Mistake in Crypt of the Everflame? (spoilers)


Adventures


I finished the module, but there was one part I didn't understand, and had to make up a solution.

Spoiler Alert!
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In Part 2: The Upper Level, Room 6, there are two doors leading out from the south wall. The text for this room and for room 7 clearly states that both are locked, DC 30 Disable Device check to pick (impossible for 1st level characters without magic items they shouldn't have). The one to room 7 is opened using a key found in room 5. The other one, leading to room 8, isn't otherwise mentioned in the text, as far as I can tell.

How is this door opened? It would make sense that the key that opens the door to room 10 and deactivates the shield guardian would also open this door, but that isn't stated anywhere that I can see.

I ended up saying there was another key that they found in the fountain. If I do this adventure again, I will say the same key opens the doors to rooms 8 and 10. Although, having three keys to choose from when trying to deactivate the shield guardian was...suspenseful.

-Eric


I just ran this section last session and TBH I didn't notice this, I just used the same key which led into room 10 which, retrospectively I don't think would have been a very good security measure but I suppose the townsfolk weren't too worried about security just making a challenge for the characters!


Clarified in the GM reference thread.

Sean K Reynolds wrote:

Pathfinder Modules use the standard XP progression, not fast. This means the PCs probably won't be 3rd level at the end, but Masks of the Living God takes that into account at the start (even though it is written for 3+).

Jason says he planned to put a key for the door between 6/8 in area 2, or meant that door to be unlocked. Use whichever solution you prefer. :)

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