Shadowrun Missions are a series of Shadowrun adventures published as PDFs only through DriveThruRPG and similar venues.
There have so far been eight major story arcs in the Shadowrun Missions:
Seattle Story Arc 1: SRM00-01 to SRM00-05 for Shadowrun (3rd Edition).
Rose Croix Story Arc: SRM01-01 to SRM01-09 for Shadowrun (3rd Edition).
Denver Story Arc: SRM02-01 to SRM02-25 for Shadowrun (4th & Twentieth Anniversary Editions).
New York Story Arc: SRM03-00 to SRM03-12 for Shadowrun (4th & Twentieth Anniversary Editions).
Seattle Story Arc 2: SRM04-00 to SRM04-12 for Shadowrun (4th & Twentieth Anniversary Editions).
Chicago Campaign: SRM05-01 to SRM08-06 for Shadowrun (5th Edition).
Neo-Tokyo Campaign: SRM09-01 to SRM10-06 for Shadowrun (5th Edition) & Shadowrun: Sixth World (6th Edition).
Seattle Story Arc 3: SRM2081-01 to SRM2081-24 for Shadowrun: Sixth World (6th Edition).
All of season 9 and later missions has not been released yet, but is supposed to consist of the following missions:
SRM 09-04 Neo-Tokyo Drift Fast and furious street racing brings in the Nuyen, and of course the Yakuza control the scene. When you get hired to monkey wrench things hit the guard rail.
SRM 09-05 Violent Shadows Tanaka-san needs an inconspicuous crew to rescue a missing child, but his Yakuza rivals are already a step ahead. Do you rescue the child for Tanaka or will you turn him over to the rival faction?
SRM 09-06 Seven Breaths War in the streets is threatening to boil over when an opportunity arises to bring it back to a simmer. Pick your preferred losers but don’t take too long as time is short.
SRM 10-01 Death's Daily Business Now that you've proven yourself in the streets, a corporation comes calling when one of their own gets assassinated. Can you handle moving up in the shadows of Neo-Tokyo?
SRM 10-02 One Stone: Two Birds Yamatetsu became Evo twenty years ago, but the old guard continues to resist Evo-culture. To encourage a return to the fold, Evo sets up an old Yakuza trick, employing your team to make it happen.
SRM 10-03 When the Bough Breaks An emergency job screams big money - and big problems. You're left holding the package and it's you in the crosshairs. Can you find the right formula to earn that paycheck with your skin intact?
SRM 10-04 Get Bento They say your soul is who you are on a bad day. For Sora Suzuki that was yesterday. Today he gets even.
SRM 10-05 Out of Body Experience A recently extracted software engineer left something behind. He wants to hire you to retrieve it. It's his wife.
SRM 10-06 Where the Wild Roses Grow When the runners are hired to fake a celebrity's death, they might find out just how deep the rabbit hole goes.
SRM 10-06 No Body Problem
SRM 2081-01 Death of a Fixer If a runner gets geeked, it’s just biz. But when it’s a popular fixer, everyone wants to know why.
SRM 2081-02 Urgent Care With Mr. Johnson’s reputation on the line, runners must infiltrate DocWagon to extract one of their own.
SRM 2081-03 Johnson and Johnson Johnson has the job; Johnson wants the data. Too bad they’re different people.
SRM 2081-04 Trailblazers Seattle’s Underground changes constantly. As smugglers vanish along a new route, tunnel rats are called in to smoke the trouble out. An official Missions organized play event. Pre-gens available. Beginner and experienced players welcome.
SRM 2081-05 This is Renton When the neighborhood watch is in cahoots with a murderous thrill gang, the obvious course of action is to throw a party… with bullets.
SRM 2081-06 Cutting Strings A friend goes missing, the puppet master is revealed—but to find her, you may need to play to his tune.
SRM 2081-07 Bootleg Bliss The runners are contacted by Ms. Johnson to clean up a bootleg operation and dissuade future competition.
SRM 2081-08 Child's Play Extract and babysit a kid as he negotiates the sale of daddy’s latest prototype. What could possibly go wrong?
SRM 2081-09 Eviction Notice Squatters tend to run when you start shooting at them, but that’s not nice. Ms. Johnson wants nice. Figure it out.
SRM 2081-10 Keep Your Eye on the Lady It’s a three card monte gone awry when the queen slips and gives up the gambit.
SRM 2081-11 Power Over Life Life in Puyallup is hard. A new clinic could make things better—but, what if it doesn’t?
SRM 2018-12 The Red Pill
SRM 2081-13 A Cookie from Uncle…
SRM 2081-14 The Advantage of His..
SRM 2081-15 A Bunch of Corporate..
SRM 2081-16 Nuclear Option
SRM 2081-17 Framed in Blood
SRM 2081-18 tbdt
There has also been a number of sub-story arcs:
Griffin Biotechnology: SRM00-03, SRM01-04 & SRM01-08
Rise of the Vory: Some of the SRM02 missions
The Dragon Stone: SRM02-08, SRM02-24 & SRM02-25
Trouble with the Triad: Some of the SRM02 missions
The Decline and Fall of Xeverus Cosmetics: SRM02-14, SRM02-21 & SRM02-23
4 sub-story archs in New York: Some of the SRM03 missions
Buried Underground: SRM04-01, SRM04-03, SRM04-05, SRM04-07, SRM04-09 & SRM04-11
Artifact Rush: SRM04-02, SRM04-04, SRM04-06, SRM04-08, SRM04-10 & SRM04-12
Emerging from the Wasteland: SRM05-01 to SRM05-06
From the publisher's site:
Shadowrun Missions is an international shared campaign. The goal is to have characters and adventures that all share the same universe, and of course have fun while doing it. Missions are played at local game stores, conventions, game days, and as home games. Players who participate in these scenarios will have a real opportunity to influence the Shadowrun game world, and play their characters in events worldwide.