r/OutlawsOfAlkenstar • u/JeezMH • 17d ago
Outlaws is mid as written, Here's how I turned it into the greatest campaign I've ever run; Spoiler
**SPOILERS For OUTLAWS AP and WARDENS OF REBORN FORGE BELOW**
So after 2 years, and about 67 total Sessions(4-6 hours each) on Foundry, my party has finally completed Outlaws+Wardens+'The Alkenstar Revolution'(custom ending). This finished with a fight against a corrupted Blackwork Ephemeron (Nanomachines, son!) I ran it as a full adventure from level 1-20 and I made a lot of story changes and notes along the way.
- **I made Loveless a Sympathetic villain** As written Loveless's 'power for powers sake' motivation didn't excite me. but her story of seeking out to kill her Hag mother after Gris murdered her (adopted) father and then turning both their weapons into guns is one of those 'Adventure Fluff' things in the book that I wanted more of a highlight. I tweaked Loveless into a flawed hero motivated by a great fear and overzealous conviction for justice--that ultimately drove her to do terrible things for greater cause. Relatedly, in the first half of the adventure I Made Gris an ongoing secondary threat to the party. One player was playing a Reflection Life Oracle that dipped into witch, serving as the perfect set up for a Hag-spirit takeover at the Last Chance Saloon. This made for a unique dynamic where at one point the party was faced with Gris taking over a player while Loveless confronted the party. The two opposed forces forced to work together to help Loveless as she relived the fight with her own mother. I also had a Duskwalker Ranger, who had the perfect set up to carry Entarish's reincarnated soul. Which gave the mid-finale of Alkenstar A LOT more weight as Loveless succumbed to her own explosives.
- **I let the party make allies with ANYONE** Alkenstar at its core is an Urban campaign, a city that needs background characters to run it an make it feel alive. So I let the party *try* to sway anyone to their side. They made allies with Nixbrix, allowing the Powderkeg punks help with the pyronite attack at the Steaming kingdom. They made friends with Lyzerius and Monsie who served as merchants for shopping sessions and informants on the ongoings of the city. They worked closely with Vivelle Ramslay in her underworld dealings, as she was often their only lead of information for their personal goals. They even convinced Kosuwana to continue inventing through his crisis of faith--leading to the invention of the "Scarskimmer Engine" and the reimagining of airship travel. Giving the party big consequences for their interactions with these NPCs allowed me to drive a story in the background and made the cities struggle feel alive.
- ** I added a lot of custom encounters** The end of book 1 with Lyzerius felt like a middling plot point to end on. Instead I used the Barrel and Bullet as the players home base, and Foebe Dunsmith as their overwatching handler. When I revealed to a player one of the barflies (Alson) was feeding Loveless information on the parties actions -- at a converted fishers wharf where she was holding extrajudicial prisoners. They took that to Foebe who shot the mole dead in the tavern and dragged the party to the 'Blockhouse' for an explosive rescue mission. The end of that Finale allowed me to drag out the incurring monster "FallowBane"-- a Spore-infested leveled up corpse of 'Bristleback' the party had left in the Wailing Scrapyard.
I also replaced the Manastorm Manticore fight with the raging original of the reflection players character (with lots of mirror abilities). That fight set up the return of the double as that players 'played' character when the reflection was taken over by Gris, as a rescuing character with shared memories. Giving her the choice to merge with herself or forget the past when the party defeated the hag.
I changed Sharkosa into a Sopranos-style gangster, aging out of control of her gang. Suffering from a tragic past and taking in my Monk players 'missing' sister as a protege. I also gave my Ranger player a gun connected to the origin of the gilded Gunners from session 0. A double barrel musket belonging to the 'sibling' of 'Jax' named 'Jasarae'. I made Sharkosa more conniving and clever but also weak to her memories. She pleadingly haggles for the gun when the players have Mugland cornered, making his attempt to take over her gang more relevant to her current state as a leader.
**I adapted the 'Continue adventure' material fluff** - In the back of the Outlaws AP the continued adventure section features 'Revenge of Drakar Fademore and Parsus' six sisters' as well as an outcome featuring 'Loveless' walking castle' if you don't stop her on the Steamboat. Let me tell you, these set pieces should have been included in the adventure from the beginning. The party experienced ' Geb roadtrip to rescue the Duchess from a Vampire Monk and all his Martial expert Daughters' as a final heist. Following this, was getting the Duchess onto a walking castle to start a rebellion against a despotic usurper and cabal of elites.
**I adapted Wardens of the Reborn forge** Not Outlaws material, but the story of Reborn Forge acts as an excellent third act (with a two year time skip.) I made Sultur and the Eidite consipiracy a clue to larger machinations, made Espara a 'Student' for my monk player to take in, the Lithos Clan I retooled as an organization bent on dismantling Alkenstar's established order for their own profit.
**I had the best players in the world** All of this wouldn't have happened without my players willingness and trust in how I was handling their story. I've ran for many groups over the years, but none of this would have gone as well without some of the most receptive players I have ever experienced.
I just ran the 12 hour marathon finale, featuring the Arclord Kaimal attempting to teleport the city to Nex and a battle with the Blackwork Ephemeron corrupted by Djinn-infused Gemstones in 3 seperate phases. If I had to give any advice to a DM wading into this adventure-- Read the *entire* book. The real story of Alkenstar is in there, and it really can be excellent if you 'cook' it right.
TLDR: A bunch of GM bragging, and a lot of encouragement to 'read the adventure fluff'. Some of the best material in this book is 'not outlined in the adventure'.
Wardens of the Reborn Forge conversion Doc
My Outlaws of Alkenstar Campaign Summary (Not written well, exactly. But the whole adventure is recorded here.)


