Dragon slayer

29: The Devil We Know—Part I: Shipyard Rats by Joshua J. Frost
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 
When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?

30: The Devil We Know—Part II: Cassomir's Locker by Joshua J. Frost

1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?

31: Sniper in the Deep by David Eitelbach and Hank Woon
5th to 9th level characters (Tiers: 5–6 and 8–9) 

When rumors stir of a hidden treasure ship in Absalom's Flotsam Graveyard, the Pathfinder Society sends you beneath the Inner Sea to investigate. Mayhem, undersea adventure, and chaos are to be had in this rousing rampage beneath the roiling waters of Absalom's harbor.

32: Drow of the Darklands Pyramid by Sean K Reynolds

7th to 11th level characters (Tiers: 7–8 and 10–11)

 A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo and explore the mysterious Stalactite Pyramid.

33: Assault on the Kingdom of the Impossible by Craig Shackleton
1st to 5th level characters (Tiers: 1–2 and 4-5)
 The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.

34: Encounter at the Drowning Stones by Tim Hitchcock
7th to 11th level characters (Tiers: 7-8 and 10-11)
 Rumored to be the most desecrated site in the Mwangi Expanse, the natives have long feared its malevolent presence. Rumors of suicide, infanticide, murder, and chaos have always been mentioned in the same breath with these mysterious rock formations. The Society sends you there after the location is discovered by a demonologist working for the Aspis Consortium. The Society fears the Aspis have discovered the source of the Drowning Stones' power and its up to you to insure that they don't get their hands on it.

35: Voice in the Void by Rob McCreary 

7th level characters (Tiers: 1–2, 3–4, and 6–7) Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.
Voice in the Void is a follow-up scenario to Pathfinder Society Scenario 5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum.

36: Echoes of the Everwar—Part I: The Prisoner of Skull Hill by Joshua J. Frost
7th to 11th level characters (Tiers: 7–8 and 10–11)
 A Chelish outpost deep inside the anarchic orc-controlled Hold of Belkzen has gone silent after strange fires were seen burning in the skies above. 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.
The Prisoner of Skull Hill is part 1 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.

37: The Beggar's Pearl by James F. Mackenzie
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7)

When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

38: No Plunder, No Pay by Larry Wilhelm
7th to 11th level characters (Tiers: 7–8 and 10–11)
 The famed Chelish pirate, Captain Caradoc Alazario, infamous nephew of the mayor of Egorian and the brazen enemy of Her Majestrix's Navy, has finally been caught. Unfortunately for you, he was caught after stealing a fiendish artifact of twisted origins bound for the Grand Lodge in Absalom and is the only one who knows where that artifact came to rest off the coast of the forever rain-drenched Sodden Lands. You are charged by the Pathfinder Society to break Captain Alazario out of prison and use him to guide you to the lost artifact. Prison, pirates, and horrors of the deep await you in a land where an honest day's wage never comes honestly.

39: The Citadel of Flame  by Steven Robert
1st to 5th level characters (Tiers: 1–2 and 4–5) 
Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult.

40: Hall of Drunken Heroes by Tim Hitchcock 

7th to 11th level characters (Tiers: 7–8 and 10–11)
 Something is afoot at Cayden's Hall, the carousing temple-pub in Absalom where Cayden Cailean's faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub's sticky floors. A trail of murders led Osprey to Cayden's Hall and his demonologist sees clues that denizens of the Abyss are involved. It's up to you to find out what demons want with the Drunken Hero's largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes.

41: The Devil We Know—Part III: Crypt of Fools by Larry Wilhelm

1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7)
 Another kidnapping spree erupts in Cassomir and the Pathfinder Society sends you to the notorious Swift Prison to interrogate a captured cultist about the recent disappearances. With clues gathered there, you must explore Old Cassomir and find secret locations that lead you to the source of the spree: the long lost Crypt of Fools.
Crypt of Fools is part 3 of the The Devil We Know series. Parts 1 and 2 can be played in any order, but parts 3 and 4 must be sequentially after 1 and 2.

42: Echoes of the Everwar—Part II: The Watcher of Ages by Greg A. Vaughan
7th to 11th level characters (Tiers: 7–8 and 10–11) 
Hundreds of years ago a once mighty fortress in Cheliax sank into the earth and was forever destroyed. You are sent there to catalog the ruins, known as the Collapsed Halls, and to find the rumored hidden tomb of an Osiriani concubine. After clearing the ruins of hideous beasts, you explore deeper into the ruins than anyone before you and uncover a malevolent intelligence that has watched Golarion for more than 5,000 years. Worse, he knows you're coming.
The Watcher of Ages is part 2 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last.

43: The Pallid Plague by Mark Moreland
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7)
 Reports from Andoran's Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and finding and destroying its source. When the plague spreads to the human population of Falcon's Hollow, the need to find a cure grows more frantic. Can you save the many denizens of Darkmoon Vale from certain death?

44: Echoes of the Everwar—Part III: Terror at Whistledown by Hank Woon

7th to 11th level characters (Tiers: 7–8 and 10–11)
The citizens of the gnome enclave of Whistledown in distant Varisia are being kidnapped by malevolent creatures that stalk the night. You are sent there by the Pathfinder Society to see if this sudden surge of vile activity is linked to the rumors of a hidden tomb near Whistledown that holds the body of a famed Osirion concubine. Can you save the town of Whistledown from certain doom and find the lost tomb of the ancient concubine?
Terror at Whistledown is part 3 of the Echoes of the Everwar series. Parts 1, 2, and 3 can be played in any order and part 4 must be played last. Look for part 4, Pathfinder Society Scenario 53: The Faithless Dead, in June 2010.

45: Delirium's Tangle by Crystal Frasier
The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years. 
1st to 5th level characters (Tiers: 1–2 and 4–5).

46: Eyes of the Ten—Part I: Requiem for the Red Raven by Erik Mona
You and your fellow veteran Pathfinders are sent, along with Venture-Captain Adril Hestram, to revolution-torn Galt to deliver the famous sword, the Pale Maiden, to the newly re-opened Woodsedge Lodge. All is not as it seems, however, when the lodge is attacked during a ceremony and a famous Pathfinder is murdered. The Lady of the Lodge, Venture-Captain Eliza Petulengro, puts you on the mission to solving the murder and catching those responsible.
Requiem for the Red Raven is the first part of the four-part Eyes of the Ten campaign arc. It is a two-slot scenario and is meant to be played in 8 to 10 hours. 12th level characters (Tier 12).

47: The Darkest Vengeance by Tim Hitchcock and Mark Moreland 
When a newly opened Ustalav Pathfinder Lodge goes silent, it's up to you to investigate and report back to the Society as to the source of the disappearance. The mystery deepens when you arrive and find the house silent but infiltrated by an old threat now in control of one of Ustalav's most powerful artifacts.
1st to 5th level characters (Tiers: 1–2 and 4–5).

48: The Devil We Know—Part IV: Rules of the Swift by Larry Wilhelm

In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
Rules of the Swift is the fourth and final installment of the Devil We Know campaign arc.
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7)

49: Among the Dead  by Joshua J. Frost

For 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 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. Can you face the servants of Golarion's god of accidents unharmed or will you find yourself among Zyphus's cursed souls? Among the Dead is a follow-up scenario to Pathfinder Society Scenario #7: Among the Living. When played together, the scenarios create a mini story arc in Taldor's gilded capital, Oppara.

50: Fortune's Blight by Adam Daigle
For 5th to 9th level characters (Tiers: 5–6 and 8–9). You're sent to the wild River Kingdoms to find and kill a green hag who holds the last fragment of a powerful ancient sword called Passion's Edge, sundered into three pieces a decade ago. Things aren't as simple as they seem: the last creature to control the fabled sword wants it back at any cost, ghosts of the sword's past seek revenge for wrongs committed by former wielders of Passion's Edge, and the Pathfinder Society wants the sword whole again before being returned to Absalom. Madness, murder, and mayhem await you in the River Kingdoms!

51: The City of Strangers—Part I: The Shadow Gambit by Joshua J. Frost

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. 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

52: The City of Strangers—Part II: The Twofold Demise 

A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.
1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7)

53: Echoes of the Everwar—Part IV: The Faithless Dead by Neil Spicer

For 7th to 11th level characters (Tiers: 7–8, and 10–11). The famous concubines of Sothis, recently returned to Osirion by the Pathfinder Society, are stolen from the Pathfinder Lodge in that nation's capital and it's up to you to find them and return them before their combined power can be used to awaken an ancient evil. The Faithless Dead is the fourth and final scenario in the Echoes of the Everwar campaign arc. Part I is Pathfinder Society Scenario #36: Echoes of the Everwar—Part I: The Prisoner of Skull Hill, part II is Pathfinder Society Scenario #42: Echoes of the Everwar—Part II: The Watcher of Ages, and part III is Pathfinder Society Scenario #44: Echoes of the Everwar—Part III: Terror at Whistledown.

54: Eyes of the Ten—Part II: The Maze of the Open Road
For 12th level characters (Tier: 12). The mysteries of the Woodsedge Lodge continue as you and your fellow Pathfinders are sent to devil-tainted Cheliax and the steamy jungles of the Mwangi Expanse to find two missing venture-captains. The Maze of the Open Road is the second scenario in the Eyes of the Ten campaign arc for Tier 12. It is a sequel to Pathfinder Society Scenario #46: Eyes of the Ten—Part I: Requiem for the Red Raven and is followed by Pathfinder Society Scenario #2-05: Eyes of the Ten—Part III: Red Revolution.

55: The Infernal Vault by Thurston Hillman
For 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.



56: The Jester's Fraud by James F. MacKenzie

For 5th to 9th level characters (Tiers: 5–6 and 8–9) Life in Taldor is fraught with peril, especially for the crumbling noble houses of the Taldan countryside. One such house, the Bourtze Family, has fallen on hard times and they've informed the Pathfinder Society that, in exchange for a small sum of money, they'd be willing to part with a treasure trove of lore about Qadira's Grand Campaign, the 300-year invasion of Taldor. On your arrival, things quickly turn for the worse and instead of evaluating the worth of a few scraps of historical paper, you must instead retrieve one of the most dangerous artifacts in the empire.