TEXT: Season of the Shackles
  PATHFINDER ADVENTURE CARD GUILD ADVENTURE 0-5
  Run Out the Guns
  
  Adventure 0-5: Run Out the Guns
  Scenario Design • Tanis O’Connor
  Story Text • Tanis O’Connor
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Jorge Fares, Bryan Sola,  
  Tyler Walpole, Ben Wootten
  Cartographer • Rob Lazzaretti
  Pathfinder Adventure Card Game Development Team • 
  Mike Selinker, Chad Brown, Tanis O’Connor,
  Paul Peterson, 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, Ryan Macklin, 
  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 0-5: Run Out the Guns © 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.
  
  • A CREW DIVIDED
  • MEANWHILE, IN THE SHACKLES...
  • THE PLAY’S THE THING
  • RELEASE THE OBLIGATORY KRAKEN
  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 5
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  0-5A: Meanwhile, in the Shackles...
  0-5B: The Play’s The Thing
  0-5C: Release the Obligatory Kraken
  0-5D: A Crew Divided
  RUN OUT THE GUNS
  REWARD
  Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck 
  number of 5 from the box. Adventure Card Guild characters may treat this card as an additional deck upgrade.
  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, and 
  • the Price of Infamy 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, or 5.
  Read the Following Aloud:
  F
  or once, you have a bit of time to yourself. No high and 
  mighty member of the Pirate’s Council has a task for you, no 
  fetching maiden needs help choosing a suitor, and you’d like to 
  see someone just try to press-gang you at this point. You’re well-
  known and respected, and you’ve earned a bit of leisure time.
  So you’re planning to take a meandering tour of the Shackles, 
  seeing the sights and relaxing. Your officers are starting to get 
  a grim, hollow look about them, and you hear the occasional 
  mutter about how some extended shore leave might be in order. 
  Where to go, where to go?
  You gather your trusted advisors around the chart table. “Port 
  Peril sounds nice this time of year,” says your second mate. “I 
  want to go to Goatshead!” snickers your boatswain. You roll your 
  eyes. “You always want to go to Goatshead, pilchard-brain. Next 
  time we’re at Rickety’s Squibs, we’ll just throw you in the ship’s 
  boat and let you row yourself over.”
  No one has a strong opinion that you care to take seriously, 
  so you make a list and roll some bones. Fate points you in the 
  direction of an island called The Smoker and a settlement called 
  Plumetown. No one’s heard anything bad about the place, so you 
  set a course for the northwestern Shackles.
  Plumetown is a largeish town of around a thousand souls 
  who seem to have come together to support the expeditions of 
  those foolish or desperate enough to seek out the soothsayers of 
  Mount Keeba, the smoke-wreathed volcano that gives the island 
  its name. Your officers and crew are happy to partake in both 
  prayer and hard partying. You’re pleased that your crew is finally 
  getting some long-deserved entertainment, but you can’t help 
  but wonder what’s next.
  Illustration by Ben Wootten
  
  SCENARIO 5
  Read the Following Aloud:
  Y
  ou’re still blinking the confusion out of your eyes—no more 
  rum for you!—when a call comes from abovedecks. “Ships 
  fore and starboard! A whole fleet of ’em!” You stagger to the main 
  deck, still a bit unsteady on your feet, where you’re confronted by 
  the sight of dozens of cannons pointed right at your broadside. 
  Ships! So many ships! They’re all flying the Shackles flag, and they 
  all have 18-pounders aimed at your delicate hull.
    
     Wait a minute. You’re flying the ol’ skull and shackles yourself! 
  Pirates should follow the pirates’ code, so why are they preparing 
  to blow your ship to smithereens? You direct the helmsman to take 
  evasive action and tell the navigator to signal the approaching fleet. 
  Sploosh! Uh-oh. The armada’s flagship is ranging her guns. It’s 
  definitely time to run your sails to full and scamper out of here. 
  Wait a minute... you recognize that barnacled bucket! That’s 
  Barnabas Harrigan’s prize, the Wormwood! Last you heard, he was 
  holed up with the Pirate Council, arguing with the Hurricane 
  King, so this must be the work of the fearsome battlemage Adelita 
  Doloruso. Your only hope is to engage the flagship before you’re 
  smashed to driftwood. Hopefully, you’ll survive long enough to 
  learn why Adelita is so angry...
  0-5A: MEANWHILE, IN THE SHACKLES…
  REWARD
  Each character draws a blessing from the box.
  VILLAIN:
  ADELITA DOLORUSO
  HENCHMEN:
  ENEMY SHIP
  GILBROK THE TONGUE
  ENEMY SHIP
  JAKAW RAZORBEAK
  ENEMY SHIP
  KIPPER
  RIARIS KRINE
  Development:
  Y
  our cutlass rests at Doloruso’s throat as she kneels before 
  you. “Captain’s orders,” she sullenly snarls. “We weren’t 
  here looking for you, though. We were hunting some upstart 
  landlubbers who think they’re pirates. You just got in the way.”
  Well, at least you didn’t put the wind up two of the most 
  infamous pirates to sail the Shackles. Still, something’s not 
  right. When Doloruso saw that someone accidentally got in 
  the way of her plans, she decided to make sure there were no 
  witnesses. That’s positively cutthroat, not to mention seriously 
  lacking in style.
  Since you don’t want the wrath of Harrigan bearing down 
  on you, perhaps it would be prudent to let his first mate go on 
  about her business. She’s generously offered you a promising 
  map and some information about a shrine to some old god. It’s 
  just waiting to be plundered, which is just what you need, since 
  your crew never gets tired of plunder.
  DURING THIS SCENARIO
  When you fail a check to defeat a bane that has the Pirate trait, 
  bury the top card of your deck.
  PLAYERS
  LOCATIONS
  1
  GANNET ISLAND
  1
  HOLY ISLE
  1
  WIDOWMAKER ISLE
  2
  TEMPEST CAY
  3
  CANNIBAL ISLE
  4
  WINDWARD ISLE
  5
  SHARKSKIN REEF
  6
  RIPTIDE COVE
  CHOOSE ANY CLASS 5 OR LOWER SHIP OTHER THAN THE 
  WORMWOOD AS YOUR SHIP.
  Illustration by Bryan Sola
  
  SCENARIO 5
  Read the Following Aloud:
  A
  delita Doloruso’s information led you back to Hell Harbor, 
  but this time, you’re staying out of the taverns. No more 
  rum, no more old men telling tales. You’ve learned your 
  lesson. Yessir.
  To pass the time while you wait on an informant, you wander 
  along the waterfront and come across a ramshackle building 
  with a sign out front that reads “THEATER OF CORRUPTION 
  —SHOWS NIGHTLY AT DUSK. BE AFRAID.” Now that sounds 
  like as good a time as you can have sober!
  You return at nightfall, pay your handful of coppers, and 
  sit down. As the curtain goes up, you are startled to see an 
  amazingly realistic combat acted out between a human in filthy, 
  scruffy rags and a player dressed as a massive spiny devil. It’s an 
  impressive costume—you can’t see any seams or eye holes. The 
  props department in this place must be worth its weight in gold.
  With a yell and a heave, the barbarian smashes the devil 
  downstage, and it lands with bone-crushing impact on the 
  front row. Screams ring out, blood flies, and you realize that 
  the devil is real. Everybody’s screaming and shoving, and unless 
  somebody takes control of this situation soon, nobody will be 
  escaping this place alive.
  0-5B: THE PLAY’S THE THING
  REWARD
  The party gets all the allies under this card. 
  Each character chooses an ally that has an adventure deck number of 5 or lower from the box.
  Development:
  W 
  ith a puff of smoke, the devils disappear. The troupe’s 
  leader and her flunkies also disappear in the chaos. If only 
  you could have captured one, just to take out your frustrations on. 
  It’s been ages since you’ve seen someone walk the plank. Still, the 
  crowd is grateful. You spy a few here and there who might make 
  likely cabin boys. It’s so hard to find a good cabin boy these days.
  VILLAIN:
  ISAWYN THE DIVA
  HENCHMEN:
  GOREBEARD TRENCH
  LADY NIGHTSHADE
  SENTINEL DEVILS
  CHOOSE A CLASS 5 SHIP OR LOWER AS YOUR SHIP. YOUR 
  SHIP IS ANCHORED AT THE THEATER OF CORRUPTION.
  PLAYERS
  LOCATIONS
  1
  THEATER OF CORRUPTION
  1
  SAFE HOUSE
  1
  HOUSE OF STOLEN KISSES
  2
  TORTURE PIT
  3
  FESTHALL
  4
  TENGU ROOKERY
  5
  MERCHANT MARINE
  6
  CHAPEL
  Illustration by Jorge Fares
  DURING THIS SCENARIO
  When you acquire an ally from a location deck, put it under 
  this card.
  
  KRAKEN
  POWERS 
  Before you act, your ship is dealt 2d4 Structural 
  damage.
  Combat damage dealt by the Kraken is dealt to each 
  character at your location and at another random 
  occupied location. 
  If undefeated, your ship is wrecked.
  VILLAIN
  CHECK TO 
  DEFEAT
  14
  CONSTITUTION 
  FORTITUDE
  TYPE
  MONSTER
  THEN
  23
  COMBAT
  ANIMAL
  AQUATIC
   
   
  © 2015 Paizo Inc
   
  Illustration by Andrew Hou
  5
  SCENARIO 5
  Read the Following Aloud:
  S
  o that’s what Dagon’s Jaws look like! You’ve always 
  wondered why places get named for how they look. You’d 
  need wings to think these islands look like Dagon’s jaws, but 
  still... you know Dagon is some kind of aquatic demon lord, 
  so obviously, he must have big jaws. And that’s how it looks 
  on the map.
  The islands here are lush, lusher than most you’ve seen. A 
  carpet of green spreads from shore to shore. Must be a good 
  water supply here. It’s curious that no one affiliated with the 
  Council has set up camp here. Maybe it has something to do 
  with the bugs... or the snakes... or the cannibal natives your 
  informant warned you about.
  The information and the map you have been given led you 
  to believe there’s an old temple to the demon lord here. Where 
  there’s a temple, there’s usually a reliquary, along with a big 
  pile o’ treasure. A pirate can’t earn everything just by running 
  out guns and breaking out boarding pikes.
  You task your navigator with finding a place to drop anchor 
  so you can begin your search. After a brief argument with 
  your first mate about how to read the treasure map, you 
  discern a crumbling cavern entrance. At one time, it probably 
  resembled a gaping maw. This must be the spot!
  0-5C: RELEASE THE OBLIGATORY KRAKEN
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an armor in her deck 
  with the loot Howling Skull Armor. At the end of each scenario, return the loot to the game box.
  VILLAIN:
  JEMMA REDCLAW
  HENCHMEN:
  BREATH OF DAGON
  WITCH DOCTOR
  CURSE OF THE FLESHEATERS
  WITCH DOCTOR
  EYE OF DAGON
  WITCH DOCTORS
  Development:
  W
  ell, that was unexpected! Your boatswain triggered a 
  glyph trap, and you immediately thought, “Maybe he’ll 
  get turned to ash, or maybe I should duck.” You most certainly 
  did not think, “We have apparently summoned a kraken, and we 
  should get back to our ship before it’s smashed to flotsam.”
  Looks like there’s a first time for everything. All hands are 
  on board, and you managed to grab a treasure chest as you left, 
  so you should count this one a success. Nothing went wrong, 
  except... wait. No, really? 
  You sigh. Looks like you’ll have to find another cabin boy.
  DURING THIS SCENARIO
  Treat the set 1 villain Jemma Redclaw as if she were the villain 
  Kraken. Treat the henchman Pirate Shade Haunt as if it also 
  has the barrier type and the Curse trait.
  PLAYERS
  LOCATIONS
  1
  DAGON’S JAWS
  1
  SACRED SPRING
  1
  WISHING WELL
  2
  SHARKSKIN REEF
  3
  SHARK ISLAND
  4
  SHRINE TO NORGORBER
  5
  GHOL-GAN RUINS
  6
  HOLY ISLE
  CHOOSE ANY CLASS 5 OR LOWER SHIP AS YOUR SHIP.
  
  SCENARIO 5
  Read the Following Aloud:
  T
  his has not been a good month for you and your merry crew. 
  You were in the wrong place at the wrong time and nearly 
  got overwhelmed by a pirate armada. You tried to take in an 
  innocent bit of theater and nearly got devoured by devils. And 
  you were exploring a perfectly innocent thalassic demon temple 
  when a bleedin’ kraken tried to chow down on your ship!
  All you want is some peace and quiet so you can recover from 
  your impossible adventure in a bottle. Just a few days in which 
  you’re not being blown every which way by the forces of Dame 
  Fortune. Surely that’s not too much to ask?
  You’ve sailed west, where all the land is uninhabited and the 
  ocean looms large. That small, rocky island off the port bow has 
  only one building on it, and it looks like a glorified lighthouse. 
  Finally, some blessed peace and... oh, no.
  Proceed directly to the tower and 
  engage the enemy. Helm, hard to port.
  0-5D: A CREW DIVIDED
  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 Aiger’s Kiss and another character may temporarily replace a spell in his deck with the loot Quickened Ray.
  At the end of each scneario, return the loot to the game box.
  Development:
  Y
  ou remember throwing up violently. It was as if your 
  insides wanted to change places with your outsides as 
  quickly as possible. Purging images from your brain will take 
  longer. You can recall hideous spiders ten feet tall, tentacled 
  horrors that knew every thought in your mind, and worst 
  of all... Her. Oh, you can’t even think of Her name. And the 
  experiments—on you, on your crew, even on your ship!
  You fear your very existence has been 
  reshaped for some other being’s purpose. 
  Every time you close your eyes, you see lines 
  carved into a pattern. Every time you glance 
  in a looking glass, you expect to see a cryptic 
  mark etched into your forehead. What does it 
  all mean?
  DURING THIS SCENARIO
  When setting out locations, divide them into two groups as 
  indicated. When you add villains and henchmen, put the Group 1 
  ones into the Group 1 locations and the Group 2 ones into the Group 
  2 locations.
  Characters and cards at locations in one group treat characters and 
  cards at locations in the other group (including those location cards) 
  as if they do not exist, except that on your move step, you may 
  move to a location in the other group; if you do, other characters 
  may not choose to move with you. You cannot reduce damage to 
  a ship commanded by a character at a location in the other group.
  When you corner and defeat the first villain, exchange all of the 
  cards in the blessings deck with 5 blessings from the box. To win the 
  scenario, corner and defeat both villains.
  GROUP 1
  PLAYERS
  LOCATIONS
  1
  FISHING VILLAGE
  1
  SCAR BAY
  3
  SHRINE TO NORGORBER
  5
  JUNGLE
  GROUP 2
  PLAYERS
  LOCATIONS
  1
  TOWER
  2
  COASTLINE
  4
  GREAT STONE BRIDGE
  6
  TORTURE PIT
  CHOOSE 2 CLASS 5 OR LOWER SHIPS AND STASH 1 
  PLUNDER CARD UNDER EACH. ONE IS YOUR SHIP WHEN 
  COMMANDED AT A GROUP 1 LOCATION; THE OTHER WHEN 
  COMMANDED AT A GROUP 2 LOCATION.
  GROUP 1
  VILLAIN
  INCUTILIS
  HENCHMEN
  VRYKOLAKAS
  GROUP 2
  VILLAIN
  SHROUDED QUEEN
  HENCHMEN 
  BLINK SPIDERS
  Illustrations by Tyler Walpole
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Shackles  
  Adventure 5:  
  Run out the Guns
  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 0-5 Run Out the Guns v2.pdf