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<blockquote data-quote="Wicht" data-source="post: 4898297" data-attributes="member: 221"><p>Crypt of the Everflame is a pretty standard dungeon crawl with undead baddies and your typical lowlevel encounters. The premise is that the PCs are adventuring youth from a village on a 'quest' that is supposed to be good pretend fun but the adventure turns when they arrive at the dungeon and have to save a woman. Jason and company though have taken a nice cliched premise and turned it into a very nice module, which is really what Paizo excels at. </p><p></p><p>Crown of the King (combined with D0) is not so much grindy as deadly. Several of the encounters are very nasty and the PCs should feel pressured for time as they try to save the kids. There is a very tough Warg on the ground level. The undead smith on first level and one of the trapped rooms in particular are very dangerous. My group has just reached the second level, having managed to bypass the smith but poisons and constant battles are making it feel very dangerous. Its not a bad module but there are several spots where a TPK is very possible without a good amount of luck or skill. And as I said, they understand that if they take too many breaks the kid that remains a prisoner will most likely die. Halfway through the module I announced we were using hero points and action points because otherwise they weren't likely to live to the end.</p></blockquote><p></p>
[QUOTE="Wicht, post: 4898297, member: 221"] Crypt of the Everflame is a pretty standard dungeon crawl with undead baddies and your typical lowlevel encounters. The premise is that the PCs are adventuring youth from a village on a 'quest' that is supposed to be good pretend fun but the adventure turns when they arrive at the dungeon and have to save a woman. Jason and company though have taken a nice cliched premise and turned it into a very nice module, which is really what Paizo excels at. Crown of the King (combined with D0) is not so much grindy as deadly. Several of the encounters are very nasty and the PCs should feel pressured for time as they try to save the kids. There is a very tough Warg on the ground level. The undead smith on first level and one of the trapped rooms in particular are very dangerous. My group has just reached the second level, having managed to bypass the smith but poisons and constant battles are making it feel very dangerous. Its not a bad module but there are several spots where a TPK is very possible without a good amount of luck or skill. And as I said, they understand that if they take too many breaks the kid that remains a prisoner will most likely die. Halfway through the module I announced we were using hero points and action points because otherwise they weren't likely to live to the end. [/QUOTE]
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