Time is of the essence when the formula for the devastating explosive pyronite falls into the wrong hands. To secure the formula and even the score with the sinister rival who ruined them, a motley gang of outlaws must brave the weird and wild wastes of the Spellscar Desert. At the center of this mutant-filled wasteland, the outlaws discover an abandoned temple of time called the Cradle of Quartz. But while redemption and a fresh start might be nice perks, the outlaws seek something far more valuable among the Cradle's time-warped halls: revenge.
"Cradle of Quartz" is a Pathfinder adventure for four 4th-level characters. This adventure continues 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 an exploration of the magic-warped wastes east of Alkenstar, the Spellscar Desert; 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: 978-1-64078-422-2
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:
After a fairly enjoyable first book I had pretty high hopes for this one, and at first I was totally on board for the idea of going into the Mana Wastes! However, so far it's been unbearable.
Chapter 1 begins with an unbearable lore dump that feels like it has nothing to do with anything before taking you on a nearly incomprehensible string of events in a library (including being ambushed by 2 people who want to kill you for reasons the book explicitly states has nothing to do with the story) that it devotes, I kid you not, ZERO words to describing the look and feel of. It makes you go to the Temple of Brigh to find some contrived clues through nonsense means and loads of bloated encounters but doesn't even spend a single inch of ink telling you what the *only temple in the city looks like*.
Chapter 2 is another severely disappointing encounter gauntlet that has had me with my head in my hands out of boredom and frustration every week. I don't understand how a story about trying to find an ancient forbidden temple in such a cool and vibrant desert can be THIS railroaded. It's an utter slog.
I make no exaggeration when I say that Cradle of Quartz not only has made me want to quit this campaign I've now been running for 10 months, but also has made me want to look elsewhere for my TTRPG thrills despite falling head over heels in love with PF2e when I started prepping for this a year ago.
As much as I love books 1 and 3 of Outlaws of Alkenstar, the vast majority of this book is a tedious slog. The research subsystem is used to quite uninteresting effect. I absolutely HATE the way chapter 2 is written as a dozen or so linear "events" - it feels railroad-y in the worst way. Chapters 2 and 3 ultimately end up being totally irrelevant to the plot of the overall AP. I hate plot points that take the agency entirely out of the players' control. The Cradle of Quartz map itself is also utterly devoid of any interesting detail. And chapter 4 continues the string of bizarrely high numbered events. I just... really hope the huge mistakes here aren't repeated in the future.
Let me start by being clear - as with all of Paizo's stuff, this is a high-quality book. The book is beautiful, the art is high-quality, and so on. That said, there are a frustrating number of strange mistakes and errors/omissions that made it into the final version of this book.
A microcosm of this is the chapter in which the party boards and faces adventure on a flying clockwork ship. (Spoilers ahead.) A great set-up!
But then there are weird plot-points. Before the party can board the ship, they have to jump through hoops to convince a number of other people to also make the voyage. Why can't they just pay for the extra seats themselves? Well, we're told, the captain's ego requires that more people sign up(?!). And why can't they just hire some assistants to travel with them and pay for their seats?... Um... it's not clear.
Likewise, there seem to be mistakes in the set-up of the ship itself. It looks like there's a large stairwell that goes to the first-mate's room, and nowhere else. And that this is the only way in and out of the first-mate's room. Even though this room is right next to all of the others, and could be conveniently reached if there was a door to the main hallway, as there is with all the other rooms.
Likewise, there's a room with ballistas that plays an important role in one of the encounters... except the room is completely omitted from the description of the ship.
Anyway, with some patching up and a little work on the GM's side, there's a serviceable adventure here. But this requires more work of this type than one would like.
Ok, with exploration of the Spellscar Desert and the new rules surrounding magical dead zones, I'm convinced. I'm hoping there will be space for a mostly "normal" adventuring party so that spell casters aren't completely nerfed for this part of the AP. "Magic warped" sounds like a great step in that direction!
Alkenstar was founded in the ruined lands between Nex and Geb in spite—and because—of the region’s peculiar ambient effects on magic. Thankfully for the city’s inhabitants, protective walls and magical forecasts have largely mitigated the most troublesome aspects of spellcasting within the City of Smog. Naturally, however, the same can’t be said for the vast, haunted wastes beyond the city’s borders.
In this adventure, the characters step foot outside the relative safety of the city of Alkenstar and into the perilous Spellscar Desert, one of the Mana Wastes’ most magically disturbed subregions. Here as never before, they’ll encounter dangerous, terrifying, and downright strange places and denizens. For many, the outright weirdness of the Mana Wastes is exactly what makes the place so appealing.
Chapter 2 of “Cradle of Quartz” includes numerous bizarre situations and encounters for the party to overcome, and the Spellscar Desert article on page 66 includes dozens more whimsical characters, locations, and ideas for you to seed into the party’s wasteland wanderings as you like. Of course, you should feel free to drop in your own outlandish ideas, too. In fact, if you’ve been waiting for a chance to incorporate your wildest, wackiest ideas into a Pathfinder Adventure Path, the party’s foray into the Spellscar is a prime opportunity.
So time travel is involved with the AP featuring a steam punk Doc Brown homage. I mean its brilliant. You get me wanting a time travel AP and then you deliver the AP at the same time.
If I have a Subscription and get the free PDF and then I want the foundry upgrade... does it subtract the "normal" pdf price or is there no credit because I paid nothing for the PDF?
If I have a Subscription and get the free PDF and then I want the foundry upgrade... does it subtract the "normal" pdf price or is there no credit because I paid nothing for the PDF?
You get the credit. Folks are raving about the value of subs + VTT.
A Ticking Time Bomb
Time is of the essence for a motley gang of outlaws if they’re to settle the score with the sinister rival who ruined them. Somewhere amid the weird and wild wastes of the Spellscar Desert lies an abandoned clockwork temple called the Cradle of Quartz. But while redemption and a fresh start might be nice perks, the outlaws seek something far more valuable among the Cradle’s time-warped halls: revenge. The Outlaws of Alkenstar Adventure Path continues with “Cradle of Quartz,” a complete adventure for 4th- to 7th-level characters.
THE SPELLSCAR DESERT
by Ron Lundeen
The wild and weird wasteland east of Alkenstar defies description. Keep an eye out for threats both familiar and alien as you explore the Spellscar Desert!
ADVENTURE TOOLBOX
Spoiler:
includes pyronite, gilded gear, Mana Waste armaments, vestiges of Brigh, clockwork, non-playable mutants and other creatures.
THE SPELLSCAR DESERT
by Ron Lundeen
The wild and weird wasteland east of Alkenstar defies description. Keep an eye out for threats both familiar and alien as you explore the Spellscar Desert!
ADVENTURE TOOLBOX
** spoiler omitted **
Bummed to see "non-playable" there - I hope we get a Versatile Heritage someday!
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Aaron Shanks wrote:
Backmatter:
THE SPELLSCAR DESERT
by Ron Lundeen
The wild and weird wasteland east of Alkenstar defies description. Keep an eye out for threats both familiar and alien as you explore the Spellscar Desert!
ADVENTURE TOOLBOX
** spoiler omitted **
Thanks for the info Aaron! Paizo has been putting out straight fire (is that what the kids are saying?) these days, and I appreciate the effort you go to in order to spread the word!
If I have a Subscription and get the free PDF and then I want the foundry upgrade... does it subtract the "normal" pdf price or is there no credit because I paid nothing for the PDF?
You get the credit. Folks are raving about the value of subs + VTT.
Well ... then you just sold me on Subscription ... ok wallet prepare to be En-Lightened...
If I have a Subscription and get the free PDF and then I want the foundry upgrade... does it subtract the "normal" pdf price or is there no credit because I paid nothing for the PDF?
You get the credit. Folks are raving about the value of subs + VTT.
Well ... then you just sold me on Subscription ... ok wallet prepare to be En-Lightened...
Great!
Also, PDF "ownership" gets you discounts on Pathfinder Nexus, for those interested in premium online tools.
THE SPELLSCAR DESERT
by Ron Lundeen
The wild and weird wasteland east of Alkenstar defies description. Keep an eye out for threats both familiar and alien as you explore the Spellscar Desert!
ADVENTURE TOOLBOX
** spoiler omitted **
Thanks for the info Aaron! Paizo has been putting out straight fire (is that what the kids are saying?) these days, and I appreciate the effort you go to in order to spread the word!
I appreciate the attaboy and I agree about the quality of my cowoker's output! It is good to be the bard who gets sings their praises.
THE SPELLSCAR DESERT
by Ron Lundeen
The wild and weird wasteland east of Alkenstar defies description. Keep an eye out for threats both familiar and alien as you explore the Spellscar Desert!
ADVENTURE TOOLBOX
** spoiler omitted **
I hope pyronite is actually as groundbreaking/ explosive as it's hyped up to be so far the AP specific items have lived up to the lore but I'm worried pyronite won't for two reasons 1 its not in anyway magical 2 ap only goes to 10th lvl hope the effects prove me wrong and is better than previous alchemical explosives in damage or effects
Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
I see the Abomination Vaults VTT page, but not the Outlaws book 2 VTT page. I want to make sure I buy them all, because I want to show Paizo that these are successful, so they continue for a long time to come
I see the Abomination Vaults VTT page, but not the Outlaws book 2 VTT page. I want to make sure I buy them all, because I want to show Paizo that these are successful, so they continue for a long time to come