Pathfinder Adventure Path The Smoking Gun Outlaws of Alkenstar 3 of 3 2nd Edition Cole Kronewitter 2025 PDF Download
Pathfinder Adventure Path The Smoking Gun Outlaws of Alkenstar 3 of 3 2nd Edition Cole Kronewitter 2025 PDF Download
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Pathfinder Adventure Path The Smoking Gun Outlaws of
Alkenstar 3 of 3 2nd edition Cole Kronewitter Pdf Download
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The
Smoking Gun
By Cole Kronewitter
A1
A2 A5
A3
A4
A4
HALL OF SIEGECRAFT PUBLIC HANGING
1 SQUARE = 5 FEET 1 SQUARE = 5 FEET VAULT OF SECRETS 1 SQUARE = 5 FEET
B3
B5
B7
B2
B4
B6
B1 B8
DEVELOPER
Patrick Renie
DESIGN LEAD
Michael Sayre
ADDITIONAL DESIGN
Mark Seifter
EDITING LEAD
Leo Glass
EDITORS
Janica Carter, Patrick Hurley, Avi Kool, Shay Snow,
and Solomon St. John
COVER ARTIST
Denis Zhbankov
The
Escarp, Robert Lazzaretti, Lucas Villalva Machado,
Ian Perks, and Sandra Posada
ART DIRECTION
Sonja Morris and Sarah E. Robinson
GRAPHIC DESIGN
Sonja Morris
PUBLISHER
Erik Mona
Smoking Gun
The Smoking Gun 2
by Cole Kronewitter
Chapter 1: Arms Race 4
Chapter 2: Alkenstar Falls 24
Chapter 3: Blood in the Bilge 40
The Gunworks 64
by Cole Kronewitter
Adventure Toolbox 72
by Cole Kronewitter
Player Rules
Shieldmarshal Gear 73
Gunworks Wonders 74
Parsus’s Innovations 75
Emelett’s Incredible Tonics 76
Innate Vitrumancy 77
Clockwork Reanimator Archetype 78
Creatures
Clockwork 80
Cranium Preserver 82
Ooze, Pyronite 83
Paizo Inc. Wraith, Smog 84
7120 185th Ave NE Ste 120
Redmond, WA 98052-0577 Zombie, Shock 85
NPCs
paizo.com Anjelique Loveless 86
Ibrium 88
Parsus 90
2
The
Smoking Gun The
Smoking
Gun
Chapter 1:
Arms Race
Chapter 1: Arms Race ��������������������������������������������������� 4 UNLIKELY HEROES Chapter 2:
Grand Duchess Trietta Ricia approaches the characters directly and By the climactic conclusion of the Alkenstar Falls
explains that the situation has become dire. To find Loveless and the final adventure in the Outlaws
Chapter 3:
pyronite buyers, the party must investigate Loveless’s headquarters in the of Alkenstar Adventure Path, Blood in
shieldmarshals’ Vault of Secrets and rescue Alkenstar citizens who knew the characters will have found the Bilge
too much about the deputy’s schemes. The party’s best lead takes them to themselves in the roles of not only
Continuing the
the Gunworks far west of Alkenstar, where they learn about their enemies’ heroes, but veritable saviors of Campaign
plot to use pyronite to level Alken Falls. the Alkenstar. This might feel like
a dramatic twist considering the The Gunworks
Chapter 2: Alkenstar Falls �����������������������������������������24 characters’ ignominious beginnings Adventure
Around Alken Falls, their investigation leads the characters to the as vengeance-seeking bank robbers. Toolbox
Tinwound Hydroforge, where Parsus has used necromantic powers to fill Your players’ dispositions and play
the water purification plant with undead minions. The party must navigate styles will obviously impact their
electrified undead, clockwork monstrosities, and dangerous technology to feelings about this turn of fate. Some
find and defeat Parsus, who reveals that Loveless and Ibrium are on a players might sigh in relief as their
luxury riverboat headed right this way, pyronite in hand. character is redeemed in the eyes
of the public. Others might wish to
Chapter 3: Blood in the Bilge ������������������������������������40 retain their character’s hard-won
To save the day, the outlaws board a high-society riverboat called the hard-boiled reputation.
Gearsmoke as it cruises down the Ustradi. The vessel is loaded with Fortunately, “The Smoking
volatile pyronite, so the party must sneak around to disarm the bombs Gun” includes a diverse array of
before finally facing off against Deputy Loveless and Ibrium, upending the motivations for undertaking the
villains’ plot once and for all. adventure’s final chapters. Those
who want to save Alkenstar for
moral reasons might require no
further impetus, while mercenary-
minded adventurers can rest
assured that their efforts will be
Advancement Track well compensated. Furthermore,
“The Smoking Gun” is designed for four characters.
saving the day offers a pragmatic
solution to a problem that’s hounded
8 Characters should begin this adventure at 8th level. the characters since the campaign’s
start: their criminal status. The grand
10 Characters should advance to 10th level before Chapter 3. matter what a character intends to
do with their newly won freedom, it’s
hard to deny that a clean slate opens
The characters should reach 11th level after completing the adventure.
countless doors in the City of Smog.
3
Chapter 1:
Arms Race
At the end of the last adventure, the characters exacted Grand Duchess Trietta Ricia, is worried it may be only
vengeance on the malevolent mogul Ambrost Mugland. a matter of time before the secrets of pyronite are
Some of them though may still bear a grudge toward disseminated throughout the entire Inner Sea region.
Deputy Anjelique Loveless, whose machinations have Unbeknownst to Ricia, Loveless has, in tandem
been a thorn in the party’s side since the outlaws with Parsus and Ibrium, already solicited the
first came together. Furthermore, pyronite has fallen manufacture of a large quantity of pyronite. They
into far more dangerous hands than even Mugland’s. plan to blow up Alken Falls and eliminate Alkenstar’s
Parsus and Ibrium, powerful spellcasters from Geb heavily monitored mechanical ship lift system, the
and Nex respectively, have purchased the explosive’s Screw. In the process, they’ll sow chaos throughout
formula for their own mysterious ends. Loveless— the Grand Duchy of Alkenstar and create a new,
who is nowhere to be found—is the only one with faster waterway for shipping troops and goods across
the information necessary to find the buyers. With the the Mana Wastes.
cat thoroughly out of the bag, the leader of Alkenstar, The obvious question for this nefarious plot is: why?
4
Ibrium and Parsus know a quicker route along the Ustradi would be CHAPTER 1 SYNOPSIS
invaluable for both sides in case war between their two nations resumes, At the beginning of this adventure,
and they’d stand to make a good profit from their sponsors across the Grand Duchess Trietta Ricia herself
borders. Even if war doesn’t break out between Nex and Geb, the two will approaches the characters and
at least get to see what their newly purchased weapon of mass destruction explains the situation has become
is really capable of. dire. Pyronite isn’t only in the
For Loveless’s part, the twisted deputy has always yearned for greater hands of the characters’ arch-rival The
power within shieldmarshal hierarchy, and this development poses a unique Anjelique Loveless, but Mugland Smoking
opportunity to grasp the authority she believes she deserves. Up until managed to sell the formula to Gun
now, all her power grabs have been stymied by (legitimate) accusations of buyers before the characters
corruption. But if a devastating explosion rocks the very foundations of defeated him at the end of the Chapter 1:
her city, few will be able to argue against stronger, stricter shieldmarshal previous adventure. Arms Race
legislation—legislation which, conveniently, would place her in charge. If In this chapter, the characters Chapter 2:
all goes according to Loveless’s plan, mandatory conscription will become must track down the elusive Deputy Alkenstar Falls
the norm in Alkenstar and she will lead this new army of shieldmarshals Loveless and the pyronite buyers.
Chapter 3:
as a general. With so much power at her disposal, she could change the To do so, they must first investigate Blood in
fate of Alkenstar forever. Loveless’s headquarters in the the Bilge
shieldmarshals’ Vault of Secrets.
Continuing the
GETTING STARTED The investigation takes the party Campaign
The previous adventure, “Cradle of Quartz,” ended with the characters to a lavish gala in one of the city’s
finally exacting their revenge on Ambrost Mugland. After hearing the highest towers where they meet The Gunworks
news, Foebe Dunsmith asks the characters to meet at the Barrel & Bullet high-rollers who can clue them into Adventure
Saloon just before dawn the following day to discuss the future of pyronite Loveless’s ultimate motives. Toolbox
and Alkenstar. When they arrive, Dunsmith escorts the characters to a Finally, the characters must
back room, where they find a mysterious figure waiting. traverse the city to rescue citizens
on Loveless’s hit list. This takes
A black ten-gallon hat rests on a table near the back of the room. Behind the hat the party to the infamous firearms
sits a woman wearing unassuming, yet fine, clothes embroidered with the crest manufactory outside the city’s walls,
of Alkenstar. the Gunworks. Here, the party must
With a deferential bow and a murmur of, “My lady,” Foebe Dunsmith closes earn the garrison commander’s
the door, ensuring this meeting is private. trust by resolving mysteries and
Rising from her seat, Grand Duchess Trietta Ricia dons her hat and leans over defending the Gunworks from a
the table. She arches an eyebrow before speaking. “Agent Dunsmith has kept wasteland war horde’s assault. All
me appraised of your efforts regarding the pyronite situation. I’d hoped the trail the while, a tempestuous mana
might end with Mugland, but it seems Deputy Loveless is still at large with the storm rages on.
pyronite formula, along with two new faces—wizards from Geb and Nex named
Parsus and Ibrium, respectively. Obviously, the implications of this discovery
are dire.
“Pyronite is too powerful a weapon for one nation to wield alone,” Ricia
continues. “If the formula can’t be kept secret here in Alkenstar, I fear it must
be spread to all nations equally. The political situation between Nex and Geb is
tenuous, to say nothing of nations more distant from Alkenstar. If any single
power were to gain access to pyronite, they would gain a devastating advantage
in matters of war. To prevent this, I’ve begun preparations to distribute the
pyronite formula to as many foreign powers as necessary, including the hands
of unscrupulous nations close to home such as Nex and Geb. Take a moment to
let that set in.”
Ricia paces the room slowly and speaks methodically. “With all nations
ensured equal access to this new weapon, the current balance of power will
be preserved. At the moment, my hands are tied and the world will be forever
changed because of Gattlebee’s devastating invention.”
She stops pacing and looks up from the floor. “There’s still a small chance
to avoid this, however. If you can find Loveless, Parsus, and Ibrium, you could
5
prevent the formula from spreading further. This is my INTO THE VAULT OF SECRETS
preferred solution by far. Obviously, Alkenstar would be in The party’s first step toward finding Loveless,
a far safer position if no one—or, at least, only our own Dunsmith explains, is to infiltrate the Vault
nation—had access to this powerful new weapon.” of Secrets—a secret underground fortress
from which Alkenstar’s shieldmarshals
Ricia gauges the characters’ reaction operate. The Vault has several entrances,
to her news and offers to answer any all known only to vetted shieldmarshals
questions they might have. The following and national defense bureaucrats. Luckily,
are a few of the party’s most likely Dunsmith and Ricia have arranged a way
questions, along with Ricia’s replies. for the characters to gain access to one
Where do we start looking? “At of these entrances. Dunsmith outlines the
present, we know little about Parsus or characters’ mission as follows.
Ibrium, so the trail ends with Loveless, • Hijack the stagecoach. From time to time,
who’s also nowhere to be found. While shieldmarshals act as armed escorts for
we don’t know their plans, in order to use Alkenstar, transporting government
the pyronite formula, the trio will need cargo across the harsh wasteland
large quantities of the necessary outside the city walls. An armored
reagents to craft the explosives. stagecoach accompanied by four
This means they need funding, shieldmarshals is scheduled
material, transportation—all to return from the town of
things that can be tracked. As a Martel later this afternoon. To
Trietta Ricia
first step, I need you to infiltrate the gain access to the Vault of Secrets, the
Ironmaster’s Vault of Secrets, where Loveless and her characters will need to sneak aboard the stagecoach,
cronies have their offices. Hopefully, you can find either by stowing away or staging a stickup. The
some clues there.” Dunsmith can provide the party stagecoach is pulled by a pair of mindless clockwork
with more info about the Vault of Secrets after the steeds programmed to take the coach into the Vault
grand duchess departs (see below). of Secrets regardless of who’s aboard.
Why us? Shouldn’t Alkenstar’s best be working • Find info on Loveless. Once the characters are
on this? “Loveless has many allies, both high and inside the Vault, they can collect info on Loveless.
low, who’ve already stymied my official efforts. Dunsmith suggests they keep an eye out for
Even aside from the risk of alerting Loveless to our suspicious paperwork which might indicate
plans, Alkenstar’s bureaucracy is... formidable. Our Loveless’s whereabouts, her most recent dealings
city is like a lumbering engine set on a track: it’s with Alkenstar power brokers, or the names of
difficult to slow down and even more difficult to potential accomplices.
change directions. For nimble adjustments, I’ve found • Escape undetected. The Vault of Secrets is
unorthodox solutions—such as agents like you— crawling with shieldmarshals, both good and
are far more effective. So far your efforts have been bad. Fighting their way out simply isn’t an option.
outstanding, which is why I’ve selected you for this “I’ve no doubt you can handle a few of Loveless’s
important mission.” goons,” Dunsmith says, “but don’t stick around
What’s in it for us? “Apart from averting an any longer than you have to. Escape the way you
international disaster and saving Alkenstar? Money, came, and don’t look back.”
of course. Reputation, for another—or should I say
‘redemption’? Let me put it simply: if you’re successful, Dunsmith is able to provide a few additional
I will personally ensure you’re amply rewarded. details about the stagecoach. It’s crewed by four
Moreover, my political powers are significant. For shieldmarshals; two, named Otto and Lillie, are
complying with my requests, I can absolve you of the toughened warriors believed to be associated with
laws you’ve thus far broken, including any damage to Loveless and capable of putting up a real fight. The
your status Mugland or Loveless may have inflicted. I other two, Payton and Oakley, are shieldmarshal
can also help you out of binds in the future—within bookkeepers responsible for auditing, managing the
reason, of course.” Vault stockpiles, and other financial affairs—these two
Once she’s answered all of their questions, Grand are unlikely to be involved in Loveless’s schemes, and
Duchess Ricia excuses herself and leaves Dunsmith to so Dunsmith asks the characters to refrain from using
discuss the particulars of the party’s mission. lethal force against them.
6
Many of Loveless’s lower-level lackeys have taken CORRUPT SHIELDMARSHALS (2) CREATURE 7
to wearing pins or getting tattoos that depict a broken UNCOMMON LE MEDIUM HUMANOID
heart to signify to other shieldmarshals they enjoy Various law enforcers
the fearsome deputy’s favor and protection. Once the Perception +18 (+20 to Sense Motive or vs. Conceal An Object)
characters are inside the vaults, they should keep an eye Languages Common, Dwarven, Kelish
out for any shieldmarshals matching this description, Skills Acrobatics +17, Crafting +15, Diplomacy +15, Legal
then tail them to Loveless’s offices if they can’t locate Lore +13 The
them on their own. Loveless and her closest minions Str +4, Dex +5, Con +2, Int +0, Wis +0, Cha +2 Smoking
operate out of Vault 14, which should be right next to Items breastplate, +1 clan pistol (Pathfinder Guns & Gears Gun
the hangar where the stagecoach stops. 152) or +1 jezail (Guns & Gears 153), longsword
AC 25; Fort +15, Ref +18, Will +12 Chapter 1:
EVENT 1: STAGECOACH HEIST LOW 8 HP 120 Arms Race
The stagecoach Dunsmith described arrives at Speed 25 feet Chapter 2:
Alkenstar from Martel shortly after noon, entering the Melee [one-action] longsword +17 (versatile P), Damage 1d8+7 slashing Alkenstar Falls
city in the Ferrous Quarter and rambling through the
Chapter 3:
streets to a warehouse in Steamhaven. This unassuming Blood in
brick warehouse contains a secret elevator down to the Bilge
the infamous Vault of Secrets.
Continuing the
The characters are free to stage their heist anywhere Campaign
along the stagecoach’s route. Built to transport heavy
cargo, the steel-sided stagecoach is 10 feet wide, 15 The Gunworks
feet long, and pulled by two powerful clockwork Adventure
steeds. If necessary, you can use the vehicle rules from Toolbox
the Pathfinder Gamemastery Guide; use the stats for
an armored carriage (Pathfinder Guns & Gears 94)
for the stagecoach.
The Coach Heist: To approach the stagecoach
without being spotted, at least half the characters must
succeed at a DC 25 Stealth check or Deception check to
Create a Diversion. Once they’re close, the characters
can break into the stagecoach with four successful DC
25 Thievery checks or cling to the underside of the
stagecoach with a successful DC 25 Athletics check.
Finally, the characters also have the option of a simple
stickup: it takes three successful DC 25 Intimidation
checks to get Otto and Lillie to lay down their arms. In
the event of combat, the two shieldmarshals defend the
top of the carriage while Payton and Oakley attempt
to flee and get help.
Creatures: While traveling through dangerous
territory such as the city outskirts, Payton and Oakley
sit on a bench at the front of the stagecoach steering the
steeds, while Otto and Lillie ride atop the stagecoach’s
roof, which is fortified by a low wall for cover. Once
they reach the safety of Alkenstar however, the two
drivers reprogram the clockwork steeds to charge
ahead on auto-pilot. Likewise, Otto and Lillie holster
their guns and lounge on the roof, chit-chatting. Stat
blocks aren’t provided for Payton and Oakley, as
these two shieldmarshals are clerical workers and
aren’t trained for combat. For Otto and Lillie, as Corrupt Shieldmarshal
well as many of Loveless’s other lackeys, use the
following stat block.
7
Ranged [one-action] clan pistol +19 (concussive, fatal d10, magical, from the hangar, leaving the characters alone. From
range increment 80 feet, reload 1), Damage 1d6+3 piercing time to time, groups of shieldmarshals walk through
Ranged [one-action] jezail +19 (concussive, fatal aim d12, magical, this area. A door labeled “Vault 14” stands along the
range increment 90 feet, reload 1), Damage 1d8+3 southeast wall, marking the party’s destination. The
piercing door north of that one is labeled “Vault 15.”
Firearms Critical Specialization When the shieldmarshal A2. Shieldmarshal Bullpen: This room is filled with
makes a critical hit with a firearm weapon, the target desks normally staffed by Loveless’s shieldmarshal
must succeed at a DC 25 Fortitude save or be stunned 1. cronies. The bullpen is currently empty.
Lawbringer [one-action] The shieldmarshal marks a foe for judgment, A3. Loveless’s Office: Two large glass windows look
granting the shieldmarshal a +10-foot circumstance out from this room to the bullpen outside, allowing
bonus to Speed whenever it Strides toward that creature. Loveless to glare at her subordinates. A large desk
The shieldmarshal’s Strikes against that creature deal an stands in the center of the room, with two chairs sitting
additional 2d8 precision damage. in front of it. As befits a deputy so exacting, Loveless’s
Reloading Strike [one-action] The shieldmarshal makes a melee office is organized with meticulous precision.
Strike against an opponent within reach and Interacts to A4. Shieldmarshal Offices: These two offices belong
reload a firearm in their other hand. to Loveless’s closest allies and confidants, Skedra and
Thorne. In stark contrast to their captain’s tidy office,
Aftermath: However the party boards or follows Skedra and Thorne have stacks of papers piling their
the stagecoach, the clockwork steeds automatically desks, along with drawers full of misplaced evidence
take the vehicle straight to a dingy warehouse in and pilfered trinkets.
Steamhaven. The carriage pulls into a clockwork A5. Vault 15 Offices: The rooms in this area mirror
freight elevator that, with a screeching of gears, lowers areas A2 through A4 in terms of layout and furniture.
down into area A1 in the Vault of Secrets below. Vault 15 is another division of the shieldmarshals, run
XP Award: If the characters sneak aboard or stick by a man named Braye Braisley. Braisley and his reports
up the stagecoach without causing a fight, award are completely ignorant of the corruption festering in
each character 60 XP as if they’d overcome a combat the vault next door. Currently, six shieldmarshals are
encounter. working in this area.
8
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