Outlaws of Alkenstar: Smoke, Steel, and a Loaded Grudge

Outlaws of Alkenstar: Smoke, Steel, and a Loaded Grudge

Framed in the City of Smog, you pull a daring bank heist—and hunt the marshal or mogul who ruined you.

TYPE

Campaign

LEVELS

1–11

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
1 NEEDED TO START
$20.00

/ Session

Details

Weekly / Wednesday - 10:00 AM UTC

Session Duration / 3–4 hours

Campaign Length / 30–50 Sessions

1 / 5 Seats Filled

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This game will begin once 2 players have joined

Meet your party members

1/5

About the adventure

Outlaws of Alkenstar is a pulp-steampunk Pathfinder 2e campaign set in Alkenstar, a smoke-choked industrial city in the Mana Wastes - all brass spires, soot-stained alleys, clockwork servants, and black-powder swagger. You’re not shining knights here; you’re wanted outlaws trying to survive, clear your name, and get even with the people who set you up. The story kicks off with a job offer you can’t ignore: a heist targeting the Gold Tank Reserve, a bank tied to your enemies. From there, expect a mix of street-level schemes, social pressure, industrial dungeons, and action scenes where firearms, inventions, and desperate plans all feel at home. Theme-wise, this is revenge, grit, and clever problem-solving more than “save the world.” If you like morally gray choices (without being evil), stylish teamwork, and cinematic set pieces, you’ll fit right in.

Game style

Realm Building

Roleplay Lite

Combat Heavy

Tactical / Crunchy

Meet the Game Master

5.0

(4)

3 years on StartPlaying

2 games hosted

Highly rated for: Creativity, Teacher, Sets the Mood

About me

Hello! My name is Eduard, but most people call me Eddie. I'm 31 years old. I’ve been playing TTRPGs for about 8 years (DnD 2e, DnD 5e, and mostly Pathfinder 2e), and I’ve been GM-ing Pathfinder 2e for the past 2.5 years. I enjoy leaning into the tactical depth of PF2e: tight encounter design, meaningful positioning, and rules that reward smart choices. I’m very comfortable with the system, and I like helping players get the most out of their builds without slowing the game down. Professionally, I’ve been a software developer for 8 years, and I’m now pivoting into becoming a full-time professional GM. I bring that technical mindset into Foundry VTT with robust automation, clean character and monster setups, and clear visualizations of effects, auras, and conditions. My goal is to let the rules shine: crunchy, fair, and consistent—while still leaving plenty of room for strong character moments and story development. I’m all about collaborative storytelling, weaving player backstories into the world, and creating memorable character moments that stick with you long after the session ends—whether that’s a tense moral dilemma, a hard-earned victory, or a quiet scene around the campfire. If you’re looking for a GM who loves both system mastery and character-driven stories, I’d be happy to welcome you to my table.

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Character creation

Creating your character

We’ll do a Session 0 to build characters together, connect backstories, and set expectations. Characters start at level 1, and I strongly recommend using Pathbuilder (pathbuilder.com) because it keeps creation clean and beginner-friendly. Rules/variants we’re using (on top of normal PF2e): - Free Archetype (no feat restrictions) - Ancestry Paragon - Gradual Ability Boost These push characters toward “pulpy action hero” without making the basics harder to learn. Theme fit: Your character should have a reason to be outlawed and a personal grudge against either Ambrost Mugland or Deputy Anjelique Loveless. The Player’s Guide backgrounds are perfect for this and make the opening hook hit harder. Books: Core options are fine, and Guns & Gears is especially useful here (gunslinger/inventor/tech tools). If you want uncommon/rare stuff, run it by me first so it doesn’t derail the tone.

What to expect

Preparing for the session

You should have: - A discord account - A microphone - A browser that can run FoundryVTT.

What Eduard brings to the table

Foundry VTT for clear visuals: maps, tokens, measuring, condition tracking, and handouts—so you always know where you are and what’s going on. A game that moves: I lean Rules-as-Written, but if a rule lookup would stall a scene, I’ll make a quick call and confirm it after. Combat that’s tactical but not punishing—I’ll help newer players see good options (especially with firearms/action economy). NPCs with personality (yes, some voices) and optional ambient music. A table tone that matches the AP: criminals with a line, revenge-driven, stylish, and cooperative—not “murderhobo.”

Equipment needed to play

Internet

Computer

Microphone

Safety

How Eduard creates a safe table

Tools at the Table We’ll use a mix of written and “real-time” tools: Lines & Veils (pre-game): You’ll be able to mark topics as: Line: never appears. Veil: can exist, but is glossed over or off-screen. X / N / O system (in play): Since we’re online, these will be digital, not physical cards: X: “Stop. I’m not okay with this.” You can type X in chat or DM me. I will immediately pause, rewind a bit, and redirect the scene—no questions, no pressure to explain. N: “Not now / let’s ease off this.” You can type N or something like “Let’s move on from this topic.” I’ll soften or pivot the scene. O: “I’m good to continue, even if I seem upset.” You can type O if we’re in intense territory but you’re enjoying it and want to push on. You are always free to step away from the table briefly. Just say “BRB” or DM me, and we’ll work around it.

Content warnings

Safety tools used

Frequently asked questions