[PFS] GM kuey's The Cosmic Captive (#8-00) (Special) (Inactive)

Game Master kuey

chronicle sheets

maps and handouts

Allies Benefit:
For one encounter, you may call upon the aid of a small water elemental or a vampiric mist.

Thunderous Aid:
During combat, anyone adjacent to the puzzle orb can attempt an DC17 Diplomacy check, DC17 Spellcraft check, or DC14 Use Magic Device check to direct the Duke of Thunder’s wrath. If successful, you can cast one of the following spells as a spell-like ability, using your character level as caster level and either your own Charisma or 20 to determine the spell’s save DC. You can use any of the spells listed: cure moderate wounds, shocking grasp, summon nature’s ally II (air elemental only), cat’s grace. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.


A Pathfinder Society Special designed for levels 1–11.

Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.

The Cosmic Captive is a multi-table interactive adventure in which each group's actions contribute to the entire room's success.

Written by Matt Duval.