Pathfinder Module: Risen from the Sands (PFRPG)

2.80/5 (based on 42 ratings)
GameMastery Module D0: Hollow's Last Hope (OGL)
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The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.

A band of bold adventurers are the first to arrive, and stand poised to claim what’s risen from the sands—but they're unaware of the doom that lurks inside. With daring on their side and strange, rarely seen powers at their disposal, the heroes may be the only force capable of containing the force of evil within and defeating its curse!

"Risen from the Sands" is a dungeon-based adventure for four 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also provides four immediately playable previews of exciting new classes debuting in the upcoming Pathfinder RPG Advanced Class Guide, as well as a thematic supplement to the new Mummy’s Mask Adventure Path.

Written by Rob McCreary.
Cover Art by Tyler Walpole.

This special 16-page Pathfinder Module will initially be made available for Free RPG Day on June 21, 2014. Print editions will be available for sale on paizo.com beginning July 2014; the PDF edition will be available for free at that time.

Risen from the Sands is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (393 KB zip/PDF). Pregenerated characters are available here (1.3 MB zip/PDF).

Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.

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2.80/5 (based on 42 ratings)

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Very Enjoyable

5/5

I was run through this module last night and I thought it was great.
I have played through a dozen or so PFS Scenarios at this point and this one was one of my favorites.
That being said, it is very combat focused.
So if you are more into the social side of things, this one isn't going to scratch that itch.
The fights were very enjoyable though.


Lethal and Uninspired

1/5

NO SPOILERS

This Pathfinder module for characters level 2-4 was released on Free RPG day in 2014 and is still free to download from the Paizo website. Even at that price point, Risen From the Sands is too dear as it'll likely cost everyone at the table their characters. What you can read about in the other reviews and forum discussions on the Paizo site is perfectly true in my experience: this module is very poorly balanced and is a TPK-generator in waiting. I ran this for four PCs and two of them died, with the other two fleeing the adventure locale after just two encounters in order to survive. To some degree this might be forgivable if the module contained an interesting story, fantastic encounter design, or a significant addition to world-lore, but it really doesn't. It's the sort of uninspired dungeon crawl that any competent GM could put together themselves in an afternoon. I would call it forgettable, but it may be very memorable indeed to the players who don't make it past the first few rooms! Really the only thing I can recommend about Risen From the Sands is the artwork--the cover, for example, is a fantastic image. Overall, this is a module that fails from both a gameplay and a story perspective and should be avoided.

A special note for PFS players: If you want to try this as a sort of "hard mode" scenario, I'd suggest you bring (fairly optimized) fourth-level PCs. The Level 3 pre-gens included in the module (which are the only Iconics that can be played) probably don't have the sheer firepower necessary to make it through without a lot of luck.

SPOILERS

The backstory to Risen From the Sands is bog standard for fantasy gaming: an ancient pharaoh ("The Pharaoh of Sphinxes") in Osirion (Golarion's equivalent to ancient Egypt) was interred after death in a remote pyramid and arose as a mummy. The pyramid has been lost for millennia until the shifting sands uncovered it, and now there's a race by archaeologists and tomb robbers to get to the pyramid and discover its secrets and riches. The PCs receive a paragraph of intro text about the pyramid's discovery and are then assumed to set out for it, with the only choice they need to make whether to travel on foot (a 7 day journey) or take camels (cutting the time to 4 1/2 days). The troubles with the module starts right here, as the PCs are told about all these groups "vying to be the first to plunder the tomb's treasures" which makes it sound like speed is of the essence, but in fact it makes no difference and PCs spending money for camels have wasted their dough (at least in terms of getting there; cursed or diseased PCs on the way home may find the purchases worthwhile!). Of equal unimportance is the purchase of any equipment to make desert travel more survivable, as the module simply handwaves the entire journey to the pyramid.

The interior of the pyramid consists of eighteen rooms, and in very old-school dungeon design, almost every room contains a trap or monsters--but what happens in one room never spills over to what happens in the other rooms. The traps are the sort of thing one would expect in an ancient pyramid--pit traps, collapsing ceilings, a swinging axe, etc. The monsters are mostly different types of undead (zombies, skeletons, and mummies feature prominently) with a couple of animated statues, a swarm, and elementals spicing things up a little. There's a heavy concentration of creatures that can inflict diseases of various types and a nasty cursed item (very difficult to detect at the PCs' level), which means that even if the PCs make it out of the pyramid alive, there's a fair chance they'll die before making it back to civilization. It all makes you feel sorry for the suckers who go in there! There's only one puzzle, which is unfortunate--more puzzles and fewer monsters would still fit the feel of exploring an ancient lost pyramid while easing the difficulty somewhat.

I don't think there's value in going through the module encounter-by-encounter. The PCs I ran this for spotted the first couple of traps (thanks to the Iconic Investigator's Trap Spotting feature) but were wrecked by the first monster: a CR 5 construct with the Trample ability, a hardness of 8, and 52 hit points placed in the middle of a narrow 750' long hallway! Through some really clever quick-thinking by one of the players, they barely escaped, only to run into the next encounter: a CR 4 mimic. Few PCs of Level 2-4 are going to make the Reflex save to keep their weapons from getting trapped by the mimic's adhesive, and its ability to automatically grapple and constrict an opponent on a successful hit makes it a pretty dangerous creature. Coming in such short succession to the construct, that was all she wrote and the survivors were lucky to make it out. If they had pushed forward, I don't think they would have made it far.

It's a very disappointing module, and I'm surprised to see it was written by someone as good as Rob McCreary. I understand from the forums that he didn't know what pre-gens would be placed in the module when he was writing it, which is fair enough. Still, even apart from that, it's just not a very interesting or entertaining module compared to other ones that Paizo has released on Free RPG Day over the years. With so many high-quality adventures out there now, Risen From the Sands deserves to be buried for a few millennia like the pyramid it contains.


Long, dangerous and exciting

4/5

Risen from the Sands is one of those adventures more experienced players warn relative newcomers about. After having played this module, I can see why. I should mention that I played it with a rather balanced 6-man party, including a character who could give ‘bane’ to a bunch of weapons. Needless to say, undead-bane helped a lot.

The basic idea of exploring an ancient tomb or pyramid isn’t exactly new in Pathfinder. Indeed, there are many scenarios and the occasional adventure path completely dedicated to such a thing. Yet few go into this much detail when it comes to a pyramid. Compared to other similar dungeons, this one is not only larger, but also more detailed and devious. Furthermore every room is a challenge in itself, be it combat or logical thinking.

The author did an amazing job making the whole module a challenge. There were some interesting twists and the combats are at the times pretty rough. The undead-bane really was useful on the rapid shot gunslinger though, and in general our tactics were rather solid. Had the Decemvirate seen this batch of recruits, they’d have been impressed. Well, except for the fact only one of us spoke Ancient Osiriani.

I rather liked this module, but it indeed can be very lethal. The first combat in particular requires you to be prepared or you’ll certainly suffer and maybe TPK. The final fight is scary, though it helped our saves were spot on. It did take us a few rounds, but we took the evil guy down as well as his pet with suffering any casualties. Our wands of CLW however did take quite a hit and without some helpful intervention, one of us would have succumbed to an evil item.

I highly recommend this module even though it has your character balance between life and death on more than one occasion. The only issue I have is that it runs really long. I guess that's what happens when there are many rooms with each and every single one of them offering a nice challenge. There are no filler rooms which is often the case in a scenario, so you’ll be on your toes the entire time. Just be sure to come prepared and maybe wait a little until you’ve got some experience. This is not friendly for new players and is very challenging, but it's a blast regardless.


Not good.

1/5

The idea of a Pyramid dungeon crawler is a cool idea. The idea of crawling through the tombs of an ancient pharaoh is such an interesting concept that my group and I jumped at it. We were told this is was a tier 3-4 which would have been fine for our group, and a great way to introduce a friend to a module.

By the end of the encounter, the entire group was tired and aggravated. With hard hitting foes that no amount of early AC could possibly protect, ability damage (doing this at level 3? Really?) and a construct enemy with 8 DR, this was an incredibly unfair module. I have to give credit to our GM who realized the BS of Risen from the Sands and helped mitigate some of the issues.

If this were reclassified as a possible 4-5 Module with better PreGens, I could see this as a viable game to run, but for now, I say to avoid it.


All sands

4/5

Combat-central, but enjoyable, digging into a pyramid, fight with guardians and get the treasure!

Have some decent fight, but I think the first fight is a little too deadly for new players, I have heard many TPKs within 1 hour. And the BBEG fight is a little bit save or suck, my heart bumped so fast.

Strongly suggest play with four level 4 characters, except powergamers. If you prefer social or investigation, avoid this.


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Dark Archive

I'm also curious about PFS. I have some local players asking if I'll be running it for our PFS group.

I'm running it either way, of course :)


16 pages?

How long would that actually last, like an hour and a half?

Shadow Lodge

Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber
Axial wrote:

16 pages?

How long would that actually last, like an hour and a half?

That very much depends on the GM. Both of the "We Be Goblins!" mini-modules can easily fill five hours or more if you want them to; those 16 pages just give you the bare bones of the adventure, and you can hang a lot of extra flesh on those bones.

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Definitely looking forward to seeing the Pathfinder Society chronicle sheet for this one! Should we expect it in time for the Free RPG Day release?

Liberty's Edge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Feros wrote:
F. Wesley Schneider wrote:

I'm going to jump out in front of this WAY before it even comes up (which it certainly will).

Risen from the Sands is awesome—I just ran it last week and we had an absolute blast. Rob McCreary did a fantastic job and poured equal shares of artistry and sadism into this work.

Not detracting from any of that in the least, but still a thing of note, is the fact that there's a very visable typo marring the back cover. In the tagline at the top, in about 1,000-point font, the word "Pharaoh" is misspelled "Pharoah."

And that is TOTALLY my fault.

I made a change to the line during my final approval and no one past me ever saw it. So 100%, unequivocally, absolutely, without a doubt, my fault.

Of course, as always happens in cases like this, that means I learned about this when we got our first printed copies in house. You know, when it's absolutely too late to correct the issue.

So that's a thing. A personally and professionally embarrassing thing that—along with 10 years of dishonor—has resulted in the hanging of a very clearly lettered Post-It note in my office.

While the print copies will bear this beauty mark, the error has already been corrected on all PDF copies.

In any case, my deepest, most sincere apologies to gamers, Egyptian nobility, and literate sorts everywhere. Fortunately, though, my utter failure has absolutely zero impact on the awesomeness you'll find on the front cover or on any of the pages within.

On a slightly lighter note (if there are such things as lightness and joy anymore), if you're a fan of schadenfreude (and who isn't?), here's a link to the moment this was brought to my attention. Enjoy... you jackals.

Man, you must really be upset! You completely forgot the golden rule of Paizo: Blame Cosmo!

;)

Wes! As a proofreader for many years, I feel your pain. Having said this; this would make a great shirt for GenCon (typo most definitely included).

I know I'd buy one!

Where's Sutter? You know he'd make this happen...

Silver Crusade

Axial wrote:

16 pages?

How long would that actually last, like an hour and a half?

I just got finished prepping it today. Dungeon crawl. There are 11 encounters, plus a few traps and one puzzle... This would fill a 4 hour session easily.

Sczarni RPG Superstar 2012 Top 32

I am planning to run this on free RPG day. Do any of the locations in the module correspond to existing map packs or flip-mats?

Late addition in case of snark: If yes, which ones?

Sovereign Court

1 person marked this as a favorite.

Nono, 'Pharaoh' is the powdered remains, 'Pharoah' is the drink you make out of it. It's also pronounced differently.


Thomas LeBlanc wrote:

I am planning to run this on free RPG day. Do any of the locations in the module correspond to existing map packs or flip-mats?

Late addition in case of snark: If yes, which ones?

It uses it's own unique map. No map packs/flip-mats for this one. Thankfully, there's only one to make.

The Exchange

1 person marked this as a favorite.

Creature stat block questions:
Looking at the Anubis guardian statues on page 10, they have spent a CP on an additional attack but their melee attacks are listed as mwk khopesh or slam. I think it should be khopesh and slam. Also, the 'haunted flaw' it has seems pointless. How are the PC supposed to guess "Hey, these statues might be harmed by positive energy, let's try it and see what happens!"? The GM needs to drop some hints with their appearance to provoke some questions on this, else it was just silly to write them up that way. Thoughts?

On page 6 the listed DC for The Architect's frightful presence should be 14, not 12 (DC=10 plus half HD plus CHA bonus), correct?

GMs need to read up on Mummified creatures. Since they're out of the Bestiary 4, the information is not available on the PRD. I have a feeling that some GMs are just going to shrug and ignore 'burst of vengeance' and 'dust stroke' since they are not included in the stat block.

Sovereign Court

Apologising for spelling 'pharaoh' wrong and he mis-spells 'dishonour'!

Wes' humilification is complete!


Pathfinder Adventure Path, Rulebook Subscriber

Will the pre-generated characters be available as a seperate pdf for printing?

Sczarni

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens Subscriber
Nate Z wrote:
Will the pre-generated characters be available as a seperate pdf for printing?

Usually the pregens are included in the same PDF as the PFS chronicle.


When will there be a Chronicle sheet for PFS? I had hoped to run this for my PFS group before free-rpg day, and recruit DMs for the event. If I don't, they'll just all want to play at the event instead of helping run it.

Liberty's Edge

GeraintElberion wrote:

Apologising for spelling 'pharaoh' wrong and he mis-spells 'dishonour'!

Wes' humilification is complete!

To quote Erik Mona, "We fought a war to not have to use unnecessary 'U's."

:P


Sniggevert wrote:
It uses it's own unique map. No map packs/flip-mats for this one. Thankfully, there's only one to make.

Do note that it's on 10-ft scale, not 5-ft though. I almost missed that when starting to pre-draw the map.

-TimD

Sovereign Court

graywulfe wrote:
GeraintElberion wrote:

Apologising for spelling 'pharaoh' wrong and he mis-spells 'dishonour'!

Wes' humilification is complete!

To quote Erik Mona, "We fought a war to not have to use unnecessary 'U's."

:P

Which seems like a senseless waste of lives...

;D

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I really want this to be PFS sanctioned when I play it on Saturday, so I may use my Seeker Oracle.

The Exchange

You may want to hold off on playing it then. I predict that it will have to be played with pre-gens on Saturday, but after a month it will be available to the general campaign and you'll be able to use whatever level-appropriate PC you have. That's just a guess based on past Free RPG Day sanctioned material. As of this writing, the campaign has not released any specific rules concerning Risen from the Sands.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

That is what my venture officers have informed me of.

Grand Lodge

Doug Miles wrote:
** spoiler omitted **

Careful Doug, unless something has changed with Free RPG Day rules, we aren't supposed to have any details posted about the modules. I found out last year when I posted a question about the stat blocks and got my post deleted by paizo staff. They emailed me to explain why it was deleted last year.

Edit:
At least not until after the module is officially out.


Suntiberian wrote:
Axial wrote:

16 pages?

How long would that actually last, like an hour and a half?

I just got finished prepping it today. Dungeon crawl. There are 11 encounters, plus a few traps and one puzzle... This would fill a 4 hour session easily.

Err how many encounters!?

Is this a 1 or 3 xp mod??

Grand Lodge

1 person marked this as a favorite.
Shifty wrote:
Suntiberian wrote:
Axial wrote:

16 pages?

How long would that actually last, like an hour and a half?

I just got finished prepping it today. Dungeon crawl. There are 11 encounters, plus a few traps and one puzzle... This would fill a 4 hour session easily.

Err how many encounters!?

Is this a 1 or 3 xp mod??

All Free RPG day modules have been worth 1XP and 1PP in the past, I see no reason why this wouldn't be the same.

Just waiting for the chron sheet now :)

Dark Archive

2 people marked this as a favorite.

really hoping the chronicles get released before 5pm pacific friday. I'd hate to need to burn my own ink printing them off at home when the office is so generous with what they don't know I'm printing.

Liberty's Edge

When does this actually come out?
It is going to be tough to run an event on Saturday if it doesn't release until Saturday.

dcjester wrote:

All Free RPG day modules have been worth 1XP and 1PP in the past, I see no reason why this wouldn't be the same.

Just waiting for the chron sheet now :)

All except the first 2 right? Those two aren't Sanctioned are they?

(Hollows Last Hope & Revenge of the Kobold King)


Just seems like a lot of encounters (11!) for a normal scenario.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Master of the Fallen Fortress has 10.

Dark Archive

1 person marked this as a favorite.

Ran this for 4 veteran players tonight using the pregens provided as a slot 0 for GMs running it this weekend on free RPG day.

How it Turned Out:

Took 4.75 hours from the time of handing out character sheets with no breaks and no role playing.

The mod is very challenging with the pregen PCs. The amount of encounters with enemies with DR5/- and Hardness 8 really trivialized the Investigator and the Swashbuckler (damage wise) making the party rely overly on the Warpriest and the Bloodrager. The Investigator was good as a skill monkey, but has very little to offer in combat aside from Stone Fist on the animated objects (which almost got him killed more than once).

The party cleared 10 of the encounters on the first day and used up the Warpriest's wand of CLW doing so. After being pushed to the brink of dying, they asked for rest and they spent 2 days licking their wounds before tackling rooms 12, 17, and 18.

The party got rocked on the last encounter, even with near full resources. Granted they didn't find the one piece of loot in the adventure that could turn the tide on the last boss, they put up a valiant effort.

Final count 3 dead. The Investigator was the only survivor because he left the staggered Swashbuckler behind as Mummy bait while he ran the other way.

Opinions:

I feel the mod really goes against the idea of free RPG day.

At our FLGS, people are encouraged to try out new game systems. Page 34 of the Guide to Society Organized Play points out that:

Guide to Society Organized Play wrote:

Most players whose first experience in a campaign results

in a character death don’t return to the campaign.

After running this scenario tonight I am regretting inviting one of my friends to make this weekend's free RPG day their first Pathfinder Society experience. I am an experienced GM (4-star in pfs) and I tend to use kid gloves when dealing with tactics where I have a lot of leeway, and I still managed to completely destroy the party without really trying to.

Paizo needs to return to interesting, inventive scenarios that capture people's imagination and hearts.

We Be Goblins was an excellent free RPG day mod for that. There was a lot more variation in encounters, memorable moments, and fun antics. If you failed, it didn't matter because it was fun regardless and players had stories to tell for months.

This mod feels like a stale, brutal dungeon crawl... that's what Bonekeep is for. This is up there with Master of the Fallen Fortress in terms of brutal introductory mods. I know at the end, all it left me with as the GM with was a dirty feeling.


Last year for Free RPG day, GMs were able to download the character sheets. Is that option available for this year? I think it is a fun take away and people can write on the sheets.


Still no word on the Chronicle sheets for this yet huh?

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I can't wait. There aren't any Free RPG events near Clovis this year, so getting the pdf makes up for it :)

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure, Card Game, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A couple of suggestions to make it easier on players, many of who will be playing this for the first time, and who don't want a bitter taste of TPK, which Broxxigan points out, is anathema to returning to play again.

Spoiler:

* Emphasize trapspotting ability of investigator, when handing out pre-gens - that by itself could save a TPK, or not burn the wand of CLW after the first 4 encounters, with 11 to go.

* Change that wand of cure light wounds (25 charges) into a full 50-charge wand; or better yet, make it a wand of cure moderate wounds (25 charges)

* Allow, as previously suggested, multiple rest periods, completing the adventure over the course of a few days or even a week (of course, with no cure for disease, that could make things worse!)

* Do a quick DR/hardness mini-discussion beforehand so folks know how these work, and when to retreat :)

* Make automatic knowledge checks instead of waiting for players to call for them on their turn, and allow the information gained to be used at the beginning of the encounter (assuming the check-maker can freely communicate it.) Normally I have the PC wait until their turn to ask, make and share the knowledge check.

* Hopefully you can recruit two more PCs, for PFS play, that aren't these ACG pre-gens and who are able to help. For that matter, check to see if level 4 pregens are available to round out the party for tables with more than 4 players (Kyra, anyone!?) This will be up to the PFS Sanctioning Chronicle, coming out sometime soon, I hope.


Broxxigan wrote:

Ran this for 4 veteran players tonight using the pregens provided as a slot 0 for GMs running it this weekend on free RPG day.

** spoiler omitted **

** spoiler omitted **...

some thoughts, having prepped this (and playing a slot zero online tonight):

Spoiler:
the pyramid can be brutal, especially if you have it rolling back and forth over the party. the description of the encounter, though, only mentions that it rolls forward to trample creatures once they approach close enough. while you could certainly extrapolate that it continues trampling back and forth, you could also simply have it roll forward until there's nothing in front of it, then stop, more like a one-shot trap with creature stats. reading it that way makes it still pretty brutal, but survivable, for a party using the 3rd level pregens and without a lot of experience. it can also cut down on that time a bit. also, remember to reward player creativity if they find innovative ways to deal with the situation (for that encounter or any other). for example, if they already detected and bypassed the falling rocks trap in the entry and think to run back that way with the hopes of luring the pyramid to triggering the trap, have it trigger the trap and then not be able to get traction on all of the debris. "through" is not always the way. :)

investigators, in general, tend to be less combat capable than most other classes until 4th level, when they get some abilities that will let them be able to be a bit more useful in the fray. if someone is playing the investigator, let them shine with the skills. he should be the one finding the traps, discovering the hidden compartments, etc. you'll likely want to make players that choose him as a pregen know about his strengths and weaknesses before starting.

also, if you are running this as a PFS sanctioned event, consider letting them use any of the legal 4th level PFS pregens instead, if they like. if you're not running it as a PFS sanctioned event, consider allowing a new clone of the dead pregen show up the next round, or after the encounter. character deaths with pregens are usually a lot less of a put-off than the death of actual characters, and if those deaths are spectacular, they can be just as fun as not dying. Also, if you've got more than four players wanting to try the event, consider running it "killer breakfast" style - if a character dies, a new player takes the seat and a new version of the pregen and plays, and the player who just left gets back in the queue, and this keeps happening on down the line. this actually brings a fun element to character death if you want to run things with a more deadly bent.

when it comes down to it, though, just have fun. it's crawling through an ancient undead-filled tomb, it should be exciting, and, yes, even possibly deadly.


I've got 4 tables of this scheduled on Free RPG Day at my FLGS. As soon as we have enough for a table, it's starting and we will do this until either all 4 tables are up and running or we run out of players.

Unless the PFS rules sheets say otherwise, I'm planning on just rotating pre-gen character sheets like We Be Goblins did in the event of death.

Paizo Employee Developer

4 people marked this as a favorite.

As an update on the Chronicle sheets, they are complete and slated to be added to the Additional Resources page (see the banner area on the right with the modules list) soon—and not that ominous "soon," either. As a note, I understand the four pregenerated characters will also be part of the download, giving folks a means of printing off handouts for the adventure and Free RPG Day.

We understand folks are itching to download the sanctioning document, and we're working to get it into your hands (or downloads) quickly.

Silver Crusade

Thanks John,

48+ Chronicles to print and pre-fill with Event code ect, so all my GMs need to do is sign and do the math on the right hand column... really wanna do this tonight or tomorrow morning... Saturday will be a blur.

Grand Lodge

D_GENNEXT wrote:

I've got 4 tables of this scheduled on Free RPG Day at my FLGS. As soon as we have enough for a table, it's starting and we will do this until either all 4 tables are up and running or we run out of players.

Unless the PFS rules sheets say otherwise, I'm planning on just rotating pre-gen character sheets like We Be Goblins did in the event of death.

What do you mean by "rotating pre-gen character sheets"?


The original We Be Goblins recommended that if a character died; just hand them a different sheet and continue playing. That's what I mean by rotating.

Digital Products Assistant

4 people marked this as a favorite.

Pregens and the Chronicle sheet are now available for download in the product description above.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Chris Lambertz wrote:
Pregens and the Chronicle sheet are now available for download in the product description above.

And thus it gives away the next Iconic...

Spoiler:

Crowe the Shoanti Bloodrager, with the Elemental (Air) bloodline.

Edit: Mikaze should be happy. Also with Quinn's alignment.


Sweet. Downloaded!!! :D


Quinn's Alignment:
Quinn is Lawful Good. Awesome!

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The pregens look great!

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Important point: You canNOT use one of the 4th-level PFS pregens to fill out a table for this module. You can only use the pregens at the end of the module, or true PFS characters of levels 2-4.

Lantern Lodge

Broxxigan wrote:

Ran this for 4 veteran players tonight using the pregens provided as a slot 0 for GMs running it this weekend on free RPG day.

** spoiler omitted **

** spoiler omitted **...

Me and a friend tested this and we ran into the same problems. Since one table is already running this for society we are running Crypt of the Everflame with modified pregens that would be closer to what a player would build (20 point build).

The whole thing seemed like it was rushed and not tested with the pregens at all. The first fight with the construct could end in three rounds with it trampling the party. For us it ended in a TPK since the players have no room to move and the main healer is upfront. Also the lack of story really irked us. We were hoping for something that would be a great introduction to Pathfinder. This isn't a bad adventure, but I would not run it with the pregens given in the back of the book and I would expand on the story a lot, giving the players time to stock up on what (they think) they might need battling mummies in the sand. Also I would reconsider the construct at the beginning if this was still going to be a 3rd level adventure or give the players room to move around.

If this was my first introduction to Pathfinder, I don't think I would continue playing as someone I think has already stated.


Pathfinder Adventure Path, Rulebook Subscriber

Sooo...my printer is only printing the portraits from the character sheets. Anyone else having that issue? I realize it's probably my printer being dumb, but just in case there's something going on with the file, I thought I'd ask.


I've a question... I've just looked at Quinn, and he has a Sword Cane with +4, and only a +2 BAB, I figure it's supposed to be Weapon Finesse, but a Sword Cane is not a light weapon?

Is this me missing something, or is it a mistake?

Silver Crusade RPG Superstar 2014 Top 16

Runge wrote:

I've a question... I've just looked at Quinn, and he has a Sword Cane with +4, and only a +2 BAB, I figure it's supposed to be Weapon Finesse, but a Sword Cane is not a light weapon?

Is this me missing something, or is it a mistake?

Looks to be a mistake on the creator's part, yes. Hopefully they fix that in future versions of him.

Sovereign Court

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Kuabatake_Sanjuro wrote:
If this was my first introduction to Pathfinder, I don't think I would continue playing as someone I think has already stated.

The trampling construct, I think, is the key here. The mod opens with a potential TPK. That's not fun, that's demoralizing, and will set the tone for the rest of the adventure.

Coming from a newbie perspective, something so mechanically brutal, and complex, is NOT a good first encounter. Some skeletal or zombie guards would be much more appropriate, and the construct could appear later in the mod, even. Scaling and tension building makes for a better experience, more so with new people. This reminds me more of the old school design mindset of GM v Player like Grimtooth's Traps, or Save v. Death fairy foods.

That's not fun. That's just some DM getting his sadism on.


Runge wrote:

I've a question... I've just looked at Quinn, and he has a Sword Cane with +4, and only a +2 BAB, I figure it's supposed to be Weapon Finesse, but a Sword Cane is not a light weapon?

Is this me missing something, or is it a mistake?

A Sword Cane can be used with Weapon Finesse.

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