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GameMastery Module J3: Crucible of Chaos (OGL)

***** (based on 8 ratings)
GameMastery Module J3: Crucible of Chaos (OGL)

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A journey adventure for 8th-level characters.

The Lost City has been found, hidden in a remote mountain valley. As adventurers rush to plunder its fabled treasures, a hungry terror prepares for their arrival. The dream of the Lost City is gone, warped by eldritch forces into a living nightmare that only the bravest can ever hope to escape.

Written by Wolfgang Baur

ISBN-13: 978-1-60125-074-2

GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

Note: This product is part of the Pathfinder Modules Subscription.

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PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: Unavailable

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Product Reviews (8)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

***** (based on 8 ratings)

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Excellent Module with Cthulhu Flavor


A very fun adventure, for both GM and player. An atypical blend of exploration, NPC interaction, and dungeon crawl (if you consider a ruined city shrouded with green fog and horrible monsters a "dungeon", which I think you can). The module provides a lot of details, and a lot of gaps, which I view as ideal for any adventure: There is plenty of structure and pre-planned encounters, but endless opportunity for the GM to make up anything. For example, the city can be hidden pretty much anywhere, and I made it a fairly epic wilderness adventure just to find the place. The module gives details for only so many city buildings, meaning the GM can concoct additional adventures around all of the other countless buildings, if desired. There are Lovecraft flavors peppered here and there that boost the fun. My experienced group of players really embraced and enjoyed the mysteries of the remarkably unusual city.

I agree with the other reviewer about the "Return of the Eaten" optional ending. To me, the notion of a few high-ranking Shory citizens consumed by a shoggoth 6,000 years ago suddenly coming back to life when you kill the shoggoth was too much to swallow (pun intended). That just didn't make a lot of sense to me: once a shoggoth eats you, nothing short of a true resurrection can help you. At the same time, I like the idea of that optional ending: a few knowledgeable people of the Shory culture showing up who could really help get the city back to full operational capacity. So I tinkered with this piece of the adventure, and added deposits of magic amber here and there. The idea was that when chaos magic overran the city six millennia ago, some of that manifested as random blasts of amber goo that froze -- and preserved in stasis -- some of the citizenry. I also added a few traps that blasted PCs with the amber. That seemed to work well: the PCs found someone trapped in amber whom they broke free, the NPC didn't experience the passage of 6,000 years, and he eventually turned into a replacement PC when another PC died. At the very end, there was an amber pocket under the "Shoggoth Stone" where there were a couple of the named NPCs described in the "Return of the Eaten" segment. So, the ultimate plot point was preserved: knowledgeable NPCs showing up at the end.

Great Lost City Sandbox


I ran this adventure for my Skulls'n'Shackles group. It required some wrangling to fit it to a 5th-level group, but in the end everyone, me included, had an absolute blast.

Wolfgang Baur sure knows how to build a mysterious lost city that keeps players interested in discovering "what exactly happened here?". The encounters run along coherent themes and are memorable, there's plenty of opportunity for both GM and the players to improvise, what's not to love?

Also, shoggoth.

The Crux of my Campaign


As my title may indicate, I used Crucible of Chaos to begin my weekly Monday night game (and the game group call themselves the Monday-Knights). This was one of those modules (like another reviewer had said) a few pages into it and you WANT to run it, it's that good. I had a slightly larger adventuring party (mostly 6, sometimes 7) players. I did kill about half of the original party at one point or another.

(The babaus,& the lightning trap were the culprits).
I would have enjoyed using the "return of the eaten" but my group wouldn't have gone for it. They plan to rebuild the city, and make it their own. (Of course they need to survive the last part of Legacy of Fire first). If they do, it's on to the Ruins of Kho, find any parts that can help rebuild Ulduvai, and get back in one piece. I also LOVED the Derhii, and I WANT a miniature of one SO badly. An Awesome module! Highest recommendation possible.



This really is one of the best adventures I've ever seen. Lots to do, plenty of hooks and NPCs, helpful hints and examples for creating a "weird" atmosphere, and winged apes! 5/5 and a 'must buy' award if you're a pulp/Lovecraft fan.

Crucible Intergration


We intergrated this side adventure into the Rise of the Runelords campaign. The party was investigating leads on ancient ruins and societies in their search post Hook Mountain/pre Stone Giants. Intergated so well that one of the Shori joined as a cohort/side kick. (Martaniss Gloriandor).

Flying Apes! Demonic Baboons! and all the love of the ancient lost city in the jungle. loads of fun. worth your time!


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