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Start
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1:00 pm

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7:00 pm

Fri.
11:30

Sat.
8:00 am

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1:00 pm

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7:00 pm

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11:30 pm

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End
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5:00 pm

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Pathfinder Society


After being ruthlessly press-ganged by some bloodthirsty pirates from the Isles of the Shackles, you and your newfound allies have risen up in mutiny to throw your captor captain and his scurvy mates overboard, and taken their merchantman vessel as your own. With no set destination in mind, and little to no experience with the privateer's way of life, you set sail to explore the western frontiers of the Inner Sea. You'll encounter sharks, ghosts, freaky denizens of the deep, and worst of all—other pirates.

ACG Learn to Play and On the Horizon
Slots: 1, 8

ACG0-1 Lost at Sea 1A Ghost of the Sea And 1B The Loan Shark
Slots: 2, 9

ACG0-1 Lost at Sea 1C Brine Dragon Hunt And 1D Salvage Operation
Slot: 4

ACG - Lost at Sea IE Natures Wrath and 1 F Treasure of Jenna Renclaw
Slot: 5



Pathfinder Society Scenario #6–98: Serpents Rise by John Compton.
Years of political maneuvering, espionage, smuggling, and diplomacy have set the stage for the Aspis Consortium's most ambitious attack on their Inner Sea rivals: the Pathfinder Society. All that remains are several key preparations that only an elite team of Aspis agents can arrange, and once the fireworks begin, these same agents must strike quickly and mercilessly to secure objectives—some shared and some connected to deeper plots—and escape without the Society being any the wiser.
In this adventure the players portray agents of the Aspis Consortium using 7th-level pregenerated characters. The events in this story also connect to and expand upon those in Pathfinder Society Scenario #6-97: Siege of Serpents.
A Pathfinder Society Scenario designed for 7th-level pregenerated characters. Note: Serpents Rise is a limited release scenario. It may be run anywhere, but only by 4- or 5-star GMs.

Slot: 5


Pathfinder Society Scenario #7–98: Serpents' Ire by John Compton.
A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium's funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary.
In this adventure the players portray agents of the Aspis Consortium using 8th-level pregenerated characters. Content in Serpents' Ire also ties into a special metaplot element from Pathfinder Society Special #6-98: Serpents Rise. Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure. A Pathfinder Society Scenario designed for 8th-level pregenerated characters. Note: Serpents' Ire is a limited release scenario. It may be run anywhere, but only by 4- or 5-star GMs.

Slot: 6


Pathfinder Society Scenario #7–99: Through Maelstrom Rift by Linda Zayas-Palmer.
Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere. A Pathfinder Society Special designed for 6th-level pregenerated characters. Note: Through the Maelstrom Rift is a limited release scenario. It may be run anywhere, but only by 4- or 5-star GMs. Venture-Officers may only run this scenario if they meet this star rating requirement.

Slot: 2


Pathfinder Society Scenario #8-18—Champion's Chalice, Part 1: Blazing Dangerous Trails by Benjamin Bruck.
Every year, the Sargavan government hosts the Sargava Chalice, a contest of speed and survival that draws eager competitors from far and wide, each hoping to win fame, fortune, and glory. This year, Pathfinder Society has taken a special interest in the competition, sponsoring a team of agents to compete to with the trophy. Can PCs overcome their competition and the dangers of the Sargavan wilderness to emerge victorious?
Blazing Dangerous Trails is the first scenario in the two-part "Champion's Chalice" campaign arc. It is followed by Pathfinder Society Scenario #8-21: Agents of the Eye. Both chapters are intended to be played in order. A Pathfinder Society Scenario designed for levels 1-5.

Slot: 4


Pathfinder Society Scenario #8-21—Champion's Chalice, Part 2: Agents of the Eye by Nicholas Herold.
Ages before the rise of modern civilization, the cyclops empire of Ghol-Gan ruled what is now the Mwangi Expanse. The Society sends the PCs deep into the untamed Kaava lands to explore a cyclops ruin, where with a new tool in hand, the Pathfinders might uncover its forgotten and dark history. Can the PCs prevent the ruin's past from becoming Sargava's future?
Agents of the Eye is the second scenario in the two-part "Champion's Chalice" campaign arc. It is preceded by Pathfinder Society Scenario #8-18: Blazing Dangerous Trails. Both chapters are intended to be played in order. A Pathfinder Society Scenario designed for levels 1-5.

Slot: 5


Pathfinder Society Scenario #8-22: Wrath of the Fleshwarped Queen by Brian Duckwitz
When members of the Shoanti Axe Clan saw fire shooting up into the sky over Varisia's Caliphak Mountains, they rushed to investigate. They found a pair of doors inscribed with runes from ancient Thassilon, along with clear signs that the doors had recently been opened. In recognition of the Axe Clan's expanding alliances, the Shoanti offered both the Society and a priest of Soralyon from Riddleport the opportunity to explore the ruin and neutralize its dangers. Now that the priest has vanished within the complex, the PCs must uncover the ruin's history before the Shoanti lose faith in them and take matters into their own hands. A Pathfinder Society Scenario designed for levels 1-5.

Slots: 1, 6, 9


Pathfinder Society Scenario #8-23: Graves of Crystalmaw Pass by Kalervo Oikarinen. by Kalervo Oikarinen.
One of Master of Spells Sorrina Westyr's former adventuring companions vanished to the Plane of Earth and was presumed dead. She has recently resurfaced along an old road between the Plane of Earth and the Plane of Fire—one that even the warring forces of the planes' greatest cities had abandoned—and has shown little interest in discussing her circumstances with the Pathfinder Society. Can the PCs uncover why she disappeared and enlist her help in reaching a site on the war-torn and volcanic borderlands? A Pathfinder Society Scenario designed for levels 3-7.

Slots: 4, 6


Pathfinder Society Scenario #9-01: The Cost of Enlightenment by Katherine Cross.
The Qadiran city of Qaharid is famous for its turquoise mines and fine pottery, yet it is also the center of worship for the monks of the White Feather. Most recently, the cult of Roidira has identified Qaharid as a pilgrimage city, and the once innocuous cultists have begun exhibiting truly strange behaviors. Society contacts recognize these actions as a sign that the Roidirans have uncovered some extraordinary secret in the wilderness nearby, and it fall to the PCs to speak with witnesses and track down the cult's discovery. A Pathfinder Society Scenario designed for levels 1-5.

Slots: 1, 8


Pathfinder Society Scenario #9-02: A Case of Missing Persons by Alex Greenshields.
When several Andoren officials vanished, the Pathfinders of the Almas lodge were quick to lend their aid in investigating the disappearances. It's since become apparent that the officials didn't leave; they were abducted, and the captors' trail leads into revolution-torn Galt. The trail grew cold in Woodsedge, where Venture-Captain Eliza Petulengro has gathered a team of agents to renew the investigation. The PCs must rediscover the trail, and in the process they'll uncover a secret that has long plagued the town. Contents in A Case of Missing Persons also contributes directly to the ongoing storyline of the Liberty's Edge faction. A Pathfinder Society Scenario designed for levels 3-7.

Slots: 2, 9


Pathfinder Adventure Path #97: In Hell's Bright Shadow (Hell's Rebels 1 of 6)
The rebellion begins! The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune. When a protest turns into a riot, a new group of heroes comes together to form an organized resistance against the devil-binding government and the church of Asmodeus—but can they survive long enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune?

Slot: 2, 3, 4, 5, 6, 8, 9 (Contimuous play)



Starfinder Society Roleplaying Guild Scenario #1-01: The Commencement by Eleanor Ferron.
All Starfinders complete their training by conferring with Guidance—a network of uploaded personalities embodying paragons from the Starfinder Society's history. Before receiving the blessing of Guidance, the PCs must meet with and assist critical missions on behalf of key leaders of the Society's leading factions. With the events of the Scoured Stars Incident still fresh in everyone's memory, there's plenty that needs doing to set the Society back on track.
The Commencement is a replayable scenario designed to help introduce players to the factions of the Starfinder Society and areas of importance on Absalom Station. A Starfinder Society Scenario designed for levels 1-2.

Slots: 1, 4, 8


Starfinder Society Roleplaying Guild Scenario #1-02: Fugitive on the Red Planet by Jim Groves
Theft cannot be tolerated, especially when the culprit is a former Starfinder! The PCs travel to the red world of Akiton, hot on the heels of a deserting Starfinder who stole a magical relic from the vaults of the Lorespire Complex. Things get complicated when they discover what should be a dreary town in Akiton's wastelands is now positively jubilant. Could this revelry, not to mention the re-opening of town's formerly defunct mining operations, be related to the wayward Starfinder? A Starfinder Society Scenario designed for levels 1-4.

Slots: 2, 5, 9


Starfinder Society Roleplaying Guild Scenario #1-03: Yesteryear's Truth by Jason Keeley.
A Starfinder expedition's dusty data from an orbital scan shows signs of active technology on a distant, war-ravaged planet. Following up on this old lead, the Society dispatches a team of Starfinder to investigate the far-off world. Between making first contact and exploring the ruins of a dead civilization, long-buried secrets of the past are ripe for discovery. Content in Yesteryear's Truth also contributes to the ongoing goals of the Wayfinders faction. A Starfinder Society Scenario designed for levels 1-4.

Slots: 2, 6, 8