Steel Wind,
I don't want to hijack the thread, but I was hesitant to recommend Crypt of the Everflame. I just don't think it's very good. You simply go from room to not very interesting room with a monster in each one. I like the explanatory sidebars in the text, but I think PFRPG could do so much better.
But I got to say, I respect your judgement for all your other posts, so if you say it worked as an adventure, then Gorrath should carry on accordingly.
On a side note, played Carrion Hill last weekend. It's great, but maybe not for newbies...
While this is accurate to a large extent, I still consider it an excellent newbie/1st-level adventure. Unlike most intro adventures, it provides good story/character-driven reasons as to why the adventurers are there and provides "soft" hooks to the next adventure. The set-up takes a traditional dungeon-crawl for plunder and turns it into a combination mystery/tomb-robbing session.
Like any good intro adventure, it provides opportunities to teach the game mechanics - combat, traps, spells, etc. However,
Crypt of the Everflame also succeeds where many others fail - it's got healthy does of role-play opportunities that, aside from teaching the role-play facet, provide opportunities for using social skills.
Also, the starting village/town is fleshed out much like the classic Keep on the Borderlands, with easily ID'd "patron NPCs" if you wish to utilize them for the players.
The hand-off to
Masks of the Living God are such that you can seed some smaller adventures in between the 1st & 2nd installment if you like as well, allowing the GM to tailor the pace of play to his/her players.
As intro modules go, I think CotE hits all the right marks. There are other modules that are more ambitious and may be stronger in one particular area (locales, monsters, plot, etc.) but there are far, far more intro modules that pale in comparison to
Crypt.