The Broken Tusks find sanctuary at last in the settlement of Hillcross, but invading frost giants quickly force the clan's scouts to lead their mighty following's defense against the siege and take on new titles. To put a stop to the slaughter, the newly named Mammoth Lords take the fight to their foes by riding their bestial mounts through the sucking muck of the Tamarnian Tar Forest. At the heart of these black woods, amid the ruins of a half-sunken crusaders' castle, the heroes wield the sacred light of the Primordial Flame to defeat their ancient enemies once and for all.
"Burning Tundra" is a Pathfinder adventure for four 8th-level characters. This adventure concludes the Quest for the Frozen Flame Adventure Path, a three-part monthly campaign in which the heroes lead a band of nomadic hunter-gatherers across a brutal primordial landscape. This adventure also includes a gazetteer of the mountain meeting grounds called Hillcross; megafauna animal companions and ancestral gear that complement the new Mammoth Lord character archetype; and new prehistoric creatures to befriend or bedevil your players.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
ISBN-13: 978-1-64078-406-2
The Quest for the Frozen Flame Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle Sheets are available as a free download (991 KB PDF).
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Our group of players thoroughly enjoyed this as the final part of our two-year playthough of this AP. A memorable beginning and epic conclusion to this uniquely-themed adventure path.
I'd echo what others have said about the middle section of this book needing some work to cover over what could be a little stodgy and slow moving - but a little faster-paced, more cinematic treatment of the hexploration elements sorts this problem.
The Broken Tusks find sanctuary at last in the mountain settlement of Hillcross, but this peace is destined to be short-lived. To complete their quest and prove themselves worthy of the title of Mammoth Lords, the scouts must defend their people from a frost giant siege, survive the perils of a cursed wilderness, and wield the sacred light of the Primordial Flame to vanquish their ancient enemies once and for all. The Quest for the Frozen Flame Adventure Path concludes with “Burning Tundra,” a complete adventure for 8th- to 10th-level characters.
Ladies and Gentleman! It is with great pleasure that I announce that we got a DINOSAUR FORT SPELL in this AP!
Also a lot of new animal companions. Get hyped!
Hmm have spent bit more time reading this volume now and realized that while unlike abomination vaults, this one does have "how to continue campaign" article, it just like AV doesn't have guidelines for "if pcs fail" which always makes me bit sad since I love those in ap final volumes x'D
(also slightly confused of AP volume habit of making all new player options uncommon. I mean, is elephant companion really more rare than terror bird companion in this setting?)
After playing the AP I think Chapter 2 should be "Cut for time" -- or played as a sequence of encounters rather than wandering hexploration. It completely wrecks the pacing of the entire 3 part adventure. The 3rd act should not be a wandering-around-in-a-hex-map opportunity. You're trying to resolve plot threads, not add them in at the eleventh hour.
My players wanted to just ignore the Hora Queen in the Tar Forest and I can see their point -- in my game they weren't outsider rando adventurers like your standard setup, but had been born into the Broken Tusk tribe and had family in it. My players literally looked at me across the table and said "...why shouldn't we just stay and fight the approaching army, and THEN deal with Ivarsa?". Their empathy was stretched to the max by the quest-giver NPC's in the Tar Forest and felt like idiots wandering around a hexmap solving people's problems for them while their friends & family could have been put to the sword because of a bad die roll at the end of the AP.
"Look, lady, we really would like to help you with mending the dark taint in this forest but there's an ARMY OF FROST GIANTS AND BARBARIANS headed for Hillcross and will attack any time now that may kill our family and friends and burn it to the ground, we really don't have time for this. Can you PLEASE just tell us where Ivarsa went?!"