A ragtag band of gunslinging outlaws get their hands dirty in the greasy alleyways and whisky-soaked saloons of Alkenstar, the City of Smog. To get revenge on the mogul who destroyed them, the renegades will have to stick up an illicit bank, foil a crooked shieldmarshal, and escort a reclusive inventor to safety. All the while, countless rough-and-tumble rivals aim to waylay the party and seize the inventor's latest concoction: pyronite, an explosive substance with the potential to change the face of the world. In a city where the clockwork guards are literally as tough as brass, the antiheroes will need true grit to dole out overdue justice.
"Punks in a Powderkeg" is a Pathfinder adventure for four 1st-level characters. This adventure begins the Outlaws of Alkenstar Adventure Path, a three-part monthly campaign in which a band of outlaws unravel an explosive criminal plot in the heart of the City of Smog, Alkenstar. This adventure also includes a gazetteer of the characters' home saloon; new feats, items, and rules options perfect for gunslingers, gearheads, and grenadiers; and new steampunk creatures and mutant monsters 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: 978-1-64078-412-3
The Outlaws of Alkenstar 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 (963 KB PDF).
Other Resources: This product is also available on the following platforms:
This is on one of the most exhilarating adventure paths I've had the pleasure of experiencing, and quite honestly, I'm at a loss for words to adequately encapsulate its brilliance. Nevertheless, I'll make a humble attempt to convey my admiration.
We broke through meticulously crafted encounters: this book masterfully balances its challenges, ensuring that they are demanding yet always fair.
An essential element of an engaging adventure path is the depth and realism of its NPCs, and this adventure delivers in this regard spectacularly. The characters are authentic, each with their unique agenda, and they make significant contributions to engrossing players in the narrative.
The setting, within one of Golarion's most sprawling and eccentric cities, provides an unparalleled scenario that allows for interaction with a wide and diverse range of characters. This not only enriches the gameplay but also breathes life into the environment, making the city a character in its own right.
Vanessa Hoskins's creative genius shines through in this adventure. Her meticulous attention to detail and capacity for imaginative storytelling have left a lasting impression, earning her a permanent spot on my list of favorite authors.
In short, this adventure has not only captivated my attention but has also reignited my passion for PF2. It's an exhilarating ride that I highly recommend to any Pathfinder enthusiasts. It's an experience not to be missed, an adventure that truly exemplifies the excitement and immersion that a well-crafted story can provide.
And with that said, lets hop into book 2!
just here to offset the guy 1- & 2-starring all the PF2E products
I really wanted this to be a great first adventure into a great three book AP and I find myself disappointed. Overall, it just has some rough edges that make this just an average AP from Paizo.
First, the good. The character hooks, backgrounds, setting, and initial NPCs are all excellent. My players were hooked, had deep connections to the city (which is essentially an NPC unto itself), and really enjoyed the start of the game. The first half of the first chapter is possibly one of the best opening scenes Paizo has had in an AP. That is where the problems start.
After the initial heist, the players are being chased and suddenly have time to do some side quests for goblins? It would have made a lot more sense to drop off the loot and then have an excuse to come back. Then, in chapter 2, you have to go rescue the eccentric inventor, who is a treat to roleplay. However, the entire chapter has weird pacing issues and most of the encounters feel like filler more than meaningful contributions to the story. The final main chapter of the book has what is essentially a raid on a rival group which is fine but also doesn't meaningfully contribute to the whole "revenge" or "work for the government" themes that the AP lays out in its first chapter.
These problems aren't game breaking and there is still a lot of fun to be had here but this could have easily been a 4 or 5 star first book.
I was excited to run this as soon as it was announced, but it's been a bit disappointing so far.
The Good:
- Great hook. The best way to unite a group of chaotic PCs is revenge, which is conveniently a mainstay of the western genre.
- Fun NPCs. The main villains are fun and compelling (even if they barely show up in this one) and there's other fun stuff like the Nailgobblers in the meantime. I recommend showing your players a pic of Ambrose Mugland from the cover of book 2 to make them hate him more.
The Bad:
- The Mana Wastes' strange and unpredictable effect on magic is one of the most notable parts of the setting, and it's weird that they're barely mentioned. I just told my casters they would have wellspring magic as a free archetype and called it a day, but I was really hoping for some explicit rules.
- Why would you tell me to give my players a map of the city then have them traverse an "unavoidable" bridge over a river that literally can't exist? I just pasted some rooftops over the (impossible) river and told my players they were jumped in an alley instead.
Well congrats Paizo, I didn't think you could get me to sub for Pathfinder AP's (Magic Schools and Absalom Cops aren't really my cup of tea) but between Frozen Flame and this you'll have my attention for the first six months of 2022.
Oooh... Will we get rules for pyronite? Because I want rules for this fantasy dynamite (I'm assuming it's dynamite and not TNT). I want rules for this fantasy dynamite so bad.
Light the Fuse
Ragtag outlaws get their hands dirty in the oil-slicked alleyways and whisky-soaked saloons of Alkenstar, the City of Smog. To enact revenge on the mogul who ruined them, these renegades must steal from the rich, take down crooked shieldmarshals, and aid a mysterious gunslinging patron. In a city where the clockwork guards are literally as tough as brass, antiheroes will need true grit to dole out overdue justice. The Outlaws of Alkenstar Adventure Path begins with “Punks in a Powder Keg,” a complete adventure for 1st- to 3rd-level characters.
Do we have an ETA on the player’s guide? I’m stoked to see some more info on Alkenstar itself, the campaign backgrounds, and especially how magic is going to function in the region.
Do we have an ETA on the player’s guide? I’m stoked to see some more info on Alkenstar itself, the campaign backgrounds, and especially how magic is going to function in the region.
The so-called City of Smog lies in the heart of the Mana Wastes, a fickle wasteland desert where magic doesn’t always function as planned. In Outlaws of Alkenstar, the unpredictable nature of magic is presented during several set encounters—particularly in the Mana Wastes in the second and third volumes—and characters are made aware in advance whenever such circumstances might arise. For the most part, however, magic works normally in nearly every encounter. If you and your group are interested in making unreliable magic a larger part of your campaign, consider using the rules for wellspring magic (Pathfinder Secrets of Magic 248) or leaning into the concepts of Bronzetime and Surgetime while in Alkenstar (sidebar on page 51).
How do I preorder this Foundry? Aaron Shanks take my money!!!
Haha, thanks! We are getting the Foundry version of product on the site #soon. I understand it will be a separate page. I think we will put a button link to it from this page.
Doc: Marty that pyronite has the potential to produce 1.21 jigawatts of power. You know what that means Marty!!!!!
Marty: That sounds dangerous doc. Where did you get it from?
Doc: It feel off the wagon of a Gebbite.
Doc: Marty we have to go back to the past
Marty: What happened?
Doc: The whispering way had succeeded at their attempt to help Tar Baphon. Humanity is doomed if we don't find a way to stop them. Doomed!
Marty: Time travel this. Time travel that. Doc why do you know so much stuff about time travel?
Doc: You see its simple. Do you know about Shyka?
Marty: I don't see how they are relevant.
Doc: No its everything Marty!!!!!!! Im an avatar of Shyka. Past present future. I've seen it all Marty. I've seen it all!!!!!!
I got the shipping notification as well, but it’s listed at the bottom of the downloads page as “not currently available for download”. Curious if it’s a known issue, or if maybe a switch didn’t get flipped for release?
Hopefully someone can give us some insight soon, as I’m eager to dive in!