TEXT: Season of the Shackles
  PATHFINDER ADVENTURE CARD GUILD ADVENTURE 0-2
  A Pirate’s Life
  
  Adventure 0-2: A Pirate’s Life
  Scenario Design •  Tanis O’Connor
  Story Text •  Brian Campbell
  Editors • Brian Campbell and Vic Wertz
  Contributing Artists • Jorge Fares, Mikaël Léger, Caio 
  Maciel Monteiro, Emiliano Petrozzi, 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 0-2: A Pirate’s Life © 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.
  
  • WHO RULES  
  HELL HARBOR?
  • REVENGE OF THE FISHFOLK
  • YO HO GRINDYLOWS
  • LOVE’S LABOURS LOST
  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 one of his Pathfinder Society ACG characters that is playing Season of the Righteous. That 
  character may treat the loot Councilor’s Ring as if it is in his Class Deck box.
  DURING THIS ADVENTURE PATH
  After you finish 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 2
  COMPLETE THESE SCENARIOS IN ANY ORDER:
  0-2A: Love’s Labours Lost
  0-2B: Yo Ho Grindylows
  0-2C: Revenge of the Fishfolk
  0-2D: Who Rules Hell Harbor?
  A PIRATE’S LIFE
  REWARD
  For the rest of the Adventure Path, when setting up each scenario, you may choose 1 loot card with adventure deck number 
  2 to temporarily replace 1 card of the same type in your deck. If two players choose the same loot, they should each roll 
  1d12; the player with the highest result may use the card. Return all loot cards to the same box at the end of each scenario.
  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.
  • 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, or 2.
  Read the Following Aloud:
  Y
  o ho! A pirate’s life at last! You and your crew can now enjoy 
  the freedom of sailing through the Shackles... but there’s 
  more to a pirate’s life than rum and gunpowder. Even pirates 
  have a code of what’s fair and foul, and in the Shackles, the 
  Pirate’s Council enforces it. Just as every shipmate has to follow 
  a captain’s orders, every captain has to answer to the council.
  Earning a seat on that council could open all sorts of opportunities 
  for you, but that’s not an easy feat. For a start, wherever there’s 
  power, there’s intrigue. The most powerful captains are continually 
  maneuvering for position, like a flotilla of ships on the eve of a great 
  battle. You’ll need to set your course carefully: each time you gain a 
  powerful ally, you’ll attract a host of powerful enemies.
  If you can’t earn the patronage of a pirate lord, the Shackles has 
  other wealthy patrons willing to hire a crew that won’t ask questions. 
  They’ve got cargo to deliver, rivals to punish, ports to defend, and 
  all manner of monsters set against them. The most ruthless pirates 
  answer to no one, save for their own whims and ambitions. Yet if 
  you ever need to take arms against a sea of troubles, it never hurts to 
  have a few more captains in your fleet.
  According to the scuttlebutt around yer last port of call, a 
  wealthy patron is spending a lot of coin. Agasta Smithee is a 
  widow who inherited everything from Bertram Smithee, the 
  former captain of the Vale. The heartbroken say money can’t buy 
  happiness, but she has enough money to ignore them. Just as 
  a shoal of sharks will circle yer ship when there’s chum in the 
  water, you’ll have no shortage of competition once Lady Smithee 
  starts spreading her wealth around. If you’re eager to earn her 
  patronage, then you’d best be ready: close ranks and prepare to 
  repel boarders.
  Illustration by Caio Maciel Monteiro
  
  SCENARIO 2
  Read the Following Aloud:
  H 
  eartbreak Hinsin is an honorable man, some say, even 
  though he’s gone astray from an honest living. He’s earned 
  his share of infamy defeating those who challenge him, but he 
  lacks the wealth and influence a truly terrifying pirate requires. 
  Maybe that’s why he’s courting Agasta Smithee, the extremely 
  influential Lady of Tidewater Rock. She’s been a widow for too 
  long, but the tide is turning. 
  Now that tales of Lady Smithee’s amorous ambitions have spread 
  through every inn, tavern, brothel, and galley for miles around, she’s 
  suddenly attracted an entourage of suitors. Apparently, the wealthy 
  dowager just gets more beautiful as she gets older, or perhaps, 
  those who have pitied the widow are now seeing her in a new light. 
  Whatever the truth may be, Hinsin’s got a lot of competition lined 
  up. You’ll have to fight through a crowd of admirers to get anywhere 
  near his lady love. And then there’s Master Scourge. He hated her 
  last husband, so he wants her to die alone and unloved.
  Cynical sailors claim that Hinsin has docked his ship in Lady 
  Smithee’s port because he really wants Tidewater Rock, but those of 
  a more romantic inclination say that he’s in love—really and truly 
  smitten with Smithee. Bards have started writing bawdy ballads.
  Maybe if you could help bring these two lovebirds together, you 
  could share in their joy and happiness… and maybe they’d make for 
  fine allies in your times of trouble. After all, if yer going to impress 
  the Pirate’s Council, you’ll need all the mates you can muster.
  PLAYERS
  LOCATIONS
  1
  ALEHOUSE
  1
  DOCKS
  2
  HOUSE OF STOLEN KISSES
  3
  MERCHANT MARINA
  4
  SEASIDE WAREHOUSE
  5
  FESTHALL
  6
  HARBOR 
  0-2A: LOVE’S LABOURS LOST
  REWARD
  Each character draws a random ally from the box.
  VILLAIN:
  MASTER SCOURGE
  HENCHMEN:
  BUCCANEER
  Development:
  A
  h! Love! True love! The handsome Hinsin and his blushing 
  bride are together at last. Unfortunately, they can’t invite 
  you to the wedding. Only the Pirate’s Council is invited, and 
  yer not quite on their level of pirate society, but Lady Smithee 
  might find another way to thank you soon enough. Maybe 
  she’ll hire you for a bit o’ mercenary work, but not right away. 
  You should call on her after… the honeymoon.
  DURING THIS SCENARIO
  Place the ally Heartbreak Hinsin faceup next to this scenario. 
  While Heartbreak Hinsin is next to this scenario, add 2 to any 
  check against henchmen. 
  When  you  have  cornered  and  defeated  the  villain,  instead 
  of winning, close the last location, then summon and build 
  the location Tidewater Rock; instead of using the deck list on 
  the location card, add a number of random henchmen to that 
  location deck from the following list equal to the number of 
  characters:  Knuckles  Grype,  Slippery  Syl  Lonegan,  Owlbear 
  Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put 
  the loot Lady Agasta Smythee on the bottom of that location 
  deck. Defeating a henchman does not allow you to close that 
  location.  When  you  would  encounter  Lady  Agasta  Smythee, 
  if there are any other cards in that location deck instead, put 
  Lady  Agasta  Smythee  on  the  bottom  of  that  location  deck, 
  then encounter the top card of that location deck. When Lady 
  Agasta Smythee is the only card in that location deck, place 
  her faceup next to Heartbreak Hinsin; you win the scenario.
  CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR SHIP. 
  YOUR SHIP IS ANCHORED AT THE DOCKS.
  Illustration by Bryan Sola
  
  SCENARIO 2
  Read the Following Aloud:
  P
  irate lords and patrons are useful allies when you’re sailing 
  in the Shackles. Just recently, you earned the gratitude 
  of Agasta Smithee, the Lady of Tidewater Rock. She’s got great 
  wealth, a vast… island fortress, and now, the love of her life, 
  “Heartbreak” Hinsin. Out of gratitude, she’s willing to hire you 
  for the occasional cargo run and perhaps a bit of skullduggery.
  Here’s the latest haul:  An isolated island is in need of 
  supplies—medicine, gunpowder, and of course, more rum—but 
  your mission of mercy has one complication: your port of call 
  has been overrun with a gaggle of grim and ghastly grindylows.
  I’ll be honest, lads and lasses. Yer ship isn’t up to this 
  task. For this mission, you’ll need to work with a crew of 
  specialists. Lady Smithee has friends in low places, including 
  an infamous raider known for his stalwart ship, his reckless 
  crew, and his infrequent bouts of kleptomania. He’s traded 
  his weidling for a swifter ship, and the sailors aboard her are 
  all goblins. You heard that right! Goblins! Nasty, sneaking, 
  treacherous little goblins. If there’s anyone who can deal with 
  grindylows, it’s goblins.
  Your wealthy patron has intimated that if some of those 
  goblins were to become… expendable, shall we say… she 
  wouldn’t shed a tear, as long as that cargo gets delivered. So 
  there ya go: The ransacking goblin has a ship, and you’ve got a 
  mission. It’s time to set sail for your next destination. Damn 
  the grindylows! Full speed ahead!
  0-2B: YO HO GRINDYLOWS
  REWARD
  Each character gains a skill feat.
  VILLAIN:
  BRINEBROOD QUEEN
  HENCHMEN:
  RIPTIDE GRINDYLOW
  Development:
  A
  nd so we wave goodbye to the stalwart goblin and his 
  thieving crew. Off ya go, goblins! Ready to ransack 
  anything ya find! Lady Smithee will be pleased. She’ll be telling 
  the captains of the Pirate’s Council another tale of yer thrilling 
  deeds. Folks drinkin’ at the Rusty Bucket say she’s planning a 
  party to celebrate her newfound happiness. If she can’t get you 
  on the guest list, she might have something else planned for 
  you. But don’t you worry: no goblins are invited.
  DURING THIS SCENARIO
  When  you  encounter  a  non-villain,  non-henchman  monster, 
  roll 1d6:
  1–2.  During  the  encounter,  the  difficulty  of  any  checks  by 
  characters at your location is increased by 1d4.
  3–4. Before you act, each character at your location is dealt 
  1d4-1 Combat damage.
  5–6. During the encounter, characters at other locations may 
  not play cards or use powers.
  CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR SHIP.
  PLAYERS
  LOCATIONS
  1
  HATCHERY
  1
  SEA CAVES
  1
  JUNGLE
  2
  BEACH
  3
  GHOL-GAN RUINS
  4
  HOLY ISLE
  5
  MANGROVE SWAMP
  6
  COASTLINE
  Illustration by Mikaël Léger
  
  SCENARIO 2
  Read the Following Aloud:
  A
  fter earning a fair wage from your last job, you’ve… acquired… 
  another ship, setting sail back to Tidewater Rock. You’ve seen 
  wonders and terrors in the Shackles, but naught you’ve seen could 
  prepare you for the horrors ahead. Attend, lads and lasses, and I’ll 
  tell ya the tale.
  In the Fever Sea, there’s a friendly fishfolk who’s been birthing 
  her offspring for generations—longer than any old salt can recall. 
  She’s the matriarch of her kind, and when she’s giving birth, any 
  wise captain gives her lair a wide berth, if ya know what I mean. But 
  some creatures aren’t as wise as that. In fact, some have a bit more 
  greed than common sense.
  One full moon, sea devils set out to seize this poor matriarch. 
  They stole her spawn. They off-loaded her offspring. They trapped 
  her, they tormented her, and… hold on to yer grog… they broke both 
  her legs! Aye! Her flipper-finned legs! With the help of some passing 
  sailors who actually had a conscience, the matriarch escaped, but 
  she’s mad and she’s mangled and she wants her revenge. 
  Mayhaps yer the salty dogs that can help her. Track down the sea 
  devils who forced her to that fate, and you’ll have the everlasting 
  gratitude of the fishfolk matriarch. And take care: Krelloort is 
  the worst of the sea devil lot. His waddling gait and bloated belly 
  make him look less than fearsome, but he’s the one who sold the 
  matriarch’s little ones. Anyone that cold-blooded deserves a cold 
  serving of revenge. Harr! Make that heartless horror pay!
  PLAYERS
  LOCATIONS
  1
  MANCATCHER COVE
  1
  FLOATING SHIPYARD
  1
  TEMPEST CAY
  2
  WINDWARD ISLE
  3
  RAKER SHOALS
  4
  SCAR BAY
  5
  CANNIBAL ISLE
  6
  SEA FORT
  0-2C: REVENGE OF THE FISHFOLK
  REWARD
  Each character gains a card feat.
  VILLAIN:
  KRELLOORT
  HENCHMEN:
  SEA DEVIL
  Development:
  A
  ye, the matriarch’s been reunited with her young’uns now. 
  It brings a tear to me eye, it does. And those dastardly egg-
  stealin’, leg-breakin’, skulking sea devils are no more! I’ve seen 
  some loathsome down-and-dirty pirates in my time, but no one 
  sinks lower than sea devils! ’Tis good to know yer course is on 
  an even keel.
  DURING THIS SCENARIO
  Each player chooses a type of boon other than loot and draws 
  2 random facedown cards of that type from the box. Shuffle 
  these cards together to form a single treasure stack.
  When  a  monster  that  has  the  Aquatic  trait  is  undefeated, 
  banish 1d4 cards from the treasure stack.
  When you win the scenario, stash the treasure stack as plunder.
  CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR SHIP.
  Illustration by Jorge Fares
  
  SCENARIO 2
  Read the Following Aloud:
  T
  he Pirate’s Council has almost thirty councilors, and they’ve 
  been hearing tales of your exploits. You’ve already earned 
  the patronage of a wealthy dowager: the lovely Lady Smithee, 
  recently betrothed to a handsome scoundrel named Heartbreak 
  Hinsin. Impressing some pirate lords next would be a savvy idea, 
  especially if you’ve got designs on becoming one of them. There’s 
  plenty o’ ways to do that, but there’s one that everyone knows best: 
  winning the Free Captains’ Regatta. The sailor who wins it is the 
  next lucky soul to join the council.
  Some pirates seek plunder or infamy, but there’s no shortage 
  of ambitious souls who train all year for that one race. Know 
  this: The cronies of the Pirate’s Council love to sponsor races. 
  And wealthy aristocrats who’ve just been wed love to host lavish 
  festivals and parties. It just so happens that Lady Smithee and 
  her husband, Hinsin, are doing both: they’re hosting a regatta to 
  celebrate their nuptials. The winner stands to gain some plunder: 
  a pile o’ doubloons and a swift ship.
  Most of the competition is the usual riffraff, but you do have 
  one formidable competitor. His name is Gortus Svard. The few 
  who’ve sailed against him and lived say he’ll do anything to win. 
  If he can’t take the prize, he’ll surely take your lives. Now here’s 
  your chance to show the council what a true crew of pirates can do. 
  Gortus Svard’s loss could be your gain. Let the race begin!
  0-2D: WHO RULES HELL HARBOR?
  REWARD
  Each character gains a power feat.
  Development:
  W
  hat a regatta! I don’t quite know who won, but I certainly 
  know who lost: Gortus Svard! He’s gonna have to swim to 
  shore, or maybe he’s diving to Besmara’s watery depths. I know 
  one of you faced his ship head-on at the end there, so as far as I’m 
  concerned, you’re the winner. No, wait! You’ve all won! You sink or 
  swim together, like true mates. And best of all, the Pirate’s Council 
  saw it all… if they were sober at the party, that is. Mayhaps one 
  of them might be taking an interest in you and yer crew. If that 
  happens, rest assured: yer next journey won’t be as easy. I hear tell 
  there’s treacherous waters ahead. Set a course for the next adventure!
  DURING THIS SCENARIO
  At  the  start  of  the  scenario,  display  the  Devil’s Pallor  next  to 
  this scenario card; each character randomly chooses a ship of 
  Class 3 or lower and stashes a plunder card under that ship; then 
  return the Devil’s Pallor to the fleet stack. The ship you randomly 
  choose  is  your  ship.  On  your  turn,  you  are  commanding  your 
  own ship. You are only on your ship, and you cannot move with 
  another character when she moves during her move step. When 
  your ship is dealt Structural damage, only you can discard cards 
  to reduce damage to your ship. When you would encounter a 
  non-villain monster, roll 1d8 on the table below; summon and 
  encounter that ship (listed on the next page) instead.
  1. a random ship from the fleet stack
  2. Burnt Saffron
  3. Cetaceal
  4. Hu-Hazhong
  5. Impervious
  6. Kraken’s Spite
  7. Mark of Yunnarius
  8. Ravishing Ruby
  When  you  earn  a  deck  upgrade  from  this  scenario,  you  
  may  choose  from  either  your  own  plunder  or  the  party’s 
  acquired cards.
  PLAYERS
  LOCATIONS
  1
  FLOATING SHIPYARD
  1
  RIPTIDE COVE
  1
  ROCKY CLIFF
  2
  FOG BANK
  3
  SHARK ISLAND
  4
  SHIPWRECK GRAVEYARD
  5
  TEMPEST CAY
  6
  HARBOR
  THE PARTY DOES NOT HAVE A SHIP.
  VILLAIN:
  GORTUS SVARD
  HENCHMEN:
  SHIPWRECK
  Illustration by Emiliano Petrozzi
  
  WHEN ENCOUNTERING THIS SHIP
  If defeated, stash an additional plunder.
  KRAKEN’S SPITE
  SHIP
   
  Illustration by Caio Maciel Monteiro 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  STRENGTH 
  MELEE
  WISDOM 
  SURVIVAL
  12
  10
  OR
  WHEN ENCOUNTERING THIS SHIP
  Before you act, discard any cards that have the Pirate 
  trait from your hand. For each such card discarded, 
  the difficulty of your check to defeat is increased by 3.
  CETACEAL
  SHIP
   
  Illustration by Caio Maciel Monteiro 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  DEXTERITY 
  ACROBATICS
  WISDOM 
  PERCEPTION
  8
  10
  OR
  WHEN ENCOUNTERING THIS SHIP
  Before you act, display all allies from your hand. If 
  undefeated, bury them; otherwise, after you act, 
  return them to your hand.
  BURNT SAFFRON
  SHIP
   
  Illustration by Miguel Regodón Harkness 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  CONSTITUTION 
  FORTITUDE
  WISDOM 
  SURVIVAL
  10
  8
  OR
  WHEN ENCOUNTERING THIS SHIP
  If you are the only character at your location and 
  the Impervious would be defeated, it is undefeated 
  instead.
  IMPERVIOUS
  SHIP
   
  Illustration by Yama Orce 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  DEXTERITY 
  RANGED
  WISDOM 
  SURVIVAL
  11
  8
  OR
  WHEN ENCOUNTERING THIS SHIP
  Before you act, a random character at your location 
  summons and encounters the henchman Pirate Shade 
  Haunt, which may not be evaded; that character 
  displays it next to her deck.
  MARK OF YUNNARIUS
  SHIP
   
  Illustration by Helge C. Balzer 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  WISDOM 
  SURVIVAL
  DIVINE
  10
  8
  OR
  WHEN ENCOUNTERING THIS SHIP
  If the check to defeat does not have the 
  Swashbuckling trait, the difficulty is increased by 3.
  RAVISHING RUBY
  SHIP
   
  Illustration by Caio Maciel Monteiro 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  WISDOM 
  SURVIVAL
  CHARISMA 
  DIPLOMACY
  10
  8
  OR
  WHEN ENCOUNTERING THIS SHIP
  Before you act, your ship is dealt 1 Structural damage.
  After you act, you are dealt 1 Mental damage.
  HU-HAZHONG
  SHIP
   
  Illustration by Bryan Sola 
  © 2014 Paizo Inc
  CHECK TO 
  DEFEAT
  INTELLIGENCE 
  KNOWLEDGE
  WISDOM 
  SURVIVAL
  10
  7
  OR
  
   
  Player Name 
  Character Name 
  Pathfinder Society # 
  Character Class
  A.K.A.
  Season of the Shackles:  
  Adventure 2: A Pirate’s Life
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ Taking Reward
  □ No
  □
  □
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ Taking Reward
  □ No
  □
  □
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ Taking Reward
  □ No
  □
  □
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ Taking Reward
  □ No
  □
  □
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ Taking Reward
  □ No
  □
  □
  □
  Notes:
  Scenario: 
  Coordinator Initials and Pathfinder Society ID#
  Success?
  Scenario Reward
  Deck Upgrades
  □ Yes
  □ Taking Reward
  □ No
  □
  □
  □
  Notes:
  □ Completed Adventure?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Season 00/Adventure Card Guild Adventure 0-2 A Pirate's Life.pdf