Quest for the Frozen Flame AP: Book 2 Summary and GM Experience

A while ago, I posted about running Quest for the Frozen Flame, a Pathfinder 2e Adventure path. This past month, we finished book 2! In the interest of making the blog posts I wish existed, I wanted to do a rundown of the book from the GM perspective.

Warning! Past this point, there be unfettered spoilers for the Frozen Flame AP, including some for book 3. If you’re a player who hasn’t finished the AP yet, close this tab!

Book 2 Summary

Overall summary from Paizo:

In the brutal tundra of the Realm of the Mammoth Lords, only the hardiest folk have what it takes to withstand unsparing weather, track down big game, and fight back hostile followings. The Broken Tusk following has survived another winter, but a new year just began, and signs of danger foretell a year unlike any before.

This book opens with the tribe navigating a set of caves. The path behind them is blocked after the closing events of book one, so the only way forward is through them. The group is tasked with clearing a path to the exit for the tribe, which contains many vulnerable members who can’t fight or navigate traps.

No Paizo AP is complete without a dungeon, and I’m pleased to report that these caves were quite a bit of fun to navigate. They had a mix of fights, terrain, traps, and even social interactions that made them feel more alive than Diablo-style ‘kill all the things to proceed.’

The group eventually gets the tribe through, finding themselves in a valley that’s been ‘lost’ to Golarion for some time, and is being ruled over by a white dragon who wields the Primordial Flame. If you like hexploration, you will love this chapter. The goal here is to build your tribe’s number along with your reputation so that you have the manpower you’ll need to take back your tribe’s stolen artifact.

Finally, the players come to the glacial palace that houses the mad white dragon. A town at the foot of the palace, though, holds people badly in need of liberation. Depending on how much word has spread of your deeds, they may or may not help you with the final assault.

How’d it go?

The players seemed to enjoy this book quite a bit. They really got into the idea that they had to recruit new tribe members as well as spread their reputation throughout the land. Also, being a team of completionists, they were more than happy to clear a pretty sizable hex map. They also seemed to appreciate the mix of social and combat encounters, since we absolutely have some PCs who are more geared towards being faces than fighters.

Speed run update!

With this AP, I wanted to try an experiment with leveling. Rather than leveling up with XP or by milestones, when starting a new book, the players were asked to level for the max level for that book. So, for this book, they were level 7 throughout.

As predicted, this made the first half of the book fly by, with the end of the book feeling like it was an appropriate challenge. What was interesting here was that the book didn’t seem to take less time (at least, by the numbers), but I think the trade-off for this book was different. Rather than moving faster, the players were extremely thorough, tackling every last hook they ran into. If we were running this at a ‘standard’ speed, I could see it taking way longer than a normal Paizo book. That, or players would be more picky about what they explore. In theory, there is a time limit for them to escape the valley, but this didn’t come into play with them being higher level. Had they been a more appropriate level, I think they would have felt the crunch.

I still think this method works well for this particular AP, if you’re limited on time but don’t want to pull encounters.

My thoughts

I absolutely loved the hexploration for this book. If you’re planning some hexploration in your game, pick up this book and check out how they did it. Lots of the hexes connect to each other, plot-wise, and there’s a great mix of encounters, from curiosities to social to combats. The fact that there was a solid reason to explore was the cherry on top of the sundae.

Now, don’t get me wrong: The caves and the liberation of Lubya were awesome too, but the hexploration was really where the players got to lean into being Big Damn Heroes and forging their way. It’ll be the thing I probably think about when I think back on this book in the future.

My recommendations

Spreadsheet. Holy crap, you need something to track the reputation and following. Encounters will sometimes give rep, followers, or both, and it’s painful to go back and figure out how much the players have gained over the last few sessions. Make a spreadsheet and update it diligently.

Calendar. I didn’t need this, but if you’re running this at a normal pace, you need to keep track of days! I’d recommend adding it to the hex map, since that’s where most days will advance.

Show their progress. On the splash screen, I gave players an abstracted way of tracking their reputation. Fair warning, though: The needle won’t move much until they’re past the midway point of the hex map. I reminded them that they simply hadn’t encountered enough people to get the rumor mill started.

Screenshot of a splash page. There are two scraps of paper with notes on them.

First scrap: Broken Tusk Reputation: The Sutaki will follow the Broken Tusk to the ends of Golarion!

Second scrap: Followers gained: 122

Don’t rush! The players will know what direction their goal is in pretty early on, and will pinpoint the exact hex not long after. Encourage them to take their time and build up their reputation and following! That’s where all of the story is, and if they show up known with a small following, it could be painful.

Next book!

Not going to lie: I’ll miss the hexploration. There’s some, but it’s not nearly as robust as what Lost Mammoth Valley has. I still think the book will be fun, though, with lots of chances for the group to act like Big Damn Heroes of their now huge tribe.

Hillcross looks like it’ll need some careful management, but it’s been a while since I read the book. Time to go refresh myself, I guess.

The thing I’m most excited about? One last encounter with Pakano. Seriously, I’ve run a lot of Pathfinder, and I’ve never had players hate someone so thoroughly.

Gatewalkers: Book 2 Chapter 1 done!

Over on D20Saves, I’m running Gatewalkers, one of the latest APs from Paizo! From the official website:

After they walked through that glowing gateway, nothing was ever the same. A band of characters become paranormal investigators to determine the cause of a global amnesic episode. Their quest takes them to lands near, far, and outside this reality altogether. Along the way, the characters meet fellow “gatewalkers,” defeat alien monsters, and explore strange realms touched by the Missing Moment. And when it comes time to learn the grim truth of what happened to them on that fated summer night, what then?

Warning: The first part of this blog will cover what happened in the stream, so there are spoilers for the beginning of Book Two. Part two will include my thoughts as a GM, so there are major spoilers for the AP overall.

Check out the playlist here if you want to watch the previous episodes!

Book Two opens with a bang. Unlike other Paizo books, there’s no gap between books. One moment, they’re on Castrovel, escaping from an interplanetary battle, and the next, they’re in a strange observatory with a rattled seer asking for help from whatever is currently beating down the door.

The gang has found themselves at Skywatch, though not quite on Golarion. Somehow, they’re on the Ethereal Plan, the plane that lies between all other planes. It’s not completely hopeless, however, as there’s a gate right outside of town that will probably get them back to the Material Plane. They just need to collect the seer’s party from various points around the ghostly Skywatch.

The gang is more than up for the challenge as they navigate non-Euclidian streets and beat up everything from bandits to dragons to find all of the stray party members. Everyone gathered, they make their way to the gate, activate it, and find themselves back in the Material Plane…

And all of their new companions dead. The party members they had spent a week saving vanish, with only the Seer, Sakuachi, just barely able to hold onto her form as a ghost. Horrified, they realize that a dark presence had reached out to Skywatch and yanked all who were there through to the Ethereal plane, leaving their bodies behind to freeze to death.

The party agrees to take on Sakuachi’s quest, realizing that they share a common enemy.

GM Stuff

Okay, seriously, if you’re a player in my stream, DO NOT KEEP READING. Don, James, Jorge, Daton, Ricardo, CLOSE THIS TAB.

Ethereal Plane

In my last post, I mentioned that I planned on switching book one to be in the Ethereal Plane rather than ‘weird, but still on the Material Plane’ Skywatch. This worked seamlessly with the overall feel for the AP, and even made the issue of navigating Skywatch more intuitive. It also focused the players’ energy on getting out, rather than pointing towards an exit but saying they couldn’t go there yet. They knew they probably needed Sakuachi’s crew, being all mystic, and they knew that they wouldn’t leave until all of their people were accounted for.

Killing off Skywatch

The bigger change I made in this chapter was killing off all of Skywatch. I had a few reasons for doing this:

  • Adding what’s essentially a second party to the team was too many moving parts for me
  • I wanted the PCs to take personal ownership of the quest, since that’s what moves the plot along at several points
  • It ups the stakes for the group from “let’s poke at mysteries” to “oh crap, this thing is a danger.”
  • I was worried about another Hubert situation, where they’d take an NPC’s sheet and turn them into an absolute monster in combat.

The players took the reveal in stride and happily took on Sakuachi’s quest, with her trailing behind them as a ghost. Of course, they still made the case that she could have a sheet, but I shot that down. I still expect them to break the plot with her, but it shouldn’t be quite as bad. Also, looking forward, I think she works best as a spirit. Her companions don’t serve a purpose, and for the most part, she’s chilling in the background. Might as well make her see-through!

The rough timeline I gave the PCs once they were back on the Material plane:

  • Everyone was at Skywatch in the Material Plane for their own reasons. Matz for treasure, bandits for banditry, Sakuachi for her quest.
  • All at once, everyone was pulled into the Etheral Plane, leaving their bodies behind.
  • Bodies froze to death over time, since fires went out eventually.
  • Whatever did this left tendrils of Blackfrost behind.
  • It’s implied heavily that this Osoyo jerk may be responsible.

Important to know

I’ve finished reading Book Three, and there’s a detail I skimmed over that I wish I had hit harder. The PCs will run across the former denizens of Skywatch later, but in prepping book two, I hadn’t realized that they were still around. So, if the players investigate, leave hints that the whole town left some months ago, heading north.

Also, if you plan on killing everyone off like I did, make sure Matz gives those last details to the PCs before they leave! Otherwise, they won’t know where their next plot hooks are.

Looking forward

After looking at how the rest of the plot pans out, turning Sakuachi into a ghost works pretty darn well. Most of her mission can be easily transferred to the PCs, or maintained with her being a ghostly presence.

I’m super duper looking forward to some of the set pieces, such as the mansion mystery. Hell, I’m even looking forward to the trek across the ice! Some people have complained about it, but if you’ve ever read Lovecraftian works, you know they love dumping the doomed protagonists into a desolate landscape where the only way is forward.