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.
Note: The Cosmic Captive is a limited release scenario. It may be run at conventions with approval by a Regional Venture-Coordinator, and requires at least 6 tables to be playing the scenario simultaneously and in contact with each other (the Adventure Card Guild portion requires at least 2 tables with 2 players each). To inquire about access to this scenario, refer to the Organized Play Convention Support Policy.
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I'm seeing a tendency in specials lately where the author throws more and more stuff at the players, but this is probably its extreme form. I had to prep 20+ combat encounters, some social encounters, and several important skill checks/puzzles, along with certain events that trigger randomly, and almost every combat having certain rules of its own occupied more headspace than I could handle, and I feel my performance suffered because of it. And I'm not alone in this, I've heard from other GMs and some players that the specials lately have been too exhausting. Please, Paizo, make your specials less... well, special. All of this is fine if we had the chance to play at our own pace, so we could dive deeper into the combats and roleplay more properly, but right now I was rushing to the next encounter even before this one was over. Also, please consider your players. I don't have a lot of money to spend on Pathfinder, and I prefer to spend it on books rather than flipmats. Having to draw 16 maps for one special was just exhausting. Legacy of the Stonelords also had a lot of maps, but many of them got reused and they were a lot smaller, so less time to draw.
Now that my whining's out of the way, an actual review of the scenario.
The adventure certainly feels like a good start of the new season, being sent in space and dealing with elementally-themed threats. Combats also were cool and interesting, so no complaints there. But where I find this scenario most lacking is in its narrative aspect. There's a cool backstory here, but it's almost impossible to impart it onto the players, especially with the time pressure. Some of our GMs made special handouts you could give for actual clues, which were nicely dramatic and fit the clue-givers really well, that really helped. If we hadn't had that, I guess most of my players would've been lost.
In the end, it's a good scenario, but in my opinion, it's bogged down by too many rules to be properly enjoyed. I really hope Society staff see these low rankings and do something about it for their next specials. I'm not sure if I want to keep GMing if this keeps up.
Played this adventure with the author at my table at Gencon. The adventure concept felt chaotic but not in a good way. The experience kept getting interrupted. They were trying to go for a multi-faceted interactive, and it just blew up in their face. The party kept getting interrupted by the table co-operation dynamic that went on, the awards ceremony and the constant hand signaling.
Additionally, the author sat at my table. I wondered why the player did not do anything useful. It just seemed that the party carried his character while he just sat and observed. When they announced that he was the author, it all made sense. Way to be dead weight during a battle interactive.
This was by far my worst experience at Gencon. I still had a blast at Gencon, and I anticipate going next year. Please veer away from doing modules like this and stay away from this author.
In case you are thinking that I post on here trolling authors or bad modules, think again please. This was my first time posting anything on here. I also do not usually go on the internet and do this as well. The experience was that bad.
This product has a problem. It's too much of a good thing, crammed in too tightly. In the end, it fails because of its own eagerness to rush you through all the stuff provided.
I played in the high tier (10-11) and with a great GM. We are some of the more experienced players in our area. So when the game kicked off, we were swiftly coordinating on solutions to each problem. However, as one of the previous reviewers noted, sometimes we would barely finish a round or two of combat before it was called. Because we kept track of initiative on 3" x 5" cards (crossing out each prior initiative number and writing in a new one), it quickly became apparent why we were being rushed through the encounters: we had thirteen initiative-tracked encounters in our 5 hour game, plus a handful of non-combat encounters that didn't have initiative rolls.
You might imagine that a person would get encounter fatigue after having crammed 9 or 10 encounters into 4 hours and then the GM says, "Hang on, we still have multiple encounters to go. Roll for initiative. Again." It was just wave after wave of elementals. I cannot imagine how tough (and how "wow we are in a meat grinder") this must have felt for the less experienced players.
Here is what's scary about this. Three months ago, when season 8 was announced, I posted a story about it on Reddit. You'll notice one of the comments there was, "I don't look forward to an entire season where Ambrus Valsin sends us into plane x to retrieve some artifact, we kill a bunch of elementals of that type and some sort of genie as the boss and then finish the mission." Full of hope, I countered that we were about to get a season full of weird Planescape-like stuff.
And yet here we are. The season kicked off by doing almost exactly what that negative comment predicted. How could it have been so pessimistic and prescient? I'm going to steadfastly cling to hope about the rest of the season, but man, Paizo, you're shaking me. Please don't let that negative comment on Reddit turn out to be an accurate prediction of how the rest of the season plays out!
So, I've had the opportunity to GM this special but have yet to play it. I've spent a long time considering what I would rate it, and trying to separate my rating from the single table I had. (The people were great, the overall table from my perspective not so much)
First, this things a bear to prepare. There are something on the order of 40 separate possible encounters - most tables won't even see 1/3 of them. Furthermore it takes something like 20 maps. It's just too much. The overall page length is massive - 110 pages, which is significantly shortened by the bestiaries being split up by tier. Except, then you find out that you may also need the tier above and below the one you're running depending on path and table speed.
Second, the ability to reveal story. To be honest of the three possible paths 1 pretty much has no opportunity to reveal story line, and the other 2 have their best opportunity for story hidden in the second area that unlocks on that path. My players had absolutely no way of ever getting to that encounter since by the time it opened that was also the trigger to move onto the next phase.
Third, there was almost no interaction between tables, basically it's 6+ tables running the same scenario at the same time, and there are a couple of effects that happen based on others but nothing overtly obvious. Take Stonelords as an example, the low tier table fires off their ballista (IIRC) and it stuns the monster in the high tier, this really makes it feel more interactive as tables help each other. This scenario completely lacked that feel IMO.
Fourth, there are a couple of encounters that get highly repetitive, one section repeats the same combat over and over until you succeed and/or move on (due to others succeeding), also the first and final combats in every tier are the same.
Supposedly, the three tracks are supposed to be set up for different ability groups however one track is all combat, the other 2 have the exact same number of combat/non-combat encounters.
Overall, I have to say it's my least favorite of the recent specials possibly all of them.
I played the scenario at a slot 0 and prepared to run it at our yearly convention:
It has a very interesting setting with memorable and interesting Encounters. It was fun to play and to prepare. The only problems are an overuse of certain monsters
Spoiler:
Earth elementals especially
and the gargantuan pile of negative Conditions which are very hard to remove. The only very problematic encounters are E1 with its use of a very hated mechanic which is flavorful but totally annoying and H2 which is mathematically impossible for some groups at the higher tiers and required to move on.
All in all, I like the scenario and especially the setting with its unique opportunities. It has the right feeling for a multi table-special but I hope we will get to see the ramifications of this scenario early in season 8. The difficulty feels right and I love the two special bosses with their ability to give even power gamers an adequate challenge.
Out of the above listed maps, how many will be available for purchase physically at GenCon this year, and how many will need to be .pdf-printed because they are out of print? Apologies on the late question, just found out I'm running this and am trying to calculate logistics on the production/acquisition of them to minimize map-drawing time. (tier 3-4)
I provided a list of all of the maps featured in the July–August adventures—including this interactive special—to our operations team so that they could prioritize what to ship to Gen Con. My understanding is that most of these maps will be available in some quantity at the Paizo booth, though I do not have exact numbers.
Just got back home from Indy and minimal internet access, and wanted to say thank you to everyone who took time to play this on Friday night. I really hope everyone had fun. :-)
Also, my heartfelt gratitude to all the table gms, volunteers, HQ staff, John, Linda, Tonya, Tanis, and all the many, many people who made the event possible. The 'written by' feels like such a small part of the effort seeing it come to life, and I'm just overwhelmed and incredibly grateful to have been part of it. This community is really the best and I'm so happy I get to participate in it.
And to the druid at my table, sorry about indirectly killing your cat...
Are any of the combat encounters supposed to have 4-player adjustments?
I'll be one of the GMs at our local convention over Labor Day Weekend. Among the advance signups so far, there are only 7 players requesting to play with 10th- or 11th-level PCs (and a few with 9th-level PCs). I've read the scenario and noticed a few accommodations for 4-player tables, but not in the combats.
I got this chronicle at gencon, and because we played it at the 3-4 tier, the GM crossed off the 5-8, 9-11, and 12+ lines. but as I read it, if I wait longer to use it, it should go up "based on your level when you activate the boon."
I just want to make sure I'm reading this correctly. thoughts?
I got this chronicle at gencon, and because we played it at the 3-4 tier, the GM crossed off the 5-8, 9-11, and 12+ lines. but as I read it, if I wait longer to use it, it should go up "based on your level when you activate the boon."
I just want to make sure I'm reading this correctly. thoughts?
Spoiler:
Snippet of boon text wrote:
You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
As bolded above, the ability is based on when you activate the boon, so your GM should not have crossed out those options.