U-Con Gaming Convention November 17-19, 2017, Ypsilanti, Michigan
Role Playing, Card Games, Board Games, Miniatures, LARPs, Specialty Tracks, Exhibitors' Hall, Auction, and much more!

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Friday

9a

6623 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Friday 9a-2p. Levels 3-7. $4.00

6624 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Levels 1-5. $4.00

6625 Pathfinder RPG: Pathfinder Society #9-07 Salvation of the Sages, GM: Pathfinder Society, 6 players, Lots XP/Complex, Friday 9a-2p. Levels 7-11. $4.00

6626 Pathfinder RPG: Pathfinder Society #8-08 Tyranny of Winds, Part 1: The Sandstorm Prophecy, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. As a repurposed prison, the Sandswept Hall Pathfinder lodge in Sothis is an imposing target for thieves, yet an enemy operative recently broke in, stole valuable property, and escaped into the sun-scorched deserts of eastern Osirion. The PCs are the best disposed to follow the culprit's trail. Be warned, though, for the Scorpion Coast is the battleground of powerful elemental tribes that have assailed Osirion's frontier with cruel sandstorms and deadly force for millennia. Content in The Sandstorm Prophecy also contributes directly to the ongoing storyline of the Scarab Sages faction. The Sandstorm Prophecy is the first scenario in the three-part "Tyranny of Winds" campaign arc. It is followed by Pathfinder Society Scenario #8-10: Secrets of the Endless Sky and Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order. Levels 1-5. $4.00

6627 Pathfinder RPG: Pathfinder Society #6-06 Halls of the Flesh Eaters, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires. Levels 1-5. $4.00

6628 Pathfinder RPG: Pathfinder Society #8-18 Champion's Chalice, Part 1: Blazing Dangerous Trails, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. 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, the Pathfinder Society has taken a special interest in the competition, sponsoring a team of agents to compete to win 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. Levels 1-5. $4.00

6629 Pathfinder RPG: Pathfinder Society #0-01 Silent Tide, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion. Levels 1-5 $4.00

6630 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6631 Starfinder RPG: Starfinder Society #1-00 Claim to Salvation, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild. Level 4. $4.00

6632 Starfinder RPG: Starfinder Society #1-01 The Commencement, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. 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. Levels 1-2. $4.00

6633 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Levels 1-4. $4.00

6634 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Levels 1-4. $4.00

6635 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Pathfinder Society Adventure Card Guild $4.00

6805 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Friday 9a-2p. Levels 1-5. $4.00

2p

6637 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Levels 1-5. $4.00

6638 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Friday 2p-7p. Levels 3-7. $4.00

6639 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Levels 1-5. $4.00

6640 Pathfinder RPG: Pathfinder Society #9-07 Salvation of the Sages, GM: Pathfinder Society, 6 players, Lots XP/Complex, Friday 2p-7p. Levels 7-11. $4.00

6641 Pathfinder RPG: Pathfinder Society #5-12 Destiny of Sands, Part 1: A Bitter Bargain, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage's investigation of his ancient order; however the lead dried up-- that is, until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion's past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand. A Bitter Bargain is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5-15: Destiny of the Sands Part 2: "Race to Seeker's Folly" and Pathfinder Society Scenario #5-16: Destiny of the Sands Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order. Content in A Bitter Bargain also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions. Levels 1-5. $4.00

6642 Pathfinder RPG: Pathfinder Society #4-23 Rivalry's End, GM: Pathfinder Society, 6 players, Some XP/Average, Friday 2p-7p. The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia? Levels 3-7. $4.00

6643 Pathfinder RPG: Pathfinder Society #8-21 Champion's Chalice, Part 2: Agents of the Eye, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. 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. Levels 1-5. $4.00

6644 Pathfinder RPG: Pathfinder Society #8-24 Raid on Cloudborne Keep, GM: Pathfinder Society, 6 players, Some XP/Average, Friday 2p-7p. Followers of the evil elemental lord of air Hshurha have learned of the Pathfinder Society's plans to break open the Untouchable Opal and release Hshurha's ancient rival. One of Hshurha's lieutenants is gathering forces to deal a decisive blow to the Society and its new allies in the Concordance of Elements. If the PCs act quickly, they can make a daring strike, commandeering an airship on the Plane of Air and overtaking their enemy's fortress before it has the chance to rally its army. Content in Raid on the Cloudborne Keep also contributes directly to the ongoing storyline of the Silver Crusade faction. Levels 5-9. $4.00

6646 Pathfinder RPG: Pathfinder Society #0-14 The Many Fortunes of Grandmaster Torch, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen? Levels 1-5 $4.00

6649 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6650 Starfinder RPG: Starfinder Society #1-00 Claim to Salvation, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild. Level 4. $4.00

6651 Starfinder RPG: Starfinder Society #1-02 Fugitive on the Red Planet, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. 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? Levels 1-4. $4.00

6652 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Levels 1-4. $4.00

6653 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Levels 1-4. $4.00

6654 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Friday 2p-7p. Pathfinder Society Adventure Card Guild $4.00

8p

6656 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. Levels 1-5. $4.00

6657 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Friday 8p-1a. Levels 3-7. $4.00

6658 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. Levels 1-5. $4.00

6659 Pathfinder RPG: Pathfinder Society #9-07 Salvation of the Sages, GM: Pathfinder Society, 6 players, Lots XP/Complex, Friday 8p-1a. Levels 7-11. $4.00

6660 Pathfinder RPG: Pathfinder Society #8-99 The Solstice Scar - Version A, GM: Pathfinder Society, 30 players, No XP/Average, Friday 8p-1a. The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium. The Solstice Scar is a multi-table interactive adventure in which each group's actions can affect neighboring groups and contribute to the entire room's success. This is an ongoing adventure that will be updated and rereleased incrementally several times each season, collectively telling a longer story while also presenting exciting stand-alone chapters. Levels 1-11. $4.00

6661 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6662 Starfinder RPG: Starfinder Society #1-00 Claim to Salvation, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild. Level 4. $4.00

6663 Starfinder RPG: Starfinder Society #1-01 The Commencement, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. 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. Levels 1-2. $4.00

6664 Starfinder RPG: Starfinder Society #1-02 Fugitive on the Red Planet, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. 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? Levels 1-4. $4.00

6665 Starfinder RPG: Starfinder Society #1-03 Yesteryear's Truth, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. 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 Starfinders 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. Levels 1-4. $4.00

6666 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. Levels 1-4. $4.00

6667 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. Levels 1-4. $4.00

6668 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Friday 8p-1a. Pathfinder Society Adventure Card Guild $4.00

Saturday

9a

6670 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Levels 1-5. $4.00

6671 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Saturday 9a-2p. Levels 3-7. $4.00

6672 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Levels 1-5. $4.00

6673 Pathfinder RPG: Pathfinder Society #9-07 Salvation of the Sages, GM: Pathfinder Society, 6 players, Lots XP/Complex, Saturday 9a-2p. Levels 7-11. $4.00

6674 Pathfinder RPG: Pathfinder Society #8-10 Tyranny of Winds, Part 2: Secrets of the Endless Sky, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Recent discoveries suggest what was a simple theft is part of a grander plot that directs the PCs to floating metropolis of Armun Kelisk, capital of the djinni empire. As the Pathfinders pursue the culprit and uncover the past that has brought them in conflict, they may find they have more in common than they had expected, including a shared enemy. Content in Secrets of the Endless Sky also contributes directly to the ongoing storyline of the Sovereign Court faction. Secrets of the Endless Sky is the second scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and followed by Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order. Levels 1-5. $4.00

6675 Pathfinder RPG: Pathfinder Society #7-19 Labyrinth of Hungry Ghosts, GM: Pathfinder Society, 6 players, Some XP/Average, Saturday 9a-2p. Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb's many dangers, hopefully rescuing their allies in the process. This scenario is a sequel to Pathfinder Society Scenario #6-06: "Hall of the Flesh Eaters." Levels 3-7. $4.00

6676 Pathfinder RPG: Pathfinder Society #2-21 The Dalsine Affair, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threatens the Pathfinder Society's presence in the land. When Baron Jacquo Dalsine's cousin is implicated in a recent attack on Society allies, the situation becomes even tighter for the Pathfinders, and at the end of the day some members of the Dalsine family may not get out unscathed. Levels 1-7 $4.00

6677 Pathfinder RPG: Pathfinder Society #6-05 Slaves Ships of Absalom, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom's darkest industries. Content in Slave Ships of Absalom also contributes directly to the ongoing storylines of the Liberty's Edge and Sovereign Court factions. Levels 1-5. $4.00

6678 Pathfinder RPG: Pathfinder Society #0-01 Silent Tide, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion. Levels 1-5 $4.00

6679 Pathfinder RPG: Pathfinder Society #8-17 Refugees of the Weary Sky, GM: Pathfinder Society, 6 players, Lots XP/Complex, Saturday 9a-2p. As the Jistka Imperium decayed from within, its artificers and elementalists struggled to repel invaders from Osirion to the east. To channel their elemental power, the spellcasters constructed the mighty Citadel of the Weary Sky, but so much energy attracted a mighty fiend that crushed the tower. The Pathfinder Society knows that many of the mages escaped, but only recently and with the help of a new ally did it learn where they fled. Now the PCs set off for a forgotten Jistkan sanctuary where otherworldly forces now reign. Levels 7-11. $4.00

6681 Pathfinder RPG: Pathfinder Society #2-26 The Mantis's Prey, GM: Pathfinder Society, 6 players, Lots XP/Complex, Saturday 9a-2p. 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. Levels 7-11. $4.00

6682 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6683 Starfinder RPG: Starfinder Society #1-02 Fugitive on the Red Planet, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. 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? Levels 1-4. $4.00

6684 Starfinder RPG: Starfinder Society #1-03 Yesteryear's Truth, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. 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 Starfinders 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. Levels 1-4. $4.00

6685 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Levels 1-4. $4.00

6686 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Levels 1-4. $4.00

6687 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 9a-2p. Pathfinder Society Adventure Card Guild $4.00

2p

6689 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. Levels 1-5. $4.00

6690 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Saturday 2p-7p. Levels 3-7. $4.00

6691 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. Levels 1-5. $4.00

6693 Pathfinder RPG: Pathfinder Society #5-15 Destiny of Sands, Part 2: Seeker's Folly, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize? Race to Seeker's Folly is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: Destiny of the Sands Part 1: "A Bitter Bargain" and is followed by Pathfinder Society Scenario #5-16: Destiny of the Sands Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order. Content in Race to Seeker's Folly also contributes directly to the ongoing storyline of the Osirion faction. Levels 1-5. $4.00

6696 Pathfinder RPG: Pathfinder Society #9-03 On the Border of War, GM: Pathfinder Society, 6 players, Some XP/Average, Saturday 2p-7p. Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township's baron has died, and the loyalists of several houses have rekindled old rivalries while maneuvering for their respective lords to control the region. As the noble houses maneuver armies nearby in the name of "peacekeeping," the kingdom teeters on the precipice of war. Hostilities could spell the end of a famous ruin that the Society has yet to document, and Pathfinders must travel into the powder keg of a region to delay hostilities long enough to salvage and study the site. For the truly ambitious, it may be possible to avert the war altogether, but canny nobles are as likely to see the PCs as pawns as mediators. Levels 5-9. $4.00

6697 Pathfinder RPG: Pathfinder Society #6-11 The Slave Master's Mirror, GM: Pathfinder Society, 6 players, Some XP/Average, Saturday 2p-7p. An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the Inner Sea and track the slippery mastermind to her base if they are to successfully capture the villain, and Venture-Captain Ambrus Valsin has just the team of Pathfinders in mind for the task. Can the PCs defeat this remote slave ring without becoming slaves themselves? Content in The Slave Master's Mirror also contributes directly to the ongoing storylines of the Liberty's Edge and Silver Crusade factions. Levels 3-7. $4.00

6698 Pathfinder RPG: Pathfinder Society #0-01 Silent Tide, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion. Levels 1-5 $4.00

6699 Pathfinder RPG: Pathfinder Society #8-20 Torrents' Last Will, GM: Pathfinder Society, 6 players, Lots XP/Complex, Saturday 2p-7p. On the Plane of Water, familiar sights grow on impossible scales, from monumental swaths of kelp to utterly titanic sea creatures. The Society has traced a powerful relic to a tremendous shell adrift within a miles-wide swarm of giant jellyfish, and with the help of new allies, the PCs might recover it. They had best beware, though, for the Plane of Water is home to sahuagin and worse that are not eager to welcome intruders. Content in Torrent's Last Will also contributes directly to the ongoing storyline of the Dark Archive faction. Levels 7-11. $4.00

6701 Pathfinder RPG: Pathfinder Society #8-22 Wrath of the Fleshwarped Queen, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. 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. Levels 1-5. $4.00

6702 Pathfinder RPG: Pathfinder Society #5-25 Vengeance at Sundered Crag, GM: Pathfinder Society, 6 players, Lots XP/Complex, Saturday 2p-7p. Two foes of the Pathfinder Society race toward the dwarven Sky Citadel Jormurdun, aiming to snatch away the Pathfinders' prize. The Society dispatches its best agents to intercept the duo. Can the PCs prevent their enemies from ruining the expedition and put an end to the threat posed by these villains? Content in Vengeance at Sundered Crag also contributes directly to the ongoing storyline of the Grand Lodge faction. Levels 7-11. $4.00

6703 Pathfinder RPG: Pathfinder Society #8-25 Unleashing the Untouchable, GM: Pathfinder Society, 6 players, Lots XP/Complex, Saturday 2p-7p. The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within. All the Pathfinders lack is an impossibly hot flame, one that can match the searing hatred of Ymeri herself. The Society's best bet is Kandirion's Pyre, a supernatural forge situated where the elemental planes of earth and fire relentlessly batter each other. Freeing a demigod could send ripples through the multiverse and attract the attention of powerful creatures. Only the greatest agents stand a chance of breaking the Opal and surviving. Levels 12-15. $4.00

6704 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6705 Starfinder RPG: Starfinder Society #1-01 The Commencement, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. 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. Levels 1-2. $4.00

6706 Starfinder RPG: Starfinder Society #1-03 Yesteryear's Truth, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. 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 Starfinders 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. Levels 1-4. $4.00

6707 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. $4.00

6708 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. Levels 1-4. $4.00

6709 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 2p-7p. Pathfinder Society Adventure Card Guild $4.00

8p

6711 Pathfinder RPG: Pathfinder Society #9-00 Assault on Absalom, GM: Pathfinder Society, 60 players, No XP/Average, Saturday 8p-1a. Glorious Absalom has stood strong against attackers for nearly 5,000 years, and the land around it remains littered with the siege castles of failed invaders. However, centuries have passed since Absalom last repelled a siege in earnest, and a new warlord has gathered a supernatural army and ghastly allies that will test the city-- and perhaps be the first to conquer the so-called City at the Center of the World. When chaos erupts in the streets, the Pathfinder Society and its factions rally to the defense of their home, uncover the identity of the would-be conquerers, and seek a way to break the siege. Levels 1-11. $4.00

6712 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 8p-1a. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6713 Starfinder RPG: Starfinder Society #1-00 Claim to Salvation, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 8p-1a. Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild. Level 4. $4.00

6714 Starfinder RPG: Starfinder Society #1-01 The Commencement, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 8p-1a. 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. Levels 1-2. $4.00

6715 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 8p-1a. Levels 1-4. $4.00

6716 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 8p-1a. Levels 1-4. $4.00

6717 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Saturday 8p-1a. Pathfinder Society Adventure Card Guild $4.00

Sunday

9a

6719 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. Levels 1-5. $4.00

6720 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 9a-2p. Levels 3-7. $4.00

6721 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. Levels 1-5. $4.00

6722 Pathfinder RPG: Pathfinder Society #9-07 Salvation of the Sages, GM: Pathfinder Society, 6 players, Lots XP/Complex, Sunday 9a-2p. Levels 7-11. $4.00

6723 Pathfinder RPG: Pathfinder Society #8-12 Tyranny of Winds, Part 3: Caught in the Eclipse, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 9a-2p. The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all. Content in Caught in the Eclipse also contributes directly to the ongoing storyline of the Grand Lodge faction. Caught in the Eclipse is the final scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and Pathfinder Society Scenario #8-10: Secrets of the Endless Sky. All three chapters are intended to be played in order. Levels 3-7. $4.00

6724 Pathfinder RPG: Pathfinder Society #8-15 Hrethnar's Throne, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 9a-2p. The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches-- rivals both past and present. Levels 5-9. $4.00

6725 Pathfinder RPG: Pathfinder Society #9-01 The Cost of Enlightenment, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. 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. Levels 1-5. $4.00

6726 Pathfinder RPG: Pathfinder Society #9-02 A Case of Missing Persons, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 9a-2p. 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. Leves 3-7. $4.00

6727 Pathfinder RPG: Pathfinder Society #9-03 On the Border of War, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 9a-2p. Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township's baron has died, and the loyalists of several houses have rekindled old rivalries while maneuvering for their respective lords to control the region. As the noble houses maneuver armies nearby in the name of "peacekeeping," the kingdom teeters on the precipice of war. Hostilities could spell the end of a famous ruin that the Society has yet to document, and Pathfinders must travel into the powder keg of a region to delay hostilities long enough to salvage and study the site. For the truly ambitious, it may be possible to avert the war altogether, but canny nobles are as likely to see the PCs as pawns as mediators. Levels 5-9. $4.00

6728 Pathfinder RPG: Pathfinder Society #8-14 To Seal the Shadow, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capital Inahiyi, the wayangs host an annual festival to commemorate the catastrophe that brought them into this world and forced them to ally with their neighbors against a common threat. On especially auspicious anniversaries, the wayangs invite foreigners to contribute to the ceremony, and the Pathfinder Society has negotiated the privilege of having its agents observe the sacred ceremonies as these outside participants. This is no mere anthropological opportunity, though, and the PCs may be all that stands between their world and an unspeakable evil. Levels 1-5. $4.00

6729 Pathfinder RPG: Pathfinder Society #8-23 Graves of Crystalmaw Pass, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 9a-2p. 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? Levels 3-7. $4.00

6730 Pathfinder RPG: Pathfinder Society #8-25 Unleashing the Untouchable, GM: Pathfinder Society, 6 players, Lots XP/Complex, Sunday 9a-2p. The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within. All the Pathfinders lack is an impossibly hot flame, one that can match the searing hatred of Ymeri herself. The Society's best bet is Kandirion's Pyre, a supernatural forge situated where the elemental planes of earth and fire relentlessly batter each other. Freeing a demigod could send ripples through the multiverse and attract the attention of powerful creatures. Only the greatest agents stand a chance of breaking the Opal and surviving. Levels 12-15. $4.00

6731 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6732 Starfinder RPG: Starfinder Society #1-00 Claim to Salvation, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild. Level 4. $4.00

6733 Starfinder RPG: Starfinder Society #1-02 Fugitive on the Red Planet, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. 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? Levels 1-4. $4.00

6734 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. Levels 1-4. $4.00

6735 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. Levels 1-4. $4.00

6736 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 9a-2p. Pathfinder Society Adventure Card Guild $4.00

2p

6738 Pathfinder RPG: Pathfinder Society #9-04 The Unseen Inclusion, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Levels 1-5. $4.00

6739 Pathfinder RPG: Pathfinder Society #9-05 Call of the Copper Gate, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 2p-7p. Levels 3-7. $4.00

6740 Pathfinder RPG: Pathfinder Society #9-06 The Shores of Heaven, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Levels 1-5. $4.00

6741 Pathfinder RPG: Pathfinder Society #9-07 Salvation of the Sages, GM: Pathfinder Society, 6 players, Lots XP/Complex, Sunday 2p-7p. Levels 7-11. $4.00

6742 Pathfinder RPG: Pathfinder Society #5-16 Destiny of Sands, Part 3: Sanctum of the Sages, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 2p-7p. Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages' hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians' power if they are to preserve a millennia-old organization and Osirion's past. Sanctum of the Sages is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: Destiny of the Sands Part 1: "A Bitter Bargain" and Pathfinder Society Scenario #5-15: Destiny of the Sands Part 2: "Race to Seeker's Folly." All three chapters are intended to be played in order. Content in Sanctum of the Sages also contributes directly to the ongoing storyline of the Osirion faction. Levels 3-7. $4.00

6743 Pathfinder RPG: Pathfinder Society #8-13 What Sleeps in Stone, GM: Pathfinder Society, 6 players, Lots XP/Complex, Sunday 2p-7p. The snowcapped summits and volcanic peaks of the Kullan Dei range cut across Tian Xia, yet there is more to these mountains than ice and wind; the Pathfinder Society has learned of a priceless artifact hidden within a dormant volcano long ago. As the PCs retrace the path of an ancient hero, will they conquer the mountains or perish as have so many who came before? Levels 7-11. $4.00

6744 Pathfinder RPG: Pathfinder Society #9-01 The Cost of Enlightenment, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. 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. Levels 1-5. $4.00

6745 Pathfinder RPG: Pathfinder Society #9-02 A Case of Missing Persons, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 2p-7p. 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. Levels 3-7. $4.00

6746 Pathfinder RPG: Pathfinder Society #9-03 On the Border of War, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 2p-7p. Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township's baron has died, and the loyalists of several houses have rekindled old rivalries while maneuvering for their respective lords to control the region. As the noble houses maneuver armies nearby in the name of "peacekeeping," the kingdom teeters on the precipice of war. Hostilities could spell the end of a famous ruin that the Society has yet to document, and Pathfinders must travel into the powder keg of a region to delay hostilities long enough to salvage and study the site. For the truly ambitious, it may be possible to avert the war altogether, but canny nobles are as likely to see the PCs as pawns as mediators. Levels 5-9. $4.00

6747 Pathfinder RPG: Pathfinder Society #8-16 House of Harmonious Wisdom, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Mighty Lung Wa once controlled much of Tian Xia, but the empire crumbled a century ago. Three successor states have squabbled for dominance ever since, each insisting that it alone is the rightful inheritor of Lung Wa's glory. In the shadow of these mighty nations, the humble land of Shokuro has sought the means to discourage its neighbors' territorial ambitions and earn their respect. When a retired hero learns of a lost, legendary palace that might protect relics of the old empire, she calls on the Pathfinder Society for assistance finding the fabled site. The PCs must travel to each of the successor states in search of clues to uncover the palace and the treasures within. House of Harmonious Wisdom includes five one-hour adventures that take the PCs across central Tian Xia in search of imperial treasures and forgotten secrets. The series includes a beginning adventure and a finale, but players can experience the other parts in any order. Levels 1-5. $4.00

6748 Pathfinder RPG: Pathfinder Society #8-19 Treacherous Waves, GM: Pathfinder Society, 6 players, Some XP/Average, Sunday 2p-7p. The Society believes that a powerful relic lies in the depths of the Plane of Water, yet the most recent expedition to retrieve it failed for mysteriously tragic reasons. It's up to the PCs to travel to the aquatic metropolis of Vialesk to investigate that ill-fated mission and overcome the forces determined to keep the truth from coming to light. Levels 3-7. $4.00

6749 Pathfinder RPG: Pathfinder Society #8-25 Unleashing the Untouchable, GM: Pathfinder Society, 6 players, Lots XP/Complex, Sunday 2p-7p. The Pathfinder Society has secured the tools and uncovered the secret to shattering the Untouchable Opal and liberating the demigod within. All the Pathfinders lack is an impossibly hot flame, one that can match the searing hatred of Ymeri herself. The Society's best bet is Kandirion's Pyre, a supernatural forge situated where the elemental planes of earth and fire relentlessly batter each other. Freeing a demigod could send ripples through the multiverse and attract the attention of powerful creatures. Only the greatest agents stand a chance of breaking the Opal and surviving. Levels 12-15. $4.00

6750 Starfinder RPG: Starfinder Society #QUST Into the Unknown, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars. "Into the Unknown" includes five 1-hour adventures that take the PCs from exploring Absalom Station to partaking in starship combat and exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PC's previous accomplishments into account for a climactic final showdown against an enemy starship. Level 1. $4.00

6751 Starfinder RPG: Starfinder Society #1-00 Claim to Salvation, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Following the disastrous Scoured Stars Incident, the Starfinder Society fights to remain relevant as the rest of the galaxy moves on. With surviving agents stretched to their limits, the First Seeker launches a desperate bid to search the false moon of Salvation's End. Will the mission reveal a discovery that can stabilize the Society long enough for a new generation of Starfinders to come to the fore? Players use 4th-level versions of the Starfinder iconic characters in this debut special event of the Starfinder Society Roleplaying Guild. Level 4. $4.00

6752 Starfinder RPG: Starfinder Society #1-03 Yesteryear's Truth, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. 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 Starfinders 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. Levels 1-4. $4.00

6753 Starfinder RPG: Starfinder Society #1-04 Cries From the Drift, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Levels 1-4. $4.00

6754 Starfinder RPG: Starfinder Society #1-05 The First Mandate, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Levels 1-4. $4.00

6755 Pathfinder Adventure Card Game: Adventure Card Game TBD, GM: Pathfinder Society, 6 players, No XP/Average, Sunday 2p-7p. Pathfinder Society Adventure Card Guild $4.00