6 player Outlaws of Alkenstar


Outlaws of Alkenstar


Hello! I am a new GM and decided to run Outlaws of Alkenstar for my friends to get them into Pathfinder 2e! We have 6 or 7 players, depending on who can make it, and I'm a little concerned about how to balance everything for them. For anyone who has played this AP before, what are some tips for upping the challenge?

We've yet to do a session 0, so not everyone has a character prepped, but currently the party is:
- Laughing Shadow Magus
- Vanguard Gunslinger
- Liberator Champion
- Investigator (No methodology chosen yet)

Would upping the number of clockwork handlers and goblin warriors be enough to properly balance everything out for the first chapter?


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Pathfinder Adventure Path, Lost Omens Subscriber

7 players might be a bit too unruly, but I think 6 players is doable in Pathfinder 2e. I've gone through every encounter in book 1 and detailed how I would upscale it for a 6-player party!

Chapter 1:
A1. Bank Entrance

Add a Gold Tank Broker.

A2. Bank Interior

Add two Gold Tank Investors.

A5. Bank Vault

Add a Gold Tank Broker.

A6. Bank Manager's Office

Give Irken two Gold Tank Investor cronies.

B2. Nailgobbler Camp

Add two Goblin Warriors.

B3. Rusty Crane

Add another Cockroach Swarm with the Weak template applied.

B4. Rust Pond

Add a Sewer Ooze.

B6. Monsie's Worshop

Add a Clockwork Hunter.

B7. Derelict Airship

Hazards are always tougher to modify, but here I would just give the Lonely Machine Spirit an additional action as part of its routine.

B8. Sludgespine Camp

Add two Sludgespine Killers.

B9. Fungus Patch

Add one Followers of Shumfallow and remove the Weak template from Shumfallow.

B10. Sewer Entrance

Add three Sludgespine Killers.

Chapter 2:
C4. Front Porch

Give the Wooden Bullets Trap an additional action as part of its routine.

Event 1: Chameleon Catastrophe

Give the Giant Chameleon the Elite template.

Event 2: Explosions at Bottleneck Bridge

Add one Powderkeg Punk Bombardier and one Powderpeg Punk Gunner.

Event 4: Gunned Down

Add two Powderpeg Punk Gunners.

D1. Tasting Room

Add a Clockwork Brewer.

D2. Beer Vats

Add a Yeast Ooze.

D4. Work Room

Add a Cockroach Swarm.

Event 5: The Cleaners Clean

Add another Prairie Drake and two Clearwater Cleaners.

Chapter 3:
E2. Powderkeg Warehouse

Add four Powderkeg Punk Gunners.

E3. Bitey's Den

Add a Giant Viper with the Elite template.

Event 7: Eye See You

Add an additional Ashash with the Weak template applied.

F1. Front Hallway

Give the Repeater Crossbow Trap two additional actions as part of its routine.

F4. Secret Alchemy Lab

Add two Clockwork Handlers.

F6. Summoning Chamber

Add two Iotons without the Elite template.

F7. Temple of Norgorber

Give both Shoma and the Clockwork Fabricator the Elite template.


Thank you so much for this handy guide! Also yeah, 7 people is probably gonna be unruly. I just kinda asked my friends who was willing to try out Pathfinder, and I got a lot of responses. Can't be upset about enthusiasm!


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Pathfinder Adventure Path, Lost Omens Subscriber

That's awesome that you have so many people interested, I hope it goes well! :-)


willfromamerica wrote:
That's awesome that you have so many people interested, I hope it goes well! :-)

Thank you! We're having our session 0 tonight, hopefully I'll be able to gauge how unruly and messy everything will be

Liberty's Edge

willfromamerica wrote:

7 players might be a bit too unruly, but I think 6 players is doable in Pathfinder 2e. I've gone through every encounter in book 1 and detailed how I would upscale it for a 6-player party!

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Spoiler:
I think you can get away with not touching Bitey at all, that combat is brutal
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