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I was thinking of buying this and running it for some friends of mine. There will be five PCs. Only one of them plays pathfinder regularly. The other four have only played the last two times I ran something for them, the first being First Steps In Service to Lore and the second being The Frozen Fingers of Midnight.
Everyone will be level 1. How long would it take to run through? I've also read differing opinions on how "deadly" it is, is that something I should worry about?

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Crypt of the Everflame is a good intro to combat, but not much RP there. As long as you let the PCs rest a few times, they should be good to go.
Also, tell them they are going into a crypt. That may get them to tweak the characters for undead things.
I'd guess running a new group through would take 8 hours. There are around 23 (I think) encounters.

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If you are running this for Pathfinder Society organized play, it is a lot harder, since you don't level-up partway through like the module is designed for. If you're just playing, though, you don't need to worry about it being PFS-legal. This gives you more options for making changes yourself, or letting them level up or sell loot to get particular items they might want/need.

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I agree with Righty. Play some level 1 PFS first - if you are playing Crypt for PFS credit. Otherwise just play Crypt. I would estimate 6-8 hours to finish depending on how quick and thorough your group is. One encounter (possibly the final) can be difficult for level 1 characters. I would make sure the party is well rested and possibly armed with consumables to make the fight a bit easier.

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Thanks for the feedback.
Now to be blunt and perhaps slightly rude... Is it not obvious this is for PFS credit and they have 2 scenarios of xp since I said they've run two scenarios already and this is in the PFS GM section of the forums?
Obvious that it was PFS, though it would not be the first time a non-PFSer posted here. Less obvious that these were the same characters that the players used on their first two missions.
Just saying.

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I was thinking of buying this and running it for some friends of mine. There will be five PCs. Only one of them plays pathfinder regularly. The other four have only played the last two times I ran something for them, the first being First Steps In Service to Lore and the second being The Frozen Fingers of Midnight.
Everyone will be level 1. How long would it take to run through? I've also read differing opinions on how "deadly" it is, is that something I should worry about?
'cause it seems some people missed this the first time thru...
For the most part the party seems to have done First Steps and Frozen Fingers of Midnight.... so are likely to each have about 4PP and about 1K in gear.
I have started several of my PCs with this path... though we normally have one or two players with 2nd level PCs. It often works great! (very dependant on PC Classes in the party - a CryptBraker Alchemist or more than one Positive Channel focused PC makes it much easier for the players).

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Your right, that does seem slightly rude. (perhaps even more than slightly).
Right, now how do you think I felt when I read the responses and it looked like 3 out of 4 didn't read half of what I wrote and then proceeded to tell me either "make sure they've run already something" or "is this for PFS"? Granted, I didn't specifically state "this is for PFS" but the first assumption (at least in my mind) should be that this is the PFS forum so yes--it is for PFS.
That being said, unfortunately it doesn't look like I'll have the time to run this as they want to start later than would be possible to accomplish an 8 hour dungeon run.
Since most of them haven't played before these characters are very un-optimized. Not that it's a bad thing, they're just don't have the characters that would be able to run through this quickly.

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The module is a good choice for new players in my opinion. It gets kinda hard in the end, but if the party's composition is somewhat balanced I don't think it would be too hard.
The main complaint I had when I ran this was that there was very little chance for roleplaying with any NPC's. Unfortunately, it is a dungeon crawl. A good one, but still a dungeon crawl.

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That being said, unfortunately it doesn't look like I'll have the time to run this as they want to start later than would be possible to accomplish an 8 hour dungeon run.
Since most of them haven't played before these characters are very un-optimized. Not that it's a bad thing, they're just don't have the characters that would be able to run through this quickly.
That doesn't mean you couldn't split it into two separate sessions. Anyway, if nearly the entire group is brand new, I don't think I would choose to run Crypt of the Everflame.
CotE has a couple monsters in it that are really tough for new players. The first being the shadow located on the first floor that's guarding the key to the second floor. You need magic weapons and spells to be able to damage it, even then, it's targeting touch AC to do stat damage. If your party can't make the perception checks to find the key, they'll likely take alot of damage. There's a good chance people will die in this room.
On the second floor, there's two swarms composed of diminutive-sized creatures. Weapons won't work on it, period. Swarms run correctly will flat out TPK a bunch of inexperienced players from nausea and auto-damage. The only way to kill it is with damaging area affects such as spells or alchemical items.
A much better choice would be Murder's Mark. The players get to go to a carnival turned into a whodunit/sleuthing adventure. It's got a great mix of combat and RP without monsters that are generally unfair to new players. You might have to do some improvising to get it to work, but it's a fun module.

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If I remember correctly Port Godless is a (1-2) module also. Good RP parts and somewhat easier combats.
Crypt of the Everflame has some tough fights for level ones, unless the GM softballs some parts of it you could easily have some dead characters.
My personal preference for new characters is The Confirmation, First Steps, then Everflame. Like everyone else said, Everflame is easier for level ones with 1 or 2 XP on them already.

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I have started with Crypt my current local group.
From initial party composition, I got witch and ranger. Ad hoc they were joined by paladin, cleric and fighter. Group started with short intro at main square. To fit it a bit more into PFS, I decided that only Pathfinder (don't remember the name) in a city made some sort of deal with Mayor. Party were let to explore dungeon nearby, but they should honour old tradition and bring back a light from the Everflame. They get a special silver lantern for that. My players choose Silver Crusade and were joking that they should form a new faction called Silver Lantern lodge.
Party went through first part without any problems. In combat with shadow, witch was nauseated and could not act. But finally paladin took out magic dagger and smiled shadow away.
Second floor they fight with bats. First swarm almost killed them, only witch with burning hands were able to harm it. Then, they started hit bats with torch and throw oil flasks.
Last fight opened with fighter getting crit from BBEG and almost died (-9 of 12), but then paladin started smite evil and stupid BBEG tactics was trying to sunder his light mace. Eventually, creature died and fighter was healed.
Last point was that they barely had enough oil left to bring burning lantern back to village. It was challenge with time, when they were rushing and hustling, force marching and getting non-lethal damage. Party split twice. Return scene was epic:
"Heroes return to city and run in a general store.
Owner: Hello
Heroes: we need...
O: water!
H: no. We need...
O: food!
H: No!!! We need..
O (surpised): ???
Heroes: oil, you stupid... If fire will die, we need to go through that undead infested dungeon again...
Basically, they were discussing to turn lamp off and then to lit it back again, but paladin said that it will be lie and no one wanted to be punished by his strong hand for that.

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Crypt took me 2-3 session of 7-9 hours each. This includes character rolling and food breaks, so might be 16h nonstop.
Master of Fallen Fortress is smaller. It took 6h for my group to go through. We were limited with convention time, but some players were pretty newbie. Anyway, I plan 6h nonstop for next time I will run it.

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Unless Murder's Mark can be completed in a significantly less amount of time than Crypt of the Everflame, I'll need to just find a session. We've probably only got about 4 hours of time for this one, so I doubt a module will work. How long does Master of the Fallen Fortress take?
Also echoing in that it'll take about 6 hours. I've ran Murder's Mark twice online, it also was about 6-7 hours respectively for each group. That'll be true for any module you'll want to run.
The fastest I've seen it played was 1h01m32s. But usually 4 to 6 hours is about right.
Wow... I can see how it could be done but that's skipping quite a few floors.