NO SPOILERS
SPOILERS!
In Crucible of Chaos, the PCs will
discover the ruins of Ulduvai, one of the legendary flying cities of the
ancient Shory civilization. The
adventure starts with the premise that the PCs have discovered the lost city
high in an unnamed mountain range far from civilisation (allowing for GM
flexibility on the precise setting) after following a new magic item called an Unerring Compass. Exactly how or why the PCs came into
possession of this compass is also left open for the GM to devise depending on
what’s going on in the campaign, though a few suggestions are given. This may require some advance planning for
the GM, but is better than a “one size fits all” solution that may be anything
but.
In Part 1 of the adventure, the PCs reach a valley in the
mountains warmed by geothermal heat. The
valley has a sort of “Lost World” feel, with dinosaurs, lizardfolk, and even a
new creature called “zothians” (a kind of lizardfolk-centaur!). There’s a lot to explore in the valley, and
the module provides both a list of random encounters and some fixed location-based
encounters. PCs might try to bulldoze
their way right to Ulduvai, or they may gather information and treasure from
the areas around it. Again, it’s pretty
open-ended. PCs who manage to make peace
with the lizardfolk and visit their village can gain some really useful tidbits
that make success in Ulduvai itself more likely.
In Part 2, the PCs can explore Ulduvai in any way they
wish. The Lovecraftian-backstory to why
the city crashed is key to understanding what’s happening there now. Millennia ago, cabal of powerful wizards
worshipping Azathoth (a god of mysteries and secrets) discovered a powerful artefact
called the shoggoth stone and brought
it to Ulduvai. Thinking that a ritual
would provide them power and immortality, they instead inadvertently transformed
every living creature in the city into an immense, fleshly mass of fused
viscera! Although three of the wizards
had enough magical wards to survive the experience and exist to this day as
undead, the city has been infused by pure chaos. For the PCs, this backstory plays out as an
atmosphere of inexplicable and unnerving phenomena in the city. Multiple sidebars and examples are provided
to help the GM create this feeling of uncanny dread as the PCs explore, and as
a sidebar mentions, it is atmosphere that keeps every adventure from becoming
just routine battles with different scenery.
One of my favourite bits are the rules on getting lost, which has the GM
secretly track where the PCs are going as if the map is turned 90 degrees!
There’s a ton for the PCs to discover in the ruins of
Ulduvai, and what they’re interested in is left completely up to them. Some groups may be keen to discover why the
city crashed (once they realise it was a flying city to begin with), a goal
that can be helped by the discovery of an extensive library (with several named
texts), the chance of meeting the chief of the derhii (flying apes), or conversation
with the three surviving cultist-wizards.
Each member of this latter group is fully fleshed out (pardon the undead
pun) with their own motivations, domain, and artwork, and can serve as either “mini-boss”
combats or as opportunities for intrigue and role-playing. Another goal some groups may have is getting
the city flying again, something which requires tracking down some scattered
magical items, figuring out how they fit into the city’s unique architecture,
and rebuilding some damaged parts. This
is the sort of thing that can make for a unique campaign, and sidebars provide
the GM with advice on how to make this easier or harder depending where they
want the campaign to go next. The PCs I
ran the adventure for decided Golarion wasn’t ready for the emergence of a
flying city, and, perhaps wisely, left its location a secret. Finally, some groups might be pure
treasure-hunters, hoping to loot as much as they can and get out quick. There’s plenty of valuables in the city to
make it worth their time.
Apart from the all of the mysteries and dangers in the city—invisible
bridges, electrical generators, trapped demons, etc.—the real threat in the city
is the shoggoth, which is a CR 15 creature!
As the module is for PCs of Level 8, this is not a monster that should
be fought, but instead used as a tool by the GM to invoke terror, drive the
action forward and—if a lesson needs to be taught—grab up and consume a foolish
PC. As a potential big climax to the
module, PCs can discover a ritual to destroy the shoggoth by destroying the shoggoth stone that summoned it, but it’s
not easy and, one begun, has to be done quickly before the shoggoth arrives. I used this when I ran the module, and it was
fantastic—tense and exciting.
I’ve been gushing about Crucible of Chaos, and some of that
could be the hazelnut coffee talking.
But nonetheless, I think it’s a great adventure and a memorable campaign
centrepiece.
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