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.
This module is well written and very friendly to new players and GMs. I was able to run this from the GM perspective, and wish I would have started 6 months ago with this module. There are side notes as to how effects and situations interact with the every PC, and all stat blocks are provided. This was the lowest prep dungeon crawl I've ever run.
My players all loved this as well. They traded blows well with the dungeon, sometimes falling into it's dirty little tricks and other times figuring out the secrets of the rooms. The boss battle turned out to be quite a challenge, with a little act of kindness from my end to keep everyone alive for part 2 of the trilogy. After we finished there was a collaborative vote for 4.5 stars, and I bump it up to 5 with how smooth it was run from my end.
On a final note, the town in the module is well fleshed out, with plenty of roleplay potential.
Though by now new players have access to the beginner box, for me this was my first introduction to playing Pathfinder. Before this, I'd been playing 4th edition and I found running this module (and playing Pathfinder in general) such a refreshment: Combat resolution was much quicker and the game felt more challenging and deadly. The dungeon itself was brilliant in my opinion, I loved it's concept of a tutorial dungeon gone wrong with a mixture of lethal and non- lethal traps on the first floor, followed by some rather nasty surprises on the floor below. One player who used to play D&D back in the seventies and eighties told me that this adventure had really brought back memories for him. The adventure even comes with pre-generated characters in the back, allowing new players to jump right in. If I did have one minor complaint about this module, it would be that there is not enough XP to be gained in this adventure if you plan to follow this up with Masks Of The Living God. If you're planing on running the Price of Immortality trilogy I would suggest you switch to the fast XP advancement track. Other than that, this is a great module (if your party's in to dungeon crawls that is).
I played this adventure awhile back at Unicon in Melbourne and found it an enjoyable experience.
Although Im sure the Mod was cut down to fit into the time restraints of the convention itself I enjoyed myself immensely because as an experienced 3.0/3.5 dnd player and GM I was able to connect to Pathfinder very heavily and I was easily able to guide the other players through the adventure, to the point were I was able to predict placement of traps to a certain extent (ie there are traps or an ambush in this room, dont rush in or you'll die).
Thanks to this adventure I became interested both in the Pathfinder RPG and in PFS. Id recommend it to my friends or any new player looking to try out the game. Now if only id given 'Race for the Runecarved Key' a miss!
I was looking for a module that would be good to introduce a 9,12 year old to Pathfinder (as well as a 7 and 9 year old with a little experience, one 41 year old with AD&D Ed 1 experience and one 43 old with no experience!) In any case the forums here pointed me to Crypt of the Everflame as a good starting point. As a somewhat standard dungeon crawl it's a good introduction for these kids. Traps, puzzles, skellies, and more!
Having survived (barely) we are going to continue on with the next two modules.
Spoilers --- I created some Hirst Arts terrain - http://drumsdrumsinthedeep.blogspot.com/2013/01/creating-sarcophagus.html for the final battle so I enhanced it with more skeletons, Asar raising zombies, and other surprises to give us more time using the terrain. I am also coming up with a reason for the party to come back to the crypt for another encounter after the other two modules.
I listened to this podcast that covers Crypt of the Everflame for some hints and support http://www.pathfinder-podcast.com/?p=3