2-01: Before the Dawn—Part I: The Bloodcove Disguise by Crystal Frasier
For 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 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.
The Bloodcove Disguise is the first scenario in the two-part Before the Dawn campaign arc.

2-02: Before the Dawn—Part II: Rescue at Azlant Ridge by Joshua J. Frost
For 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). 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.
Rescue at Azlant Ridge is the second and final scenario in the Before the Dawn campaign

2-03: The Rebel's Ransom  by Jason Bulmahn
For 5th to 9th level characters (Tiers: 5–6 and 8–9). 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.

2-04: Shadows Fall on Absalom by Larry Wilhelm
For 7th to 11th level characters (Tiers: 7–8 and 10–11). 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?

2-05: Eyes of the Ten—Part III: Red Revolution by Joshua J. Frost
For 12th level characters (Tier: 12). You and your fellow Pathfinders are hot on the trail of the traitor to the Pathfinder Society as Venture-Captain Eliza Petulengro once again sends you into the Maze of the Open Road to track the traitors' co-conspirators. Stepping through a portal, you find yourself on the cold, red desert planet Akiton, fourth planet from the sun and Golarion's outward neighbor. You arrive in the midst of revolution, however, and are quickly embroiled in the politics of a new world. Can you survive the frigid, violent revolution of the alien Akiton and put an end to the Society's traitor once and for all?
Red Revolution is the third scenario in the four-part Tier 12 Eyes of the Ten campaign arc. It is the sequel to Pathfinder Society Scenario #54: Eyes of the Ten—Part II: The Maze of the Open Road and will be followed by the arc's fourth and final scenario, Pathfinder Society Scenario #2-22: Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained.

2-06: The Heresy of Man—Part I: The First Heresy by Greg A. Vaughan and Kevin Wright
For 5th to 9th level characters (Tiers: 5–6 and 8–9).For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.
The First Heresy is the first scenario in the The Heresy of Man campaign arc. Pathfinder Society Scenario 2-07: The Heresy of Man—Part II: Where Dark Things Sleep is the sequel.

2-07: The Heresy of Man—Part II: Where Dark Things Sleep by Greg A. Vaughan and Kevin Wright
For 5th to 9th level characters (Tiers: 5–6 and 8–9). When a Pathfinder team in the godless nation of Rahadoum disappears, the Pathfinder Society sends the PCs to investigate. Deep beneath the sands of the small village of Wadi al-Hesr, a long imprisoned evil—responsible in part for the destruction of an ancient empire—now stirs and threatens the entire region with a deadly plague. Can the Pathfinders survive a sinister game of cat-and-mouse and escape with their lives?
Where Dark Things Sleep is the second scenario in the The Heresy of Man campaign arc. It is the sequel to Pathfinder Society Scenario #2-06: The Heresy of Man—Part I: The First Heresy and is followed by Pathfinder Society Scenario #2-09: The Heresy of Man—Part III: Beneath Forgotten Sands.

2-08: The Sarkorian Prophecy by Mark Moreland
For 7th to 11th level characters (Tiers: 7–8 and 10–11). When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.

2-09: The Heresy of Man—Part III: Beneath Forgotten Sands by Greg A. Vaughan and Kevin Wright
For 5th to 9th level characters (Tiers: 5–6 and 8–9). Beneath the desolate deserts of godless Rahadoum, the Pathfinder Society races against time to beat the traitorous Shadow Lodge to an ancient Jistkan citadel. But their rivals aren't the only obstacle in the PCs' way: the long-lost ruins teem with terrible outsiders set on manipulation and destruction, including a self-proclaimed avatar of the div god Ahriman. Beneath Forgotten Sands brings the three-part Heresy of Man series to a stunning conclusion.
Beneath Forgotten Sands is the third and final scenario in the The Heresy of Man campaign arc and is the sequel to Pathfinder Society Scenario #2-07: The Heresy of Man—Part II: Where Dark Things Sleep.

2-10: Fury of the Fiend by Larry Wilhelm
For 7th to 11th level characters (Tiers: 7–8 and 10–11). The Pathfinder Society once again sends a team of agents into the deadly ruins of Rachikan in western Cheliax. This time, however, the Pathfinders must infiltrate a Hellknight encampment to gain access to the lost city's lower levels. Can they work their way past the suspicious soldiers and survive the ancient terrors that lurk below? Fury of the Fiend is the spiritual sequel of Fingerprints of the Fiend, though the scenarios can be played in any order.

2-11: The Penumbral Accords by Owen K.C. Stephens
For 1st to 5th level characters (Tiers: 1–2, 4–5). The daughters of Absalom's mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family's matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society's ties to the powerful Blakroses.

2-12: Below the Silver Tarn by Crystal Frasier
For 7th to 11th level characters (Tiers: 7-8 and 10-11). In the rural Menador Mountains of southern Nidal, the PCs find themselves in a fog-enshrouded mining town facing a terrible fate. Silver Tarn, on the banks of which the settlement of Stom's Claim stands, has grown a mind of its own. Reaching out with strange abominations of the deep to siphon the souls of the stubborn populace, the lake hopes to release a powerful fiend bound centuries earlier by Arodenite clerics. If the PCs can't stop the Silver Tarn Entity, Stom's Claim and much of western Avistan may soon fall to a fate beyond comprehension.

2-13: Murder on the Throaty Mermaid by Mark Moreland
For 1st to 5th level characters (Tiers: 1-2 and 4-5). While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the Pathfinder Society's relationship with the isolationist elves who call the citadel home. Can the cunning Pathfinders discover who among the ship's crew of scum and villains is responsible for the crime in time to clear their own names? This murder mystery upon the open sea features a mechanic allowing for a different killer each time it's run to ensure that no amount of word of mouth will spoil the investigation for any team of canny players.

2-14: The Chasm of Screams by Tim Hitchcock
For 7th to 11th level characters (Tiers: 7-8 and 10-11). When the Decemvirate sends the PCs on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder known as the Phitoness of Axioms, the players soon find themselves deep in the mythical howling caves commonly referred to as the Chasm of Screams. Can the brave adventurers survive the harsh environment and defeat the demented thralls of the powerful, icy master of the oft-avoided cavern? Or will their cries of pain join the chorus of tormented voices that already echoes from the Chasm of Screams?

2-15: Shades of Ice—Part I: Written in Blood by Joshua J. Frost
For 1st to 5th level characters (Tiers: 1-2 and 4-5). When the Decemvirate sends the PCs to the Viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find themselves unwelcome visitors. Forced to navigate the rugged, isolated city and interact with the standoffish natives, can they deliver their cargo to its target, or will they find themselves exiled from the city... or worse?
Written in Blood is the first scenario in the three-part Shades of Ice campaign arc. It continues in Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter and concludes in Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huskarl King. All three scenarios are intended to be played in order.

2-16: The Flesh Collector by Martin Long
For 7th to 11th level characters (Tiers: 7-8 and 10-11). A priceless manuscript has gone missing from the Pathfinder lodge in Almas, and the Pathfinder Society has traced its current whereabouts to a remote monastery off the coast of southwestern Nex. Arriving at the Monastery of the Unremitting Tide, the PCs face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing them the stolen manuscript, could cost them their very lives.

2-17: Shades of Ice—Part II: Exiles of Winter by Joshua J. Frost
For 1st to 5th level characters (Tiers: 1-2 and 4-5). Following the trail of the insidious Shadow Lodge from Trollheim to the icebound city of Whitethrone in the witch-ruled nation of Irrisen, the PCs must locate the hidden lodge of their contact’s kidnapper. Can they get past the city’s defenses, infiltrate the Shadow Lodge headquarters and rescue the Pathfinder Society’s valuable ally, or will they—like so many before them—find their bones ground to make Baba Yaga’s bread?
Exiles of Winter is part two of the three-part Shades of Ice campaign arc. It follows Pathfinder Society Scenario #2-15: Shades of Ice—Part I: Written in Blood and concludes in Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huskarl King. All three scenarios are intended to be played in order.

2-18: The Forbidden Furnace of Forgotten Koor by Larry Wilhelm
For 7th to 11th level characters (Tiers: 7-8 and 10-11). When a Qadiran Pathfinder known for her knowledge of genie-kind fails to report back to the Katheer Lodge, the PCs are sent into the long-abandoned ruins of Koor, a former forge city high in the Zho Mountains. In their effort to find the lost agent, the Pathfinders may find themselves facing a foe long locked in a secure vault by the city’s former occupants—guardians whose departure weakened their defenses, paving the way for a terrible escape.

2-19: Shades of Ice—Part III: Keep of the Huskarl King by Jesse Benner
For 1st to 5th level characters (Tiers: 1-2 and 4-5). Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?
Keep of the Huscarl King is part three of the three-part Shades of Ice campaign arc. It follows Pathfinder Society Scenario #2-15: Shades of Ice—Part I: Written in Blood and Pathfinder Society Scenario #2-17: Shades of Ice—Part II: Exiles of Winter. All three scenarios are intended to be played in order.

2-20: Wrath of the Accursed by Matt Goodall
For 7th to 11th level characters (Tiers: 7-8 and 10-11). When Pathfinders in and around the Osirian capital of Sothis don’t respond to an emergency summons to the Sothis Lodge, you are sent to discover their whereabouts. What you discover are a series of horrific murders all tied to a long-forgotten curse from the Society’s past.

2-21: The Dalsine Affair by Alex Greenshields
For 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7). Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land. When ties are revealed to Baron Jacquo Dalsine’s brother the situation becomes even tighter for members of the Pathfinder Society, and at the end of the day some members of the Dalsine family may not get out unscathed.

2-22: Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained by Tim Hitchcock
For 12th level characters (Tier 12). In the secret upper levels of the Pathfinder Society’s headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin’s blade. Nothing Ventured, Nothing Gained is the fourth and final scenario in the Tier 12 Eyes of the Ten campaign arc and is the sequel to Pathfinder Society Scenario #2-05: Eyes of the Ten—Part III: Red Revolution.

2-23: Shadow's Last Stand—Part I: At Shadow's Door by Steven Robert
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7). The Shadow Lodge’s assault on the Pathfinder Society has come to a head. Renegade Shadow Pathfinders have taken over the Grand Cathedral of Aroden, holding the Pathfinders and Venture-Captain stationed there hostage. You must gain entry into the overrun Pathfinder lodge and put an end to the open warfare within the Society.

2-24: Shadow's Last Stand—Part II: Web of Corruption by Patrick Renie
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7). The mastermind behind the Shadow Lodge incursion on the Pathfinder Society has been revealed. You journey to discover the traitor’s whereabouts and identities.

2-25: You Only Die Twice  by Hyrum Savage
A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5-6 and 8-9). The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb’s bones?

2-26: The Mantis's Prey by Michael Kortes
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7-8 and 10-11). The Red Mantis have a contract to assassinate Grandmaster Torch, and the famed Absalom information broker calls in a favor from the Society to prevent his untimely demise. You must locate the Red Mantis assassins sent to kill him and eliminate the threat before they strike.

2-EX: The Midnight Mauler by Crystal Frasier
For 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades, Vonran Vilk, what they find will lead to exploration, diplomacy, murder, haunted pasts, and tragic love. Can the PCs stop the rampage of the Midnight Mauler before he kills again?
The Midnight Mauler is an exclusive adventure to be run only by 4-star GMs and Venture-Captains for its first year. Available to the public from 1 Feb 2012.