Getting Overwhelmed


Quest for the Frozen Flame


I don't know if I'm just not cut out for running Adventure Paths or what, but I'm getting completely overwhelmed by this one.

First, I want to give a few factors.
1) We're playing online and have short-ish sessions (3 hours per week).
2) I'm not a new GM - but I do feel like I haven't yet achieved complete system mastery of PF2 (despite running several adventures since 2019).
3) I have never really used the Golarian setting. I don't know the history, lore, religions, major NPCs, etc.

Specific to this adventure, we're in Chapter Two of "Lost Mammoth Valley." There's a big map with 50+ locations. There are 8 factions operating within the areas. My group is pretty slow moving (partly due to the restraints of shorter sessions being played online) - so at our current pace, it could take us over a year to get through this map.

I could cut some of the locations, but I have no idea which are the "important" areas. I don't know, for example, if there's a vitally important magic item located down the side passage of cave being guarded by mutated otters (well actually, I did find that one and retconned it).

Is it important that I let certain NPCs live? Is it vital the party have connections with all the groups? Are they going to miss important gear? What about story elements? What even is the story at this point? Are we expecting the group to explore a dangerous valley while they're still being pursued by an enemy tribe?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My party is in the same area. Our sessions vary in length from 2-4 hours online. I think it's important to remember that even if you're running an AP, it's still your game. Feel free to change what you want. I made it a point to tell my group it's not about hitting every hex, so naturally, they've made it a point to hit just about every Hex. There's only 2 factions that are important in this hex, though there are several groups. The reputation of the Sutaki and in extention, the blood owls.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Harles wrote:

Is it important that I let certain NPCs live? Is it vital the party have connections with all the groups? Are they going to miss important gear? What about story elements? What even is the story at this point? Are we expecting the group to explore a dangerous valley while they're still being pursued by an enemy tribe?

Important NPCs: I think the only npcs that matter are those that grow the following. As the followings size increases so does its level. I haven't been paying too much attention to this part yet, and when it comes up, if I'm not sure, I'll just give it my best guess. Don't forget lieutenants will fight alongside the party if needed. My party is 5, so I just ignore them for fights.

There's not much gear and what's there you'll need to add too if you aren't doing automatic bonus progression. I think there's a cloak that will slightly help one member in the upcoming fight against vene us, it gives then cold resistance 5 (I may of added that in.).

Story: once the party enters the valley, things slow down from Burning mammoth end. There's a few events to remind the party that the burning mammoths are still there, but not an immediate threat. (I had to change this somewhat because my group captured Pakano in the fight before entering the cave. Ivarsa showed up, killed some potential npcs, laughed at the group, and took Pakano back. I haven't looked at book 3 but Pakano plays a part in it.

Anyways the main beat of book 2 is saving or liberating the people of the valley. There's no real hard time limit, but the events mentioned earlier are reminders that the Burning Mammoths are still out there. The bulk of the Burning mammoths are stuck waiting for the avalanche to melt.


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This is a front-loaded chapter to prep. What I did was fill a journal with each page showing what was in each hex. Then I’d review the surrounding hexes before each session. I don’t think you’ll be playing this area for a year, but you might be here for 3 months. I would just do it, it will be epic.
Don’t be too concerned about magic items. Players are only looking for striking runes and +1 armor at these levels.
There is not a wrong way to run this chapter. My players skipped about 1/3rd of the content. Closest thing to a “important area” are the hexes with necromancers that lead to Ashen Tower.
Mendivians only exist in valley as a possible ally to players. You can cut all their hexes w/o much concern.
North side is filled with demons because of Metuak’s corruption. You can safely cut these encounters and just narrate the corruption.
Waymarkers are not important, these are purely backstory details.
Closer to Lyuba there is many groups of Sutaki for players to interact with. They exist to give players faction info and build reputation with blood owls.


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Starfinder Superscriber

I used about 2/3rds of Lost Mammoth Valley and also agree that it dragged on waaaaaaaaaaaaay too long.

Pick a few groups that you are really into, and run with them. For me that was the lost Crusaders and the center mini-fortress. Less the Sutaki.

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