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.
Okay yeah, best thing about 3 part aps is that paizo is more willing to set them in niche locations (either ones where its hard to figure out level 1-20 plot or ones players might not want to be that long in depending on party), so this being set in Alkenstar is enough to set aside my upset at this not being another 11-20 :'D
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CorvusMask wrote:
Okay yeah, best thing about 3 part aps is that paizo is more willing to set them in niche locations (either ones where its hard to figure out level 1-20 plot or ones players might not want to be that long in depending on party), so this being set in Alkenstar is enough to set aside my upset at this not being another 11-20 :'D
Woo for Alkenstar content finally! :3
Honestly? Same. I'm very surprised that we're getting back-to-back 1-10s, but an Alkenstar-centric AP lends itself to that level of play (a general MW AP could do 1-20 easily, but Alkenstar alone is more 1-10 unless some huge changes are being made within the story). Also, it's very distinct from both of the preceding APs, which is a plus.
Part of me does hope one of the volumes has a jaunt out into the Wastes - I'd really love to see some Fleshwarps in the narrative!
I sort of expect this in volumes 2 and 3 - maybe even a visit to Dongun Keep, the Gunworks and/or Martel (which apparently houses the Alkenstar treasury and banking)? That'd be fun.
suprised that this isnt an 11-20, and instead we're getting two 1-10s in a row, but I'm certainly not disappointed. This is very exciting, although I also hope we get to get out of the city a little bit as well.
I am really torn on this. On the one hand, I am very glad to see interesting locations like this and the Realm of the Mammoth Lords get coverage. On the other, 1-10 is a very hard sell indeed for any of my plausible player groups, and 11-20 is basically impossible unless it can be made to flow organically from an existing 1-10; the equivalent reasonably doable with the first two Starfinder 3-part APs but I am not seeing a straightforward way to do that from any of the PF2.0 1-10 3-parters so far into Fists of the Ruby Phoenix. If we are going to have 3-part APs becoming a more common thing, some focus on stringing them together for 1-20 play would be appreciated.
So I guess that means we now have three short adventure paths that can serve as prequels to that Ruby Phoenix adventure path that starts at 11th level?