(Levels 1-7) You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
#51: The City of Strangers Part I: The Shadow Gambit
Description:
(Levels 1-7) The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to deliver an item of power to a local Pathfinder. When the local Pathfinder turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the local Pathfinder's murder.
(Levels 1-7) Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder Society has finally tracked down their hideout and sends you to Oppara for one purpose: revenge.
(Levels 5-9) The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.
#36: Echoes of the Everwar P1: The Prisoner of Skull Hill
Description:
(Levels 7-11) A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent. You have been sent north to investigate the disappearance and find a lost tomb long rumored to exist beneath the outpost's timber tower. When you arrive and find the place choked with monsters and hideous plant creatures from beyond the stars, your mission of exploration quickly turns to one of survival.
(Levels 1-12) Join up to five other players in 5 hours of Pathfinder Society Organized Play fun. This event is entirely chosen by those who attend--all legally available scenarios will be on hand, so come on over, pick a scenario, and play!
#46: Eyes of the Ten, P1: Requiem for the Red Raven
Description:
(Level 12 only; no pre-gens) You have been sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to re-open the Woodsedge Pathfinder Lodge. This is a 2-slot event.
(Levels 7-11) One of the Pathfinder Society's most beloved venture-captains, Drandle Dreng, is nearly killed in a failed assassination attempt on the grounds of the Grand Lodge itself. Your mission to catch the assassin is complicated when you learn he is the son of an influential Pathfinder. Can you catch the assassin before his blade strikes again while avoiding the outrage of your peers?
(Levels 1-7) You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
(Levels 1-7) With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone.