
![]() |
1 person marked this as a favorite. |

My players were constantly stumbling through the first encounters in Crypt of the Everflame, so I modified it completely from its natural form into a Beginner Box friendly dungeon run for the presets.
I thought I would share some of the changes I made for those who might be running this module.
I don't have my notes on me. This is all from memory while sitting waiting for a plane.
The players, in true player fashion, went in wildly different directions from what I thought they would.
"Kyra" wanted to immediately return to town to warn everyone that something had happened the moment they found the horses outside, and the group spent about 30 minutes telling her that's not what champions do. Her response was, "We aren't champions, we aren't even heroes, we are the equivalent of high school seniors who just stumbled into a college level final the moment we got here. Passing will make us heroes but we aren't ready yet"
There was only Kyra, "Meri", and Valeros at this point. We only have 3 players.
I did one fub right off the bat to help them because:
A) They were 3 new players I really wanted to come back
B) To be fair
My fub was I gave Merisiel the Wand of Magic Missiles and made it where she just 'knew' how to use it. Two of the three were completely PF new so they didn't even know I broke a rule.
Anyways,
Entry hall - Less tactics, more make them have fun.
I got some (un)lucky rolls the very first encounter, and quite frankly they got beat on before I 'accidently' moved all the skels into one general area so they could be "Channeled" effectively.
"The sunlight streaming in through the door seems to amplify your channeled divine might and the skeletons disintegrate into harmless ash."
She had rolled a 2 on the d6. So I fubbed.
Zombies in the Catacombs
I ran this pretty much as written in spirit only. I used the BBox Zombies but described them as horridly twisted, infectous cadavers that exploded upon death or more than a few hit points of fire damage. They freaked and were non too willing to get close and were lobbing alchemist fire and holy water like it was free. The first zombie exploded all over Valeros and my description made the player gag. Literally. She was green in three different ways. I had to be a little less descriptive from then on, until she got used to my DMing techniques for undead.
I constantly had them rolling completely fake saving throws when the bodies exploded. Just to add excitement without really infecting my new players.
The key pool-
Everything was fine at first. Long story short, think Harry Potter number 1 and the flying keys. But make it under water and make them sharp. Luckily Valeros was tied off to a rope and Kyra made a wonderful strength check. Valeros swore to drink more and swim less.
Maze room - I made it have only two switches, and I added a 'spectral Minotaur' to the room. I used the stats of an Orc from the Beginners Box so as not to actually hurt them but I described it as a luminescent, semi transparent minotaur charging forward. Poor Meri didn't even see it coming. I explained it as if (knowledge check) an illusion, similar to what you used to train against (to Valeros) in the academy, has somehow taken semi-corporal form. Something very evil or unnatural must have occurred here.
Roldare I played to the hilt with kiwi shoe polish and some of my wives makeup stuff rubbed on my face and I did my best Joker impression. They loved it even though his crossbow was hurting them badly until "Val" got mad.
Area 11
I made the pit around the pillar a safe area but a 20' pit with spikes (illusionary), but never-the-less "Merisiel" runs and jumps and hangs from the ledge looking for way to disarm it as Val and Kyra hide behind a shield from the Golem fight. He made his DC so I made it so there was an open panel with clockwork gears under the 'bridge' and it was easy enough for him to disarm it. I think Meri rolled a nat 19. Either way easily disarmed
Area 14
Ok first off I have always thought frogs here was just stupid. I am sorry Jason but it just never felt right.
I made the 'frog' encounter be a water elemental from the BB which was 'originally a watery fey spirit which dwelt in the ponds above'. It surprised them (and Vals player btw) with a WHOOOSH! as I jumped out of my seat, arms high, yellign WHOOSH and then set the mini down in front of her (Val is played by a female). She about pee'd her pants. It was great.
Plane is boarding. More later. Sorry so long winded.

DeathQuaker RPG Superstar 2015 Top 8 |

On a plot note in Everflame:
"Kyra" wanted to immediately return to town to warn everyone that something had happened the moment they found the horses outside, and the group spent about 30 minutes telling her that's not what champions do. Her response was, "We aren't champions, we aren't even heroes, we are the equivalent of high school seniors who just stumbled into a college level final the moment we got here. Passing will make us heroes but we aren't ready yet"
I think when I ran a normal version of "Everflame," I had the PCs be able to hear the wailing of the guy who locked himself in the closet. The idea that someone was immediately in danger inside the cavern spurred them to go in and look for him.
Otherwise--actually, returning to town to get help is a perfectly reasonable thing to do, and the module as written doesn't actually provide much impetus for the would-be heroes to want to go in, apart from the fact that the trip is a couple days. Sure, they're destined to be "heroes," but I personally am often surrounded by overly cautious players, so I always need hooks to push them forward--otherwise, if they are given the opportunity to go back, they WILL go back and it's not like you can force them not to.

![]() |

Ya, I really need to put the ipad away when I have had that much coffee.
I did not do the 'allow them to hear' because no matter how much I still grognard back to 2e, I cannot justify, having read core/SRD repeatedly, bringing myself to 'completely' ignore the skill system in my heart. I am not going to research it right now, but the DC for hearing loud moaning through numerous heavy doors and quite a ways from the entrance must be higher than I can reasonable expect level 2 players to hear.
16. I changed just enough to match this description
(pause)
The stagnant water in front of you seems to swirls in places for just a moment before an eerie dread falls upon the room. Kyra’s holy symbol flashes brightly as a number of undead monstrosities rise from the horrid waters of the chamber leaving you standing in a lit oasis in a desert of gloom.
17. Resting room
(with a knowledge Nature or Knowledge Local check of DC 8 I told them Fridden is a mustard like fennel. I had also found a nice image of a rustic inn with fireplace to present to them for effect.
The low DC was due to them being from the area odds are they knew this. Like knowing about corn growing up in Iowa.
This room actually scared them the most. It was so wonderfully out of place and theme. They loved it. End result, cured everything and healed them to full with a short rest.
20. Second catacombs.
21 Statue room
This was actually my cliff hanger encounter. I stopped the game as they opened the door. I (ya super cheesy I know) had queued up Die Hard 1 to the scene where Alan Rickman finally gets into the vault, lights aglow, and triumphant music etc. I walked from the dining room to the living room and pushed play making them watch it. Then said, "Good night. See ya next session".
My wife punched me in the arm later for that one but it was like 30 min before our quitting time. I was not going to start the finale before it had simmered a bit.
I have played up the 'Evil Infusion' to the hilt the whole run. This is the presets' Swan Song for us, and I want them to go out with a bang.

DeathQuaker RPG Superstar 2015 Top 8 |

Ya, I really need to put the ipad away when I have had that much coffee.
I did not do the 'allow them to hear' because no matter how much I still grognard back to 2e, I cannot justify, having read core/SRD repeatedly, bringing myself to 'completely' ignore the skill system in my heart. I am not going to research it right now, but the DC for hearing loud moaning through numerous heavy doors and quite a ways from the entrance must be higher than I can reasonable expect level 2 players to hear.
I reasoned that the echoey stone tunnels in the tomb would allow sound to carry very well, and made it that the person was screaming rather than simply wailing. I knew at least 1 member of the party would be able to hear it without difficulty, based on their Perception modifiers (only one person needs success). I probably assumed a take 10 in there somewhere, but I don't think under the circumstances it was unreasonable (and it's WAY better than spending 30 minutes watching players argue over the fact that they otherwise have a very good reason to turn right around and go back home, with nothing else in the module to compel them to be there).
It's not about ignoring the skill system -- it's about changing the environment so it works for you. Mechanically, you can make it work with various bonuses and penalties without ignoring anything. Sometimes module writers assume players take a video game attitude--"the plot won't progress unless I go through this door and trigger this scene"--but in my experience players approach thing much more organically and from personal motivation, not just doing something because if they don't, there's no story. (Honestly, if they did all go back, I'd find some other way to make it all work!)
But what I'm getting at is modules can't account for everything the players decide to do. It's up to the GM to rework things to adapt to the player group. If the module suggests it's a Perception DC 25 and I think it should be 10 or 12, then it's 10 or 12.