#3–23: The Goblinblood Dead - Paizo (Pathfinder Society Scenario)
More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.
#3–21: Temple of Empyreal Enlightenment - Paizo (Pathfinder Society Scenario)
In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.
Cruel as a Desert Wind - Dungeon 202 - Wizards of the Coast (Dragon Magazine)
House Tsalaxa uses various legitimate trade ventures to conceal its blackmail, espionage, and assassination schemes. Its representatives are feared for their ruthlessnessâ€”and for their ability to strike without mercy when threatened. However, Athas holds forces even more ruthless than House Tsalaxa, as a band of adventurers is about to find out.
#3-19: The Icebound Outpost - Paizo (Pathfinder Society Scenario)
The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?
#3-20: The Sundered Path - Paizo (Pathfinder Society Scenario)
In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.
Sprawl Sites - North America - Catalyst Game Labs (Shadowrun)
The Sixth World is full of dark alleys, twisted corridors, and hidden locations for nefarious activities. Shadowrunners and 16th century explorers both know the same truthâ€”the difference between death and survival when entering a hazardous area may be a good map. Sprawl Sites - North America presents eight full-color maps that can be used in a variety of sprawls, making it simple for gamemasters to call up a number of different locations when they need it. From a luxury hotel to a collection of blocks in an urban barrens, from a shopping mall to a trideo studio, the collection includes maps that can be used in many different situations. The maps are double-sided, with a key on one side, making them useful as both a guide for players and a reference for gamemasters. The package also includes a booklet providing details on security and other personnel found in the location, along with plot hooks to help involve these spots in your game.
#3-18 God's Market Gamble - Paizo (Pathfinder Society Scenario)
Valuable relics of religious natures have been disappearing on their way into Absalom and the Pathfinder Society stands to lose countless irreplaceable artifacts if the cause isn't found. Amid the bustling markets of the God's Market in the shadow of the Starstone Cathedral, the Society sets a plan in motion to ensure the parties responsible for the recent thefts are caught and brought to justice.
Blood Money - Dungeon 200 - Wizards of the Coast (Dungeon Magazine)
"Blood Money" is a caper adventure in which the adventurers work outside the law to pull off a major robbery. Good planning is essential, and the characters need to stay cool under pressure.
Over the Edge RPG - Atlas Games (Over the Edge RPG)
This limited printing of the enhanced Over the Edge 2nd Edition core book celebrates the 20th anniversary of Over the Edge, the seminal roleplaying game of surreal danger that changed the way RPGs are played. A NEW 16-page full-color section introduces the book, while the interior is a reprint of the B&W 2nd Edition on premium coated paper stock. The new introduction includes essays by Jonathan Tweet, Robin Laws, Greg Stolze, Keith Baker, and John Nephew. Plus a newly commissioned 2-page full-color map of the island of Al Amarja and quotes from fans.