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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Average product rating:

4.30/5 (based on 43 ratings)

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Excellent Adventure for Starters!

4/5

The PC group had a great time with this module, but I must confess that I substituted a few of the creature encounters in the crypt to give the adventure some variety. Too many skeletons in the closet!


Solid Introduction to PFRPG

5/5

I ran this for my group when we made the transition to PFRPG. We had previously run 3.5e Savage Tide and Star Wars SE Dawn of Defiance.

I ran this (along with the 2 follow-on adventures) as a "monster races" campaign with 6 players. It's a classic "go to the dungeon and bring back a mcguffin" style of adventure, although it does a good job of wrapping a plausible story around this idea and presenting it in a way that doesn't feel artificial. Just enough of the backstory is revealed to the PCs for them to have an idea of what's going on, without giving too much away.

The encounters made sense in the storie's framework. The challenges were a good mix of middling to challenging. There were a number of useful call-out boxes to explain rule differences for those coming to PFRPG from 3.5.

All said, it's a solid introductory adventure and introduction to PF the game and the setting.


A Good Read For New GM's, A Little Dull for Players

3/5

Crypt of the Everflame is the default adventure module for those new to Pathfinder. It’s a simple, straightforward scenario, complete with full monster stat blocks and every specific rule detailed out so other Pathfinder sourcebooks are unnecessary to reference while running the adventure. This was the first Adventure Module I bought, and I am glad that I picked it up, as it is a great read and I learned quite a bit from it. However, after running through the module four times (twice as a player and twice as a GM), I don’t think that it is entirely successful in practice. Something about it doesn’t quite gel into a memorable, engaging experience.

The general premise of the module consists of each player being one of several young adventurers sent out on a jokey, rights-of-passage-ish holiday tradition, embarking on what essentially consists of a haunted house adventure. As a player, the best quality in the Crypt of the Everflame is its sense of mystery. What is this strange tradition? What are the townspeople exactly up to? Trying to answer these questions is a lot of fun. Once the players get to the Crypt, something seems a little askew, and the sense of mystery only deepens as the players go deeper in the tomb, finding more dead bodies than there probably should be inside.

The problem is…you find out quickly exactly what happened here. The players will run into an NPC pretty early on in the quest who, although quite crazy, can easily explain everything that happened before the PCs got to the Crypt. This completely destroys the sense of mystery, and was a missed opportunity on the writer’s part. The rest of the scenario consists of what essentially feel like “random encounters”, as each room has some sort of mindless creature trying to attack you for no complex reason. Yes, there is a backstory to all of these enemies written out for the GM, which are again quite fun to read, but those backstories don’t translate well to the players.

The encounters are varied in terms of enemy types and each battle has its own style and flavor. However, certain PC builds will feel quite useless in this: ranged fighters will find the claustrophobic map (built around one of Paizo’s gorgeous flip mats) thwarting their talents, while anyone specializing in mind affecting spells or effects finding themselves unable to do anything. Clerics are kings from beginning to end here, with a party with multiple clerics likely to have an easier time than a balanced party (although a trap or two will utilize a rogue’s talents, and one battle requires some sort of area of effect spells). I would consider the encounters to be varied but unbalanced.

There are a number of occasions when the players and GM can role play a bit, most notably in town before the PCs go out on their adventure, and again when they meet the NPC in the Crypt. It’s definitely not role play heavy, but it’s there for players that want to explore it. For those that like to think and solve puzzles, there are a few opportunities here (most notably some traps, as well as a few enemies that are quite tricky at first level, such as incorporeal undead). Exploration in the module is also moderately strong, as finding keys and ways to open new areas that aren’t immediately obvious, making the game not feel so railroaded.

I have also run the sequel to Crypt of the Everflame (Masks of the Living God) twice, which is, in my estimation, a lot more clever and fun to run through. If you are planning on GM’ing the sequels, you should probably start with this in order to connect the plot all the way through.

For new players and people that like to own and read modules, I highly recommend Crypt of the Everflame. Every encounter is detailed with backstory that is fun to read and makes you feel like you inhibit the world, even if most of those details will be completely lost to the players running through the module. A lot of the general enemy types are laid out, and new GM’s can run it without referencing other sourcebooks. It makes a great standalone piece that is very streamlined and easy to run. However, be warned that the module falls quite short of classic status, with early momentum stalling at the halfway point, and a sense that most of the battles are fairly generic without tying together to any larger story.

STORY 5/10
The backstory of the town, the crypt, and the yearly trek that connects the two is quite interesting. However, the story stalls as the PCs learn before the halfway mark what exactly went wrong, making the second half severely lag until the final encounter.
EXPLORATION 7/10
The maps, including the journey to the Crypt from Kassen as well as the GameMastery flip-mat map “Dungeon”, allow for some interesting exploration options. Learning how to unlock new areas is half of the fun.
PUZZLE-SOLVING 8/10
The module makes the most of turning Pathfinder's rules systems into fun games of puzzle-solving. Various traps and puzzles are in store, which tease the mind a bit in between battles.
COMBAT 6/10
Most of the combats here aren’t all that memorable, but chances are, every possible party makeup will find one of the encounters challenging, depending on what they are lacking. The final encounter is quite strong, and potentially deadly.

Overall: 6.5/10

Most recommended for: New GM’s, as well as those looking to upgrade to a larger adventure from the Beginner’s Box. Also recommended for someone that wants to run the sequels, Masks of the Living God and City of Golden Death, for a larger overall adventure.


A Nice Introduction to Pathfinder Society

4/5

Everflame is a coming of age story which features some travel and a classic dungeon crawl. The story behind Everflame also makes it a great introduction to Pathfinder Society (because it's assumed you'll get recruited afterwards).

Unfortunately Everflame is too deadly in a few encounters, especially if the players are new to Pathfinder.

Deadliness details:
Shadowy Shapes was too deadly (new players might not run), as was Second Catacomb (running won't help and swarms don't have correct stats in PF imo, swarms in real life are easy to hit, not hard), and the last encounter is especially difficult (depends on GM).

I ran a group of mostly veteran players, 6 players total, and two of them were 2nd level clerics of Sarenrae (everyone else was 1st), and they did well until the last encounter and then got smushed. The last encounter was too difficult after I factored in Power Attack (1d8+11 damage). I was dropping PCs left and right and it came down to the last player to get the win (and it forced me to fudge the 1st time in 2 years).

I suggest that if you're not running PFS and your party doesn't have high DPS, you should consider either not using Power Attack or perhaps use Kassen's ghost to lend a helping hand, by using telekinesis to give 2 magical items (from his loot) per round to PCs, to give them a boost.

Although (mostly) irrelevant to PFS, Everflame also contains a detailed description and map of the town of Kassen, including many NPCs as well as your mentors/trainers. The town can easily be used as a springboard for an entire campaign.

For PFS, loot on the chronicle was relevant and useful, which is rare.

I found that the story link between Everflame and the next module, "Masks of the Living God", was weak. It wasn’t a storyline that my players were excited to pursue.

Detailed Rating:

Length: Medium. We finished in 2 sessions (9 hours), but we definitely took our time and had lots of extra roleplay.
Experience: GM with 5-6 well built PCs (1 pregen), two were level 2. I didn't allow wands of CLW, since virtually unlimited healing would unbalance a 1st level module.
Sweet Spot: A few of the encounters were more appropriate for level 2 PCs.
Entertainment: Some of my players love classic dungeon crawls, others were bored by it. (8/10)
Roleplay: Some limited roleplay at the start and middle. (4/10)
Combat/Challenges: The puzzles were simple but my players enjoyed them. At least three of the encounters could easily TPK a 1st level party. This scenario is more appropriate for level 2 PCs. (7/10)
Maps: I didn’t have the flip map, but I wish I did. (9/10)
Boons: n/a. (n/a)
Uniqueness: Classic dungeon crawl. (8/10)
Faction Missions: n/a (n/a)

Overall: A good start to any campaign. (8/10)


Perfect Jump From PBB

5/5

It's been a long time since I DM'd a game and found this module an easy fix to run after the BB. All my players had a blast, it was fun to run for a returning DM and extremely well created. The big meanie at the back of this book is pretty tough, but other then that... 5 stars! Don't hesitate on adding this one to your collection!


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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, 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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