Outlaws of Alkenstar
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.
Authors: Vanessa Hoskins, Stephanie Lundeen, Scott D. Young, Andrew Mullen, Patrick Renie
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Outlaws of Alkenstar Reviews (7)
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Completely biased review ahead! I've always loved wild west and steampunk themes, and this adventure merged both styles. The AP starts out wild, and then only calms down on the last session. We have bank heists, infiltration, battle in a moving wagon and EXPLOSIONS! My only issue with the AP out of the box is the lack of open world exploration (and a train heist scene), as it was written to happen in a linear fashion. Nothing that a good GM cannot fix (wink wink). Honestly, this adventure is not for everyone, but BY FAR it's the most distinctive written module for Pathfinder Second Edition. For me, hits the perfect spot. ♥️⚙️🤖💥
I'm in the middle of a campaign of Outlaws of Alkenstar right now, and my player's are having a great time! A wonderful blend of classic Pathfinder high fantasy and steampunk. Lot's of comedic situations and characters to roleplay with, and overall a super fun and light hearted adventure with lots of wacky and colorful situations and NPCs for players to encounter. I also really like how the opening gives the players mutual foes to unite against, rather than yet another situation where the team might just be randomly assembled. The main issues are 1. Despite title the player's get quasi-legitimized part way through the first act, so players that really want to play up the outlaw narrative might be a little bit let down. 2. The middle act meanders a bit with a kind of fetch quest, where the campaign's villains are out of focus. If I run this again I think I would re-write things a little bit to keep Mugland and Loveless tied into the main plot and give the PC's that extra motivation the first act does such a good job of setting up. 3. The adventure, especially the middle section, can be a little linear/on rails with up to dozen "events" in a row that are thrown at players to react to. There's still opportunities for the players to make interesting decisions within those sections, but they are expected to be reacting rather than proactively deciding how to proceed through the story. Despite those quibbles every week my players indicate they are having a great time. The more linear style also makes this adventure relatively fast paced, every session does feel like an episode of a TV show where some key plot points get hit and things keep moving and staying fresh. Overall it definitely meets Paizo's high standard of quality and is an adventure I will be excited to share with more players in the future.
Outlaws of Alkenstar is an action-packed adventure with a lot of great characters and set-pieces. There are, however, a few problems, which I will avoid spoiling. First of all, the premise is a little misleading, as you are not exactly 'traditional' outlaws. Secondly, the middle section of the adventure has received a certain amount of criticism as not being relevant to the rest of the story. However, the overall feeling and the colourful characters and setting make it a very fun adventure, both for GMs and players. I overall recommend this adventure, with the caveat that some sections are a little weaker than others.
Have you ever wanted to throw a bit of Wild West flair into your Pathfinder? If so, Outlaws of Alkenstar is for you. Set in an area of the world suffering from magical fallout from a war in the distant past, the city of Alkenstar cannot rely on magic to solve its problems. This campaign drops players right in the center of this city of technological innovation. But by no means does that make this a safe or even hospitable place, as the players will quickly learn. Whether they are framed, caught, or betrayed, the players will begin their quest for revenge.
Howdy, partner! Outlaws of Alkenstar is an adventure about revenge against those who wronged you. PCs may not be heroes, but they'll love to overcome the villains. The western themes mixed with the fantasy setting bring a very interesting ambience to the game that should be encouraged. The last adventure of the AP is an amazing experience and one of the best written books by Paizo, in contrast, the second book is a sidequest that could be ignored and nothing would change. So be prepared to adapt. Players will want to play gunslingers and inventors, but many of the encounters will include creatures that deny their advantages, make sure to read encounters ahead to help your players have options beyond the obvious.
Outlaws of Alkenstar is one of the most unique Pathfinder 2E adventure paths to date, blending Western, Steampunk, and Heist elements into a fast-paced, action-packed campaign set in Alkenstar, the lawless, gun-filled city of invention. Spanning levels 1 to 11, this adventure offers an explosive mix of gunfights, criminal intrigue, and high-stakes heists, making it a must-play for groups looking for a gritty, cinematic experience. The Good: ✅ A Unique Setting Unlike Anything Else in PF2E – Alkenstar is a gritty, steampunk-flavored metropolis, complete with firearms, clockwork tech, airships, and outlaws. It’s a far cry from the usual fantasy tropes, making this one of the most distinctive and immersive adventure paths in Pathfinder. ✅ Action-Packed and Fast-Paced – This campaign hits the ground running and rarely slows down. Whether it’s a high-speed chase through the city, a gunslinger duel at high noon, or a tense heist, Outlaws of Alkenstar makes players feel like they’re starring in a Western movie. ✅ Strong Theme & Narrative Cohesion – The story is tight, engaging, and personal. Rather than a sprawling, world-threatening epic, this is a tale of revenge, corruption, and criminal underworld dealings. The heists, gang wars, and betrayals all feel highly interconnected, making for an experience that is grounded and immersive. ✅ Firearms and Gunslingers Shine – While any class can thrive, this adventure feels tailor-made for Gunslingers and Inventors. The frequent use of firearms, alchemical gadgets, and mechanical enemies ensures that characters who specialize in gunplay and technology will feel right at home. ✅ Creative Encounters & Set Pieces – From shootouts in saloons to ambushes in the desert, Outlaws of Alkenstar constantly delivers cinematic, memorable encounters that go beyond traditional dungeon crawls. Expect battles that require movement, tactics, and clever thinking. ✅ Perfect for Low-Magic, High-Tech Play – If your group enjoys low-magic campaigns, this is one of the best adventure paths for it. Magic isn’t absent, but Alkenstar’s reliance on technology and gunpowder makes for a gritty, grounded feel compared to the usual high-fantasy fare. The Not-So-Good: ❌ Shorter Than Other Adventure Paths – While many APs go to level 20, this one caps out at level 11, making it one of the shorter campaigns in Pathfinder 2E. Groups looking for an epic, world-spanning adventure might feel it ends too soon. ❌ Highly Thematic, Which May Not Appeal to Everyone – If your players aren’t into Westerns, steampunk tech, or gunslinging action, Outlaws of Alkenstar might not be for them. The adventure leans hard into its aesthetic, meaning traditional fantasy fans may struggle to engage. ❌ Firearms-Centric Playstyle Can Feel Restrictive – While the AP supports all classes, it heavily favors firearms, technology, and agility-based combat. Spellcasters can still shine, but groups that aren’t built around ranged combat and mobility may struggle in some encounters. ❌ Limited Exploration & Open-World Play – Unlike sandboxes like Kingmaker, this campaign is highly structured and urban-focused. While there are desert treks and out-of-town excursions, it’s mostly a city adventure with tight, story-driven progression rather than open-world roaming. Final Verdict: Outlaws of Alkenstar is one of the most unique and high-energy adventure paths Paizo has ever released. It’s a nonstop ride of heists, duels, and outlaws, wrapped in a steampunk, gun-slinging aesthetic that feels fresh and exciting in the Pathfinder 2E world. However, it’s highly thematic—if your group loves gunslingers, Westerns, and heist stories, this is an easy must-play. But if you’re looking for traditional swords-and-sorcery adventuring, this may not be the right campaign. If you want a gritty, cinematic, and action-packed Pathfinder campaign, Outlaws of Alkenstar is the perfect choice.
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Virtual table tops for Outlaws of Alkenstar (VTTs)
Cradle of Quartz (Outlaws of Alkenstar 2 of 3)
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.
Punks in a Powderkeg (Outlaws of Alkenstar 1 of 3)
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.
The Smoking Gun (Outlaws of Alkenstar 3 of 3)
With the chips down and the cards stacked against them, a crew of vengeance-seeking vigilantes must infiltrate Alkenstar's upper crust in order to clear their names and halt a villain's plot to bring the city to its knees. In this action-packed finale, the characters must pull off a daring high-rise heist at a garish gala, shut down a necromancer's shocking schemes in a volatile hydropower plant, and dismantle their last remaining rival's master plan aboard a luxury gearboat, all before an explosive conclusion destined to blast the city apart!