Crypt of the Everflame ???'s


Pathfinder First Edition General Discussion


*******SPOILERS!*******

Probably the whole dang thread, and I still can't figure out how to format the spoiler block/tab/button/thing. If you have never played Crypt of the Everflame, and you intend to, and hate spoilers, STAY AWAY FROM THIS THREAD!

Okay, I've tried my best, for the rest of you I have a few questions. Quick background in case it's relevant. Home game; home brew; gestalt; sandbox game; rotating GMs with same group of characters; level 2; prefer RAI/RAW, but use some 3pp and houserules.

Current GM is relatively new on the GM side, so decided to use a module for us. None of us has ever played any modules before.

Question 1: What level(s) is this story intended for? We've been okay so far, and GM says he hasn't nodded anything yet except for place names to put it in our world. The shadow did scare us for a moment though.

Question 2: Seems like a decent story/module, but is it known for plot holes and/or editing issues? Is that a problem with modules in general, or an intentional gap left for GMs to fill?

Question 3: Specifically, we're most of the way through the first floor. GM has shared a confusion/frustration point, so I'm not metagaming or trying to get free answers or spoilers. Asking to help the GM. In the room with the pool of water, with all the keys at the bottom, he misdrew the map the first time, so we only found 1 door. We got the prompt from the disembodied voice "Magic is the key", and we found the one magic key in the pool. It didn't open the locked door. We went on, and explored/cleared most of the rest of floor 1. In the room with the smoking cauldron and the Shadow, we found the burnt key. Headed back to the pool room, to now discover there are actually 2 doors. Burnt key worked for one, magic key still no for the other. We explored the rest of floor 1 and have found the stairs down. GM has revealed there is a corridor and more things behind the door we can't open yet, and confirmed the magic key is for something beyond that point. He says he's read through everything, and that there is no indication of how to open the second door in the key/pool room. Has he overlooked something, or is this just a typo/oversight from the module? He's prepared to make something up or fudge it, but we're looking for an answer. As I said, I don't want any spoilers for lower levels, so if the key or solution is on floor 2 or 3, just say that. If there's something specific the GM just missed though, please clue me/us in.

Thanks in advance.

Dark Archive

check the inside title page

Crypt of the Everflame is a Pathfinder Module designed for four 1st-level characters.

so theres the answer to that question.
maybe the GM should reread things. if they missed that part on the 1st page, who knows what else they didnt actually read

page 13, area 6 has this text
The magical key at the bottom of the pool opens...

Spoiler:
the door in the south wall of area 9 (leading to area 10). The
door in the southeast corner (that leads to area 7) can be
opened using the key found in area 5.


Thanks. He has it as a PDF. I'm pretty sure he already knows the level set up. That first question was more for my info. The only other module he had found before he stepped up to run was for level 7, so seemed to lethal.

He's been pretty through in his reading, and gone through several times. Hence questions 2 and 3. Is it poorly written/editted, a bad file, or is that bit of information just oddly placed and easy to overlook? The GM lacks experience, but not intelligence, drive, or diligence.

We've all played for several years, many of us decades. The current group just lacks any committed, full time GM style players, hence the taking turns in the sandbox.

Dark Archive

Sysryke wrote:

Is it poorly written/editted, a bad file, or is that bit of information just oddly placed and easy to overlook? The GM lacks experience, but not intelligence, drive, or diligence.

We've all played for several years, many of us decades. The current group just lacks any committed, full time GM style players, hence the taking turns in the sandbox.

i literally did a word search for key on the pdf. its the 9th use of the word that pops up. its in its own paragraph, right below where it says the key is located.

end of paragraph saying key is here.
next paragraph it opens this.


Based on your spoiler and context clues, the room with the pool should be area 6 which has two locked doors on its south wall.

The key found in area five, which should be where we encountered the shadow, opens the southeast door.

In area 6/pool room, we found the magic key which you say opens the door in area 9. We have yet to get to area 9. The other door on the south wall of 6, the southwest door, is also locked and blocking our progress. That's the door which we can't currently pass, and which the GM can't find any written solution to. How are we meant to get through that door, so that we might reach area 9?


We have found 2 keys of any significance. We have correctly utilized one, and have been told where the other goes. There are 3 locked doors so far.

One lock has been paired with its key and we've gone through. The second key, we know the door it goes to, but we can't yet get to the room with that lock/door. There is another locked door barring our path, the more westerly of the southbound exits from area 6, which presumably leads to area 9. That is the door we can't find our way past.

Dark Archive

2 people marked this as a favorite.

looking it up, there is no key for 8. (south west door), just a dc30 check to disable it.

this has been an issue for years apparantly.

solutions include

Ajaxis wrote:

1. Put a key on the opposite side of the pit, or just greatly lower the DC of the lock.

2. The stairs are supposed to meet up.

Both were oversights.

Attribution: Both corrections taken from episode one of the Pathfinder Chronicles Podcast.

the room with the dead body and the beetle (4) have a staircase to nowhere on the left hand side, it appears to just be a link to the room (9)on the other side of the hall in the middle, south of room 8

map attempt
h is hall / and \ are staircases, that presumably were intended to connect.

6-----1
------------2
8-7
-----11
9/---H---\4-3
-----12-----5
10


Thanks. That clears that up.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Crypt of the Everflame ???'s All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion