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Pathfinder Module: Crypt of the Everflame (PFRPG)

****½ (based on 39 ratings)
Pathfinder Module: Crypt of the Everflame (PFRPG)
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Non-Mint

Add PDF: $9.99

Print Edition: Out of print

Non-Mint: Unavailable

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An adventure for 1st-level characters

The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town’s founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people.

Crypt of the Everflame is a dungeon adventure for 1st-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. The adventure map uses the same layout as the 2009 edition of Paizo’s GameMastery Flip-Mat: Dungeon. This adventure is set in the forested land of Nirmathas in the Pathfinder Chronicles campaign setting, but can easily be set in any game world. It can be used on its own or combined with its sequels, Masks of the Living God and City of Golden Death to create an even greater campaign arc.

Designed specifically for the new Pathfinder Roleplaying Game rules and designed by the new game’s primary designer, Crypt of the Everflame spotlights exciting new rules updates and character abilities, making the ideal introductory adventure for Pathfinder RPG players. A new era in fantasy roleplaying begins here!

Written by Jason Bulmahn.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-186-2

Crypt of the Everflame is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (217 KB zip/PDF).

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

Product Availability


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

Print Edition: This product is out of print.

Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO9520


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Product Reviews (39)
1 to 5 of 39 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Average product rating:

****½ (based on 39 ratings)

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Perfect Introductory Adventure for Golarion PC's and GM's alike!

*****

I just finished running this module for a group of players new to the Golarion setting and they really enjoyed it. This module comes with a strong backstory linking it to some rather interesting Golarion lore and even ties in loosely to one of Golarion's cover stealing Big Bads!

The town of Kassen's Hold is richly developed with mentor NPCs for every player to interact with. If the PC's are willing to have their characters come from Kassen originally, this makes for a strong storytelling tie-in as the characters are participating in the yearly Everflame Ritual. It helps give depth and meaning to everything that is going to happen throughout the course of the adventure.

I found that even when I had PC's that wanted their characters to come from elsewhere, that it was relatively easy to find a reason to make them go to the Crypt of the Everflame. Mind you, they all got the standard, "there is such and such coming from the Crypt of the Everflame call-to-adventure", but it worked and managed to get them all there without any trouble.

I chose this as the starter module for my campaign based on the way it ties in to the other entries in the Price of Immortality series as well as its strong ties to Golarion lore. I've found great joy in tying the module in with other stand alone modules such as The Godsmouth Heresy, Fangwood Keep, Hungry Are the Dead and many more.

Pick up a copy of Crypt of the Everflame and get your players started with a rich campaign backstory that will help them build great adventures for many years to come.

Friendly for first time players and long time power gamers alike. If you get through this in one setting without roleplaying, you need a new GM.


Great for new players

*****

I'll keep this review short and simple. I loved this module. I ran it for a single player, making slight adjustments, but my player loved it. It introduced her to game mechanics that are beyond the beginner box, without giving the feel of this being a training adventure. It introduced combat maneuvers in an easy way, and allowed her to get a feel for the possibilities of Pathfinder. She had a great time and this is a great module to introduce new players to the game.


Great introduction to the mechanics of Pathfinder with a decent story to boot

****( )

So I just finished running this for a group of 3 total novices and one veteran player. Here's how I feel about it:

+ As a GM you have very little prep time. An experienced GM can pick it up and run it right then and there and it is a perfect introduction for fledgling GMs who might feel intimidated by more complex adventures.

+ This is a great introduction to the different mechanics of Pathfinder without feeling like a "training arena". It very organically introduces concepts like damage reduction, combat maneuvers, swarms, afflictions etc.

+ The story is okay and has some opportunity for role-playing. Especially the fact that every PC can choose to have a mentor in the starting town will help with tying the characters to the locale.

- The entire module is very straight-forward with little crossroads for the players to choose a path from (which I would consider a plus for new GMs and players).

- There is little variety among the opponents and especially skeletons are used a lot. But this can also be seen as a good thing because players get to apply their newly learned knowledge about DR several times.

Summary:
This is a great introductory adventure and I would recommend it to anyone who wants to run their first module or who wants to get new players into the game. Veteran players might feel a little underwhelmed by the complexity of this module but as an entry-level adventure it serves its purpose exceptionally well.

A nice touch is that you can easily expand it to a mini-campaign by following up with Masks of the Living God and City of Golden Death, which my group intends to do.


Great if you're only looking to fight

***( )( )

Earlier today I went through this module in one setting with a party of 5 level 1 characters. Our glorious party of outcasts featured a medium, brawler, monk, witch and a rogue. Back to the module: I think it is safe to say this is one big dungeon crawl with encounters that can all be lethal, but we managed to survive every single room and rarely were knocked unconscious. Some fights were obviously harder than others due to us lacking some magic, but we had enough blunt damage to fight our way through.

Speaking about fights: every single encounter differs from the rest and no trap is the same either. This makes for a fair amount of diversity in that aspect. Actual role-playing potential with NPC's however is pretty much non-existent. Even though I'm a rogue who prefers to avoid talking to people, it is something that I as a player really missed. It now felt like we were stumbling from one room to another just fighting whoever was in our way. Story-wise it made sense, but it didn't make for the most enjoyable session for me.

If you're purely looking for a good fighting challenge, this module will serve you well. If you want more of a balance, I suggest looking for something else to play.


my review

***( )( )

This is a good ol" dungeon crawling, like back in my days. ;-)

The town of Kassen should be developped by the GM a little more (after all, it's supposed to be the hometown for some of the player's characters.)

As it's supposed to be a "coming of age" kind of test, I suggest to let the character start at minimal age, and not allowing the longest living races (elf, dwarf) who would start the adventure at 60+ years old.

The dungeon itself can get tough, especially for some level 1 characters. Maybe a side few easy encounters or adventures can give the players enough experience and level up before fighting the boss.


1 to 5 of 39 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
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