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Hard-Core Crypt of the Everflame

February 6, 2015

Last night several of us played the module Crypt of the Everflame as part of the new Core Campaign mode of Pathfinder Society Organized Play. Here’s a summary of what happened (without spoilers) and what I thought of it all.

The Party Members:


All the party members were newly-minted 1st level characters without a scenario under their belt. Four players have played extensively in Pathfinder Society and one is relatively new to the Pathfinder Role-Playing Game itself. Having played this module before, I knew what to expect but I did not give away any hints or anything for the others that had not.

We were extremely deficient in the healing arts and had an extended stay (2-3 days) in the crypt after just barely setting foot inside. We used the Treat Deadly Wounds section of the Heal skill; something I have never even thought, or had, to use before. The sorcerer had a Healing Kit and used it quite effectively.

The fighters smashed through everything they were able to connect with (player cold dice) and the rogue dealt admirable damage with his falchion/sneak attack combo. Unfortunately, that usually put him in the sight of the enemies and he took the punishment accordingly (GM hot dice). Besides being the primary healer, the sorcerer plugged away with burning hands and magic missiles.

As the cleric, I spent most of my time trying out the different abilities of this cleric build (negative channel, hand of the acolyte, burning hands, fire-bolt and command undead) to see what worked and what did not. It was neat to be able to take control of skeletons and turn them against their buddies and having my heavy mace fly from my hand to strike an enemy was thematically cool.

I will say that we had fun with the role-playing aspect of this session. The fighters played to their weaknesses (low intelligence) with the sorcerer providing encouragement to them while the half-orcs had to overcome some racial bias from villagers. The cleric found past contracts between Asmodeus and the undead that allowed him to command them so easily.


At lower levels the Core Campaign is tougher without all of the extra options that players take for granted, especially if your party is not balanced regarding classes. As characters advance in level, they will need to diversify their abilities and equipment as best they can but will definitely learn to lean more heavily on other members of the party for support. I feel this will take Pathfinder Society Organized Play in a slightly different direction as heroics will become group stories instead of individual derring-do. The learning curve will be steep and may cost many Pathfinder agents their lives, but it will be worth it in the end.

Read last week’s Article about the Core Campaign.

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