Pathfinder Module: Crypt of the Everflame (PFRPG)

4.30/5 (based on 43 ratings)
Pathfinder Module: Crypt of the Everflame (PFRPG)

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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 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.

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 Adventure Subscription.

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4.30/5 (based on 43 ratings)

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Good for Kids

4/5

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


Barely mediocre

2/5

I just recently ran this for my group, and the adventure simply is... not good. It's not terrible, but there are too many better adventures out there for this to be rated anything more than 2 stars (the higher starred reviews are, AFAIC, inexplicable - I sob to think what people have played through in the past!). ;)

There are numerous editing errors and omissions throughout, including a missing key, no mention of where a passage goes to, and no note of what the doors are made of. Encounters are of a questionable nature (CR 3 shadow in a room with a necessary key immediately comes to mind) in difficulty (especially when it is discovered that there's pretty much a time limit involved).

Notable is that the maps are truly horrendous. It looks like it's just a bunch of ugly, simple tiles put together (which it is), and the boring layout and ugly map quality result shows. Really awful - my players rolled their eyes seeing the layout and maps (especially disappointing considering other Paizo products... including part 2 and 3 of this series!).

The story/motivation is decent (and if explained well enough by the DM, I've found is good enough for players to want to continue on to the next modules in the series - though I tied it into our FR campaign, which we prefer, so that helped a lot I think), and the town of Kassen (complete with a nice map and good description) was really great and added value.


A module with a lot of potential for a unique PFS experience

5/5

I have always been a fan of this module, which I ran twice before trying it out as a three-part PFS scenario. I may have some bias in my review but it does come with experience.

FOR THE PLAYER:
This module will give you a challenging dungeon crawl with plenty of places to recover and heal up. The puzzles are just as fun to conquer as are the monsters. The plot is rather straight forward but the subplot(s) take a conscious effort to put together. DO NOT engage the crypt without a Cleric, the experience is way less satisfying. Wanna grind the module in record time? Then add a thief, a hard to hit tank (or high damage-dealing melee expert) and any arcane caster to the party. Either way your party rolls you get to enjoy the mind of Bulmahn, which is a treat in of itself.

FOR THE DM:
I found there was more material to work with than what was needed to run three sessions. Most PFS events that I had heard run this do this event in two. I recommend making this a three-part PFS scenario to give your players the unique experience of having a 1-3 hour RP session, which depends on how fast or slow you want to run the wilderness portion of Part 1 (i.e. getting to the Crypt from Kassen). I had many of my players thank me for a unique experience without the feeling of a 4-hour clock pushing them through the module to collect max PP/XP/GP. It will give you the chance to set a more homebrew feel for the adventure upfront - then for the next two sessions you can increase the feeling of horror by making the clock relevant again. Also if you plan on running the other two modules (Mask of the Living God & The Golden City) right after each other, having the RP time to set the foundation for an ongoing plot-thread should make your players come back for more.
A little note about the module (please correct me here if I got it wrong). The first level of the crypt does not explicitly tell you what the doors are made of. During our second session, two tables were running this module: one claimed the doors to be wooden and one DM described them as steel (both legit in my mind). Unfortunately, two very different experiences happened: one group left feeling the module was too weak and the other felt it was too overpowered for a level 1 party. I believe the small write up in the beginning of Part 2 about "all surfaces are stone" is supposed to tell the DM to assume the doors of the first level are stone as well.
I admit that the first level can be hard for a party that doesn't have a way to deal with the undead effectively (especially the incorporeal). With certain keys guarded by not-so-straight-forward-to-kill monsters, the party's first-level-of-the-crypt experience will consist of a lot of door breaking. You may need to adjust the first level to accommodate a party that is not optimized to defeat it.
Lastly, there is no storyline help from Paizo to aid the DM in turning this module into a typical PFS scenario. If you want to use a hook I came up with, I told the party that 'the VC of Nermathus has heard of a gang from the other side of the lake infiltrating the quite, urban locations of his kingdom-territory' and it is up to the party to find substantial clues to confirm this. Further if you do plan on running "Mask of the Living God", the party will naturally want to travel to Razmir to uncover the why behind the who they uncovered with this module.

FOR THE DEVELOPERS:
I know I have already mentioned the high RP value of the module in Part 1, but there is alot more going on than what was initially wrote. The module has pages of intel that colors the town of Kassen - something that is rarely supplied to a PFS senario module. I found my party so wrapped up in the town's politics that they were trying very hard to get on the list of potentials making the pilgrimage to the Crypt. What a pleasant turn of events it was to have the mayor volunteer them since, "the Pathfinder Society has blessed us with seasoned adventurers to make the pilgrimage on behalf of the citizens of Kassen." To summerize, the plot hook I had the VC offer the party made them more than willing to interact with the town and uncover anything worth bringing up to the Pathfinder Society.
Secondly, I can count on both hands the number of times me and my players said throughout the first and second levels of the crypt, "that is a Faction Mission waiting to happen". Bulmahn gives a lot of thought and description to the crypt that makes it feel like a living dungeon; so why not take advantage of all that material? I would be willing to bet my special edition reprint of 'Rise of the Runelords' Chapter 1 that Jason could list ten faction missions over lunch.
Lastly, I would really like to see a page or two of notes included in each sanctioned module that help GMs run the game with more PFS flavor. Write up an intro VC encounter, add faction missions and notes on how to break up the module into two and three 4-hour sessions. Seriously, this is something an intern could do. I so happen to be in the market for extra work: please contact Andy Flores at manyminis@gmail.com if you would like to know how I can help implement this idea.


Great adventure for new PCs and new GMs

4/5

I just got through running this for my PF group. Half of the PCs were new role-players and it was the first time I've ever run a game before. For a module, it worked wonders as far as making it simple to run and engaging for players. The adventure gives just enough story to make it engaging for the PCs without making it too intrusive for those who just want to bash heads in. As far as running it, it makes it as simple as possible to run. It explains everything pretty well to new GMs and provides a nice variety of gameplay. I do have a few gripes, however.

- My group found it to be too easy. This may have been my fault, as I didn't think to adjust the difficulty, but at the base level, my PCs didn't have too much resistance, even during the boss.
- The maze is really tedious. No one in the group enjoyed it one bit.
- Unlike all the other encounters, the book didn't properly explain the mechanics of fighting a bat swarm. This may not have been an issue had the GM owned a Bestiary, but mine came in the mail after I had finished running the adventure. Every other encounter was explained in much better detail.

Other than that, I really liked it.


Great Intro Leading to Further Adventures

5/5

I got into Pathfinder via the Intro mods of Pathfinder Society. About a year into playing, I found myself gravitating towards modules and discovered Crypt. My players throughly enjoyed the adventure - so much so that many of them have stuck through it's sequels (Masks of the Living God and City of Golden Death). It's a classic dungeon crawl, but more so thanks to the city of Kassen being a hub for pure role-playing.

If you are looking for a first level module that can help gel a group together, be sure to give this one a shot!


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Sovereign Court

Wildebob wrote:
I'm looking for some modules to run for a school RPG club. Can anyone tell me how Crypt of the Everflame is for content? Is there anything here that I shouldn't really let 13-year-old GM's read? (P.S. I teach in a fairly conservative community. Not extremists...but conservative.)

It is about as violent as your typical crypt-crawling rpg... so very violent.

It has a traumatised person who has been trapped near terrors for a while and is a bit shellshocked.
I don't recall any torture or stuff like that.


I'm thinking of running this over the weekend for some friends, as a couple of people will be out of town and we won't be able to run our regular game. Roughly how many hours would it take to burn through this particular adventure?

Designer, RPG Superstar Judge

I haven't read through it in a while, but probably 4 or 5 sessions of 4–6 hours each.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I ran it in 2 sessions, I think, but I don't remember how long each one was.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Companion, Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I ran this in one very long session. Probably about 16 hours.


1 person marked this as a favorite.

Any chance Paizo will reprint Crypt of the Everflame? Always seems to be one of the top-selling modules.

Webstore Gninja Minion

TikiBar wrote:
Any chance Paizo will reprint Crypt of the Everflame?

Unlikely.

Paizo Employee Publisher, Chief Creative Officer

1 person marked this as a favorite.

I wouldn't say never.

It's sold out.

It does a good job introducing the Pathfinder game.

The entire series is on the list of the 10 best-selling Modules we've done.


Grabbed a Non-Mint edition that was just made available during the Great Golem Sale... Fantastic deals! Picked up 21 other products to go with it.

Sovereign Court

I downloaded the chronicle sheet to use this as an intro to PFS for my nephew and there seems to be some info missing. Is it supposed to only be 1 page?


Adventure Path Charter Subscriber
TikiBar wrote:
Any chance Paizo will reprint Crypt of the Everflame? Always seems to be one of the top-selling modules.

here's another vote for a reprint. "crypt of the everflame" is available on ebay and amazon, but waaay too expensive.

Dark Archive

messy wrote:
TikiBar wrote:
Any chance Paizo will reprint Crypt of the Everflame? Always seems to be one of the top-selling modules.
here's another vote for a reprint. "crypt of the everflame" is available on ebay and amazon, but waaay too expensive.

I would sell my left nut (not like I'm using it for anything) for a reprint of the book and map.


Where is the sanctioned content document for pathfinder society? I only see the chronicle sheet.


Pathfinder Starfinder Society Subscriber

I would settle for a rebadging of the cover with the newer Pathfinder Module logo - to make it look like it belongs with the newer modules. No need to reprint; just update the pdf.

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