANY OTHER SHIP.
  
  SCENARIO 3
  Read the Following Aloud:
  Y
  ou didn’t expect to start your journey home trapped in the 
  middle of a jungle with a grounded and broken ship, but 
  here you are, helping your crew sort through the debris for 
  any materials that could be used for repair. Rekkish, though still 
  visibly shaken by the loss of her brother Shikra, is tending to the 
  more serious injuries among the group. 
  More than once, you catch Akinaru being a little overzealous with 
  his help in directing your crew. Though he has not explained how, 
  he’s well acquainted with the dangers of the jungle. You send him 
  with a small group to do some scouting and get the lay of the land. 
  When the group returns, they report a river nearby. The ocean is 
  closer than you thought. If your crew can transport what can be 
  salvaged downriver, you may be able to gather enough materials in 
  the jungle to reconstruct the Feathered Devil. 
  The first task is to bring what you can salvage out to the sea. Your 
  able-bodied crew lugs the bigger pieces of wood and canvas, while 
  Rekkish helps the injured make their way slowly to the river. Akinaru 
  carries nothing, instead spouting off his knowledge of which plants 
  should be avoided. Eventually, after several trips, everyone is ready 
  at the river. Now all you need is a boat.
  You lash together the least damaged pieces of the ship’s hull into 
  a raft just big enough to carry the crew. Careful to avoid any possibly 
  dangerous plants, you gather vines to supplement the ropes. Once 
  satisfied that your makeshift vessel will carry everything safely, you 
  begin the journey toward more open waters. However, you are not in 
  the clear yet. Many creatures call this jungle home, and you cannot 
  help but feel like a bit of an easy target out of the cover of the trees. 
  Unfortunately, the jungle’s predators agree with your assessment.
  5-3A: THE JIGSAW SHIP
  REWARD
  When you would banish a random plunder card,  
  you may examine 2 random plunder cards and choose the one to banish.
  Development:
  Y
  our cobbled-together raft floats through an archway of 
  branches and vines, and you shield your eyes from the 
  blinding rays of the sun. The open sky is a welcome reprieve 
  from the claustrophobic green labyrinth. The crew scurries to 
  unload supplies, and you set to work establishing a camp. 
  “There should be plenty of wood and vines nearby to scavenge 
  for repairs,” says Akinaru, observing your operation. “However, 
  there are more hidden gems in the jungle. Repairs may take some 
  time; we should not waste an opportunity to explore some of the 
  nearby ruins.
  “It would be a shame for your Society to miss out on such 
  ancient knowledge and truly priceless artifacts.”
  It would be a shame indeed. But right now, you’re focused on 
  getting out of this place alive.
  PLAYERS
  LOCATIONS
  1
  SHIPWRECK GRAVEYARD
  1
  WIDOWMAKER ISLE
  2
  BEACH
  3
  RAKER SHOALS
  4
  COASTLINE
  5
  SHARKSKIN REEF
  6
  WINDWARD ISLE
  DURING THIS SCENARIO
  All characters start at the Shipwreck Graveyard. You may only 
  move if your location is closed, and you may move only to the 
  next open location in the location list. 
  At the end of your turn, you may recharge 3 cards; if you do not, 
  succeed at a Craft or Survival 5 check or discard the top card of 
  your deck.
  To win, close all locations.
  VILLAIN: NONE
  HENCHMEN:
  BLACKWATER CHARDA
  ORMANDAR
  SHIPWRECK
  LIGHTNING ELEMENTALS
  
  SCENARIO 3
  Read the Following Aloud:
  A
  fter ensuring that Rekkish, the ship’s surgeon who has 
  lately become your second-in-command, has things 
  under control at your shore encampment, you agree to 
  venture back into the jungle with Akinaru, the elf who helped you 
  escape the Patchwork Prison. While you do not exactly feel at ease 
  with this plan, Akinaru assures you that you will find information 
  pertaining to The Hao Jin Tapestry in a nearby ruin. The chance to 
  turn this unfortunate jungle diversion into another chapter for 
  the Pathfinder Chronicles is too promising to pass up.
  You forge your way through the dense underbrush for hours, 
  with the landscape becoming marshier as you go. Stopping to 
  wrench your foot free from the sucking mud, you hear a sharp 
  snap. You feel as much as see a flash of blue light as ropes spring 
  from the muck, sweeping you up into a dripping bundle. As the 
  muddy net spins, froglike people with green skin and bulging 
  eyes close in, clutching spears and bows in their webbed hands. 
  Frogfolk. They may be peaceful in safer lands, but who knows 
  what the frogfolk of this jungle think of intruders?
  As the circle of spears tightens around the net, Akinaru shouts 
  in a croaky language. The frogfolk stop, focusing their red-and-
  yellow eyes on the elf. A larger frogfolk approaches the net and 
  examines you very closely. She wears slightly more elaborate 
  garb than the rest; judging by the crown of twigs upon her head, 
  she seems to be their leader. She turns back to Akinaru and 
  speaks in the common tongue, barely discernible beneath the 
  heavy croaks.
  “You mean no harm, you say? We may let you pass in peace, 
  but we require your assistance first.”
  She explains that her hunters had set the magical net to 
  capture some ethereal abductors who have recently captured 
  some of her people and dragged them away to their brood. 
  Luckily for her, she’s just happened to ensnare some “volunteers” 
  to take care of the insectile predators on her behalf. If you don’t 
  return, at least she won’t be sacrificing more of her own tribe. 
  With spears and arrows pointed at you as you dangle from a 
  tree, you don’t have much choice in the matter. 
  5-3B: MEETING THE LOCALS
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item or weapon in his deck  
  with the ally Monkey. At the end of each scenario, return that card to the game box.
  Development:
  T
  he ethereal abductors put up quite the fight, but you were 
  able to end the reign of terror over the frogfolk village, much 
  to the relief of the frogfolk. In thanks, they share their food and 
  drink with you, and they insist upon sending their most seasoned 
  ranger to guide you safely toward the ruins that you seek.
  After another long stretch of cutting your way through thick 
  undergrowth, your frogfolk guide finally stops you. He explains 
  that the ruins are protected by ancient magic and warns you not 
  to let your guard down.
  “Not safe,” he croaks.
  You get the distinct impression that this is not the first 
  time he has pointed explorers toward the ruins, and given the 
  expression on his face, you doubt that he has seen any of those 
  expeditions return. 
  DURING THIS SCENARIO
  Your ship is anchored at the Rocky Cliff.
  After building the location decks, shuffle a number of allies 
  from the box equal to the number of locations into an Abducted 
  deck. 
  When you would bury an ally, instead shuffle it into the 
  Abducted deck.
  For each marker on your character, your hand size is reduced 
  by 1.
  When you encounter an Ethereal Abductor or an Ethereal 
  Matriarch, display the top card of the Abducted deck. If you defeat 
  the monster, draw the displayed ally; otherwise, banish it.
  VILLAIN:
  ETHEREAL MATRIARCH (PROXY WITH THE MATRON)
  HENCHMEN:
  ETHEREAL ABDUCTORS (PROXY WITH ENEMY SHIPS)
  PLAYERS
  LOCATIONS
  1
  HATCHERY
  1
  JUNGLE
  1
  ROCKY CLIFF
  2
  SEA CAVES
  3
  GHOL-GAN RUINS
  4
  MANCATCHER COVE
  5
  FISHING VILLAGE
  6
  CANNIBAL ISLE
  
  SCENARIO 3
  Read the Following Aloud:
  T 
  he frogfolk guide stops suddenly and points toward the 
  canopy. Beyond the timberline, you see a misshapen 
  pyramid that has been swallowed whole by vines and 
  moss. You cautiously examine the perimeter from the cover of the 
  underbrush. After you are as sure as you can be that nothing is lurking 
  in ambush, you make your way across the clearing to the stepped 
  pyramid. A set of stairs on the eastern side leads to a great archway 
  halfway up, which appears to be an entrance. The ravenous tendrils of 
  the jungle make it impossible to tell without getting closer.
  The climb up the vine-choked steps is harder than it looks. You 
  stop to catch your breath before continuing onward, and take the 
  opportunity to enjoy your new vantage point. While scanning the 
  timberline, you notice a huge gap in the trees to the north. From 
  here, you can’t tell precisely tell what the gap may be, but the large 
  and barren swath suggests a huge dip in the land.
  The enigmatic elf Akinaru stands next to you, the look on his 
  face unreadable as usual. With his eyes fixed on the gap in the 
  trees, he stiffly remarks that he has found a place of importance to 
  him and must briefly take your leave to visit it in private. Before 
  you can object, he marches down the stairs and disappears into the 
  green wall of trees. 
  With no choice but to press on alone, you finish your ascent 
  to the archway leading into the side of the pyramid. Through the 
  archway lies a plain, narrow chamber. The wall on the far side of 
  the chamber is set with a large circle of carvings, though they’re a 
  bit too small to make out from the entrance. You move closer to the 
  wall to get a better look, and the moment you clear the threshold, 
  two great stone doors slam shut behind you.
  In the new darkness, the runes carved into the wall begin to glow. 
  5-3C: THE LURE OF ARTIFACTS
  REWARD
  For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck  
  with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck  
  with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.
  Development:
  Y
  ou made it past the enchanted runes to enter the temple, 
  and you found no shortage of danger within. The collection 
  of artifacts you’ve found to take back to the Pathfinder Society is 
  nothing to sniff at, but you haven’t found anything connected to 
  The Hao Jin Tapestry. You’re just making your way to the exit with 
  your finds when a shadow darkens the doorway.
  “The answers… I have found them.” 
  The voice is familiar, but Akinaru doesn’t look like you expect 
  him to. In fact, he doesn’t look like you expect anyone to look.
  He grows easily two feet in height, and his features warp and 
  transform. His face becomes monstrous and dark, and his hands 
  now end in black talons.
  “I have found my true calling,” he says, and you now wonder if 
  you should not have helped in that process.
  DURING THIS SCENARIO
  Your ship is anchored at the Tower.
  After building the location decks, shuffle 2 barriers and 1 item 
  from the box into each. 
  After you encounter a barrier or an item, examine the top card of 
  your location deck; if it is a barrier or an item, you are dealt 1d4 
  Combat damage. Then you may banish the examined card.
  When you defeat a non-henchman barrier, after applying the 
  above power, you may immediately attempt to close your location.
  Before you attempt to close your location, roll 1d10. If the location 
  has more cards than the result, you may not close your location.
  To win, close all locations.
  VILLAIN: NONE
  HENCHMEN:
  JALHAZAR’S CURSE
  CRYPTIC RUNES
  PLAYERS
  LOCATIONS
  1
  CHAPEL
  1
  TOWER
  2
  SAFE HOUSE
  3
  SCAR BAY
  4
  WISHING WELL
  5
  HOUSE OF STOLEN KISSES
  6
  ROCKY CLIFF
  
  SCENARIO 3
  Read the Following Aloud:
  S
  tanding before you, barring your exit from the temple, 
  is Akinaru, your guide through this strange land. As he 
  steps out of the harsh sunlight and into the passageway, 
  you notice that he does not look quite the same. He’s quite a bit 
  taller, and his features are no longer those of an elf. They are 
  monstrous and oversized, and his fingers have turned to thick, 
  gnarled claws. 
  “I found the answers that I sought. I have found my true calling. 
  That missing patch of trees in the jungle was my real prison, not 
  the tapestry.”
  He approaches you, his eyes glistening with sinister ambition. 
  “I was a kami once, you see. A wretched kami, doomed to mope 
  around this cursed jungle until I fulfilled my task. But I wanted 
  more. I wanted to enjoy the pleasures that this world has to 
  offer, and make them mine. I was in that patch of trees that went 
  missing. Hao Jin scooped me up for her pathetic collection, and 
  trapped me in that foul tapestry. Now that I’ve seen my former 
  ward, I know that I was never meant to protect this world. I was 
  meant to consume it.” 
  A sinister smile now playing on his twisted face, Akinaru begins 
  to slowly pace before the exit, never taking his eyes off you. 
  “You needn’t be afraid. You’ve helped me get this far; I certainly 
  owe you some reward for that. Your companionship has been 
  admirable, and I will be sure that you savor plenty of your own 
  delights. Once I’ve unraveled the blasted tapestry, I will need 
  assistance in shepherding my fellow oni into the physical world. 
  Together we shall enjoy everything that existence has to offer us!”
  Drawing your weapon, you tell Akinaru exactly what you think 
  of his offer.
  “You are worthless! If you choose to waste your mortal existence, 
  then so be it! You shall perish along with this doomed world!” he 
  screams, slamming his fist through a nearby pillar. Suddenly, 
  Akinaru transforms into a hideous, three-eyed giant with vicious 
  horns. As he slams into the walls and pillars around him, the ground 
  shakes and the ruins start collapsing around you. You’ll have to act 
  fast to survive!
  5-3D: REUNION IN THE RUINS
  REWARD
  Each character chooses a type of boon other than loot and adds a non-Basic boon of that type  
  from the game box to the cards acquired during the scenario.  
  Adventure Card Guild characters may choose a bonus deck upgrade.
  Development:
  Y
  ou narrowly escaped the crumbling ruins with your life, 
  though you are certainly not in the best shape after clawing 
  your way through rubble and stone. Unfortunately, during the 
  chaos inside the falling structure, the newly transformed oni 
  Akinaru was able to teleport away unharmed.
  Or perhaps that is fortunate. If your eyes did not deceive you, 
  his new form was that of a void yai, an oni powerful enough to kill 
  your entire expedition in a matter of seconds—or to magically 
  transform everyone into his minions if that happens to be more 
  to his liking.
  Now all you can think of is getting back to your crew to confirm 
  their safety and inform them of this new betrayal.
  You expect they’ll be happy to learn of your victory, assuming 
  they’re still alive.
  PLAYERS
  LOCATIONS
  1-6
  GHOL-GAN RUINS
  DURING THIS SCENARIO
  Your ship is anchored at a random Ghol-Ghan Ruins.
  When building the locations, build a number of Ghol-Gan Ruins 
  locations equal to the number of characters. When you close a 
  Ghol-Gan Ruins location, do not flip the location card over.
  When you end your turn at a Ghol-Gan Ruins, succeed at a 
  Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are 
  dealt 1d4 Combat damage. You may then banish the top card of 
  your location deck.
  When all Ghol-Gan Ruins locations are closed, summon and build 
  the location Tower and shuffle a number of barriers equal to the 
  number of characters into it.
  To win, close the Tower.
  VILLAIN: NONE
  HENCHMEN:
  COLLAPSING HALLWAYS (PROXY WITH ENEMY SHIPS)
  
  SCENARIO 3
  Read the Following Aloud:
  A
  fter narrowly escaping being crushed by the falling 
  ruins and learning of the elf-turned-oni Akinaru’s 
  nefarious plans, you try to make your way back through 
  the jungle to your waiting companions. They have had some 
  time now to repair and reconstruct your ship. Your only hope 
  is that neither Akinaru nor any other unspeakable dangers have 
  sought them out on the shore during your excursion to the 
  ruins.
  Even though you take care to retrace your route from the coast, 
  you get the feeling that you are going in circles. Some paths 
  wind through twisted tunnels of leaves and vines only to stop 
  at dead ends of tangled limbs and brush. Even stranger, when 
  you retrace your path from these dead ends, you find yourself in 
  eerily unfamiliar surroundings. You notice completely different 
  landmarks with gnarled roots, mossy boulders, and upturned 
  trees appearing instead of your own fresh footprints. Where 
  once there had been nothing more than harmless ferns, you 
  find thick patches of thorns, glistening with sickly green liquid.
  One such labyrinthine path ends in a thick, squat tree with 
  long branches ending in patches of spikes. Littered throughout 
  the spiked branches are the corpses of various rodents, and 
  some remains that appear to be more humanoid. Strange how 
  many of these paths lead to these kinds of trees. You feel almost 
  compelled to follow them. 
  Akinaru had not lied about this jungle. It is truly alive, and 
  the very land will protect itself by confounding any unwary 
  travelers. You have come to this same fork in the path three 
  times now, a fact confirmed by a small bit of cloth you tied 
  to a particularly noticeable gnarled tree. Overwhelmed by 
  frustration and succumbing to hopelessness, you think it might 
  be a good idea to sit and rest under the tree until you’ve calmed 
  down. After all, the humid heat of the jungle is starting to make 
  you sleepy...
  Very sleepy...
  5-3E: OUTSMARTING THE FLORA
  REWARD
  For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies;  
  for each recharged ally, add 1.
  Development:
  Y
  ou break through the wall of green and burst onto the 
  shoreline, where you see your new second, the ship surgeon 
  Rekkish felling a large tree. She lets out a squawk of delight. 
  “You’re alive!” she cries. “Finally, some good news.” As you 
  wonder what ill fortune could have befallen the crew in your 
  absence, you are struck with the crawling, unpleasant sense that 
  something is missing. Your ship! Rekkish sighs and explains 
  what happened after Akinaru left you to die in the crumbling 
  ruins. He suddenly appeared on the shore and commandeered 
  the Feathered Devil; strangely, almost everyone went along with 
  him without protest. The few that objected, including Rekkish, 
  were left stranded in the jungle. But they haven’t given up hope. 
  They’ve nearly finished a makeshift vessel that should at least be 
  able to carry the remaining crew to the nearest port. From there, 
  you can plot your next moves and hopefully pick up Akinaru’s 
  trail. There’s no way you’re letting him get away with this!
  DURING THIS SCENARIO
  Your ship is anchored at the Mangrove Swamp.
  When you move, succeed at a Perception or Survival 8 check or 
  move to a random open location.
  At the end of your turn, if you explored more than once, recharge 
  1d4 random cards.
  When you defeat and corner a villain, display it. To win, display 
  both villains.
  VILLAIN:
  SELISSA
  FUNGAL SAVAGE (PROXY WITH JEMMA REDCLAW)
  HENCHMEN:
  SHIMERAE
  BIG OL’ OWLY THING (PROXY WITH HIRGENZOSK)
  JINKIN (PROXY WITH SHIPWRECK)
  GIANT COCKROACH SWARMS (PROXY WITH ENEMY SHIPS)
  PLAYERS
  LOCATIONS
  1
  HATCHERY
  1
  JUNGLE
  1
  MANGROVE SWAMP
  2
  TENGU ROOKERY
  3
  RIPTIDE COVE
  4
  SEA CAVES
  5
  ROCKY CLIFF
  6
  GOZREH’S FLOW
  
  WHEN ENCOUNTERING THIS SHIP
  Before you act, suffer 1 Structural damage.
  WHEN COMMANDING THIS SHIP
  If you fail a check to defeat a monster that has the 
  Aquatic trait, your ship is dealt 1 Structural damage.
  RAFT
  SHIP 3
   
  Illustration by Jason Engle 
  © 2018 Paizo Inc
  WISDOM
  SURVIVAL
  3
  OR
  STRENGTH
  5
  CLASS 0
  WHEN COMMANDING THIS SHIP
  If you fail a check to defeat a monster that has the 
  Aquatic trait, your ship is dealt 2 Structural damage.
  RAFT
  SHIP 3 
  STRENGTH
  4
  If this is your ship, something bad must have 
  happened to your last one. Still, it manages to stay 
  in between you and the water, for the most part. 
  That’ll just have to do for now.
  CHECK TO 
  DEFEAT
  CHECK TO 
  REPAIR
  ETHEREAL MATRIARCH
  POWERS 
  Before you act, bury an ally from your hand or 
  discard pile. 
  After you act, if either check to defeat had the 
  Melee trait, succeed at a Constitution or Fortitude 7 
  check or put a marker on your character.
  If undefeated, bury an ally from your hand or 
  discard pile.
  VILLAIN 3
  OUTSIDER 
  TYPE
  MONSTER
   
  Illustration by Toma Feizo Gas 
  © 2018 Paizo Inc.
  16
  COMBAT
  CHECK TO 
  DEFEAT
  THEN
  16
  COMBAT
  ETHEREAL ABDUCTOR
  POWERS 
  After you act, if either check to defeat had the 
  Melee trait, succeed at a Constitution or Fortitude 4 
  check or put a marker on your character.
  If undefeated, bury an ally from your hand or 
  discard pile.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
  TYPE
  MONSTER
  12
  COMBAT
  CHECK TO 
  DEFEAT
   
   
  © 2018 Paizo Inc.
   
  Illustration by Tyler Walpole 
  OUTSIDER
  THEN
  12
  COMBAT
  COLLAPSING HALLWAYS
  POWERS 
  If undefeated, each character at your location is dealt 
  1d4-1 Combat damage.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
  TYPE
  BARRIER
  9
  DEXTERITY
  ACROBATICS
  CHECK TO 
  DEFEAT
   
   
  © 2018 Paizo Inc.
   
  Illustration by Forrest Imel 
  OBSTACLE
  TRAP
  OR
  11
  WISDOM
  PERCEPTION
  FUNGAL SAVAGE
  POWERS 
  Before you act, each other character must succeed at a 
  Constitution, Fortitude, or Wisdom 7 check or move to a 
  random location.
  After you act, each character at this location recharges a 
  random card, then is dealt 1 Poison damage.
  VILLAIN 3
  TYPE
  MONSTER
  PLANT
  POISON
  7
  CONSTITUTION
  FORTITUDE
  WISDOM
  CHECK TO 
  DEFEAT
  THEN
  17
  COMBAT
  BIG OL’ OWLY THING
  POWERS 
  Before you act, succeed at a Perception 6 check or you 
  are dealt 2 Combat damage.
  If undefeated, a random character summons and 
  encounters the henchman Big Ol’ Owly Thing.
  If defeated, you may immediately attempt to close the 
  location this henchman came from.
  TYPE
  MONSTER
  15
  COMBAT
  CHECK TO 
  DEFEAT
  ANIMAL
   
   
  © 2018 Paizo Inc.
   
  Illustration by Ben Wootten 
  HENCHMAN 3
  JINKIN
  POWERS 
  Before you act, succeed at an Arcane or Divine 9 
  check or you may not play spells that have the Attack 
  trait.
  When you are dealt damage, first choose items to 
  discard as your damage, if you have any.
  If defeated, you may immediately attempt to close 
  the location this henchman came from.
  HENCHMAN 3
  TYPE
  MONSTER
  16
  COMBAT
  CHECK TO 
  DEFEAT
  FEY
   
   
  © 2018 Paizo Inc.
   
  Illustration by Erik Lofgren 
  GIANT COCKROACH SWARM
  POWERS 
  Before you act, another character at your location 
  summons and encounters a Giant Cockroach Swarm.
  If the check to defeat has the Bludgeoning trait, add 1d8.
  If the Giant Cockroach Swarm is defeated by 8 or 
  more, you may attempt to close the location this 
  henchman came from; otherwise, shuffle it into a 
  random open location.
  HENCHMAN 3
  TYPE
  MONSTER
  8
  COMBAT
  CHECK TO 
  DEFEAT
  VERMIN
  SWARM
   
   
  © 2018 Paizo Inc.
   
  Illustration by Kevin Yan 
   
   
  © 2018 Paizo Inc.
   
  Illustration by Mariusz Gandzel 
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of Tapestry’s Tides  
  Adventure 5-3:  
  Escape from the Titan’s Jungle
  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 5-3 Escape from the Titans Jungle.pdf