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1-03 Escaping the Grave Slot / Time: ________________

1-03 Escaping the Grave


GM Materials

Prepared by Gary Bush

These stat blocks and other notes were compiled by Gary Bush. If you notice any errors, please contact
me at garybush84@hotmail.com.

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Created by Gary Bush, garybush84@hotmail.com 1


1-03 Escaping the Grave Slot / Time: ________________

Time Tracker
 Each box represents 10 minutes of time elapsed.
 Track individual minutes within each box.
 Mark off time for each additional player over 4 as shown on table.
 Most activities in Exploration mode will take 10 minutes.
 Start tracking time when the party leaves Caliphas but don’t include travel time to
Goldenflame.
 Remind players that most tasks can be attempted again but will cost them time.
Hours remaining
5-player 5-player 6-player 6-player 7-player 7-player
4
adj adj adj adj adj adj
3
2
1
OUT OF TIME, START EVENT #2

Time remaining at start of event #2:__________________

Treasure
NOTE: Make sure to advise the players about how treasure is handled and encourage them to looks so
they don’t miss bundles.
Area Bundles Available Earned?
A1 – Town Plaza 2 Y / N
A4 – Guard House (Hidden) 1 Y / N
A5 – Apothercary 1 Y / N
A6 – The Flaming Wheel 1 Y / N
B4 – Offices 2 Y / N
B10 – Dormitories 1 Y / N
Event #2 – Necromancer Strikes
2 Y / N
Severe
Total Earned =

Treasure Table
Treasure
Level 2 3 4 5 6 7 8 9 10
Bundle
1 1.4 gp 2.8 gp 4.2 gp 5.6 gp 7 gp 8.4 gp 9.8 gp 11.2 gp 12.6 gp 14 gp
2 2.2 gp 4.4 gp 6.6 gp 8.8 gp 11 gp 13.2 gp 15.4 gp 17.6 gp 19.8 gp 22 gp
3 3.8 gp 7.6 gp 11.4 gp 15.2 gp 19 gp 22.8 gp 26.6 gp 30.4 gp 34.2 gp 38 gp
4 6.4 gp 12.8 gp 19.2 gp 25.6 gp 32 gp 38.4 gp 44.8 gp 51.2 gp 57.6 gp 64 gp

Created by Gary Bush, garybush84@hotmail.com 2


1-03 Escaping the Grave Slot / Time: ________________

The Gravelands are dangerous, and the PCs are pressed to complete their mission as quickly
as they can to avoid the powerful undead lurking in the region. Throughout the adventure, the
PCs must spend time completing their various tasks. Each section mentions the amount of
time it generally takes for the PCs to carry out certain tasks; most require 10 minutes. Use
these values as a baseline to adjudicate how much time it takes to perform other tasks, as
appropriate. Be lenient with adjudicating time while the PCs are formulating plans or other
minor uses of time, such as moving between nearby areas; this time tracking is not meant to
be comprehensive, but rather a guide for you to determine the PCs’ level of success at
completing the overall mission in a timely fashion. Do not include combat encounters in this
total unless the combat drags out for an exceptionally long time.
The PCs normally have a timer of 4 hours for their activities, not counting the travel
time to Goldenflame. If you have a party of more than four PCs, the PCs have 20 fewer
minutes on their timer per additional PC beyond four, as the larger group attracts attention
faster.
As the PCs spend time performing various tasks, reduce the time they have remaining.
The speed at which the PCs complete their tasks affects the preparations the necromancer
Ralthiss undertakes before the final encounter. Depending on the PCs’ success in Into the
Gravelands (page 6), they might spend additional time traveling, which is deducted from their
timer. Most single tasks the PCs can perform in Goldenflame require 10 minutes, so you can
usually go around the table, ask each player what their character would like to do, and then
subtract 10 minutes from the time remaining. Tasks that take longer than 10 minutes are
longer by increments of 10, so you can just commit PCs performing those activities to carrying
them out while other PCs act during subsequent 10-minute increments.
If needed, remind the PCs that they generally can attempt most tasks again if they fail
by using more time; this includes things such as investigating an area again to find something
missed. Use the following techniques to ensure the PCs move quickly through their
investigation. Evni reminded the PCs in the briefing to be quick in their investigation, so make
sure that the players keep that in mind. The Gargantuan zombie monstrosities approaching
from the west can also be used as a direct reminder that every living creature’s foray into the
Gravelands is made on a timer.

Goldenflame Relics
Below are the locations and brief descriptions of each relic the PCs can acquire toward their
primary mission objective of recovering five relics
.
□ A2. Goldenflame Chapel: Census records
□ A6. Flaming Wheel: Sign
□ A6. Flaming Wheel: Armor pieces
□ B3. Main Hall: Painting
□ B6. Classroom: Ceremonial sword
□ B8. Study Area: Iomedaean religious text
□ B9. Dean’s Quarters: Statue (counts as two relics)
Total: ___/8

Created by Gary Bush, garybush84@hotmail.com 3


1-03 Escaping the Grave Slot / Time: ________________

Into the Gravelands


Obstacle Checks:
Each obstacle is represented by a check described in the obstacle’s Check entry; other skills,
actions, or abilities could be applicable, subject to the GM’s discretion. As normal if the PCs come up with
particularly appropriate solutions, you can award them a +1 circumstance bonus, or even a +2 or higher
circumstance bonus for an extremely appropriate solution (maximum +4). Each check uses the following
degrees of success.
Basic Check Results
Setup Check To prepare for a given obstacle, a single PC (referred to as the setup PC) can
attempt a special setup check in place of their check to overcome the obstacle.
This check is harder than the checks to simply overcome the obstacle, but by
succeeding on this check, the PC not only grants all other PCs a +2 circumstance
bonus to their own checks against the obstacle, but it also counts as a success
toward overcoming the obstacle. Only one PC can attempt this check, and it must
be attempted before any other PCs attempt their own checks to overcome the
obstacle. Attempting the setup check is optional.
Critical Success The PCs gain two successes toward overcoming the obstacle.
Success The PCs gain one success toward overcoming the obstacle.
Critical Failure The PCs need one additional success to overcome the obstacle.
Hustle If they cannot or don't wish to attempt a relevant skill check, a PC can bypass an
obstacle by using the Hustle exploration activity to simply take the long way
around. This grants the PC an automatic success toward overcoming the obstacle,
but they must attempt a DC 18 Fortitude save (DC 21 in Subtier 3–4); on a failure,
they become fatigued and can’t use the Hustle activity again for any subsequent
obstacles. Each time a PC Hustles after the first time, the Fortitude save DC
increases by 2. If a PC can’t or doesn’t want to Hustle but refuses to attempt the
obstacle’s check, they travel at normal speed and gain an automatic critical failure.
The obstacle’s Hustle entry describes the narrative explanation for what happens if
the PC hustles.
Failure This entry describes the narrative result of the PCs’ failure against the obstacle.

Each PC (other than the setup PC, if there was one) attempts the check once, and together, the PCs
must achieve at least three total successes for a given obstacle to successfully overcome that obstacle.
How well the PCs do overall determine how quickly they reach Goldenflame (see page 20).

Development:
Three Cleared Obstacles: Don’t subtract any time.
Two Cleared Obstacles: Subtract 20 minutes from the time remaining.
One Cleared Obstacle: Subtract 40 minutes from the time remaining.
Zero Cleared Obstacles: Subtract 60 minutes from the time remaining.
Regardless of how well the PCs perform here, Whispering Way informants lurking near the Gravelands
roads notice the PCs. After the PCs complete the three obstacles, Goldenflame comes into view as they
follow the gently descending path into town.

Upon reaching Goldenflame, a PC who succeeds at a DC 15 <DC 18> Perception sees a figure in the
distance run over the crest of a short hill; a PC who critically succeeds at this check notices the figure
moving with an erratic lurch. This indicates that a scout has spotted the PCs, though the lack of nearby
undead forces mean that the PCs have at least a few hours to explore before the necromancer Ralthiss
arrives. The nature of this encounter is determined by how quickly and efficiently the PCs proceed, as
described on page 20.

Created by Gary Bush, garybush84@hotmail.com 4


1-03 Escaping the Grave Slot / Time: ________________

Hill Obstacle Check


Successe 1 2 3 6+ PCs Crit Fail Crit Fail
s    
Setup Check DC 17 <DC 20> Scouting Lore or Survival
or
DC 19 <DC 22> Perception.

PC finds an efficient path up the hill, granting the other PCs a +2 circumstance
bonus to their Athletics checks.
Check DC 15 <DC 18> Athletics can use sheer strength to power up and over the hill,
helping their allies as necessary
Hustle Run around the Hill and gain one success
DC 18 <DC 21> Fortitude (Increase DC by 2 for each time after first)
Failure: become fatigued and can’t use the Hustle activity again.
Failure to get The party makes slow progress and waste time cresting or circumnavigating the
Successes hill. Party losses 20 minutes of time.

Undead Troops Obstacle Check


Successe 1 2 3 6+ PCs Crit Fail Crit Fail
s    
Setup Check DC 17 <DC 20> Deception

PC diverts the undead’s attention elsewhere granting the other PCs a


+2 circumstance bonus to their Stealth checks.
Check DC 15 <DC 18> Stealth to quietly skirt by the undead troops.
Hustle The PCs moves quickly before the undead can inspect the area and gain one
success
DC 18 <DC 21> Fortitude (Increase DC by 2 for each time after first)
Failure: become fatigued and can’t use the Hustle activity again.
Failure to get The party is noticed. Word is passed forward and impacts final fight. Party losses
Successes 20 minutes of time.

Undergrowth Obstacle Check


Successe 1 2 3 6+ PCs Crit Fail Crit Fail
s    
Setup Check DC 17 <DC 20> Nature or Survival

PC identify areas where undergrowth isn’t as thick granting the other PCs a
+2 circumstance bonus to their Acrobatics checks.
Check Melee attack with slashing weapon vs AC 15 <AC 18> to hack through
or
DC 15 <DC 18> Acrobatics to maneuver through the narrow spaces.
Hustle The PCs circumvents the road to avoid and gain one success
DC 18 <DC 21> Fortitude (Increase DC by 2 for each time after first)
Failure: become fatigued and can’t use the Hustle activity again.
Failure to get The party slogs through the undergrowth at a slow rate. Party losses 20 minutes
Successes of time.

Created by Gary Bush, garybush84@hotmail.com 5

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