Pathfinder Module: Risen from the Sands (PFRPG)

2.80/5 (based on 43 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.

Other Resources: This product is also available on the following platforms:

Archives of Nethys

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Average product rating:

2.80/5 (based on 43 ratings)

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One of the absolute worst

1/5

I typically love dungeon crawls and the setting is one of my favorites. Having just played Destiny of the Sands, I was excited to have my Osirian character continue on learning about the past. I expected great role play from the wives encounter. Instead the GM forced one of the players to initiate combat making my diplomacy useless. It may have been useless in the end anyway, but no one likes the GM to hijack.

The first and final encounters were ridiculous. The first would have been the end if our cavalier didn't have adamantine weapon (uncommon for a level 3!) because no one else could overcome its defenses. I wish I had just had my character leave then...

The final encounter as many have pointed out is awful. If this had been my intro to Pathfinder or PFS I would never have returned. The writers should have understood that in the level 2-4 range most characters cannot handle the aura or disease leading to many a TPK. A TPK for such a low level and an introduction at that is INSANE.

First module ever I refused to finish... Granted part of that was the worst GM I've had in years, but the writing didn't help either. Never. Ever. Again. This module should be retired.


Decent

3/5

Read my full review on Of Dice and Pen.

There's not really anything about Risen from the Sands that makes one go “Wow!” It's a straight-forward adventure that's not particularly original and has nothing that really makes it stand out from other adventures. However, there's nothing particularly bad about the adventure either. It does its job and it does it competently. With a skilful GM, it will provide a few hours of fun for any group.


Unable to print out

1/5

I have downloaded this module 3 times as a pdf and been unable to print it out each time. I get the error messages:

"The Document could not be printed" followed by
"There were no pages selected to print"

The Flattening reached 91 or 92% then stops.
I can read the pdf on my laptop fine, I just can't print it out.
The chronicle prints out just fine, as do other documents by paizo.

I'd like to run it for my Sunday group but don't like doing it off a computer screen. Can someone look at the download and see what it's missing?

Thx

THURSDAY - 7/17 addition to review
Problem still exists but no need to worry about it for me. I found a backdoor I used to get a printout for myself, so I can GM it the way I prefer.
I did send an email to Sara at Customer Service also, but got no response. You can ignore that too.


Excellent, with a little adjustment required

4/5

'Risen' is a wonderful module, once the GM makes a few basic adjustments, most of which the writer has already noted as being needed. I'm not sure I would make this someone's first exposure to Pathfinder, but for an experienced group, this adventure is a blast!


Exactly what I would expect from an Egyptian Pyramid crawl.

4/5

I want to start this out by saying that we only had one person at my table run a pregen, and it was the Warpriest. We also had a non-standard party, with a Lore Warden fighter, a Warpriest, a melee-focused Cleric of Iomedae, an Inquisitor of Gorum, and an Inquisitor of Neshyn. I don't think it's fair that so many people have given the module a low rating based solely on the pregens. I'm not going to review the pregens, my rating is strictly for the adventure.

It started a little slow as we all got our footing, fighting over who would go first and lamenting the fact no one was good at finding traps. The first encounter was... odd. The idea that it was simply unavoidable made us stop and take it seriously, and I'm sure things would have gone poorly had not two (4th level) characters had the correct type of weapon. The second encounter fell quickly to sheer damage. Most fights were over in two to three rounds, but they all seemed like appropriate challenges, maybe even a bit on the easy side (to be expected with an experienced party of APL ~3.6). The end boss, who we reached about halfway through the module, was rough, with three characters nearly buying the farm (having four divine casters in one party is the only reason the GM's multiple critical hits didn't finish us off). But, to be frank, I would have been disappointed if it had been any other sort of creature.

I look forward to a chance to play this again, maybe even with one of the much maligned pregens. I also look forward to running it for my home group when it becomes generally available. They tend to run characters who are prepared for the variety of challenges that PFS throws at you, so they should do just fine.


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Silver Crusade RPG Superstar 2014 Top 16

Dread Knight wrote:
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.

Do you have a rules reference for that? I see nothing in the rules that would suggest that it's Finesse-able.


1 person marked this as a favorite.
cartmanbeck wrote:
Dread Knight wrote:
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.
Do you have a rules reference for that? I see nothing in the rules that would suggest that it's Finesse-able.

Here

Liberty's Edge

SWORD CANE
Price 45 gp
Type martial
This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade as a swift action (or a free action if you have the Quick Draw feat). An observer must succeed at a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Source: http://paizo.com/pathfinderRPG/prd/ultimateEquipment/armsAndArmor/weapons.h tml


Paladinosaur wrote:

SWORD CANE

Price 45 gp
Type martial
This slender light blade lies within a wooden container that serves as both its scabbard and hiding place. You can draw the blade as a swift action (or a free action if you have the Quick Draw feat). An observer must succeed at a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.

Source: http://paizo.com/pathfinderRPG/prd/ultimateEquipment/armsAndArmor/weapons.h tml

I see, it doesn't mention that part in my APG. Fair enough, cool and thanks :)

Silver Crusade RPG Superstar 2014 Top 16

Yep, I didn't know it had been updated to include that in Ultimate Equipment. Cool, thanks for the links guys!

Sovereign Court

I couldn't imagine NOT using finesse with a sword cane. :D

Dark Archive

got some questions for things that don't make sense, hoping to get them answered before I run this tomorrow:

anubis statues:
construction point for additional attack, stat block lists khopesh OR slam - shouldn't it be both?

hieracosphinx:
quick strikes typically apply to slam attacks - does it get an extra bite or extra claw? is its fly modifier really NEGATIVE five?

Paizo Employee Developer

1 person marked this as a favorite.
melferburque wrote:

got some questions for things that don't make sense, hoping to get them answered before I run this tomorrow:

** spoiler omitted **

** spoiler omitted **

Hieracosphinx:
Yes, it has 0 ranks, +3 for Dex, and –8 for clumsy maneuverability. It looks like it should have another –2 for being Large. –7 Fly! Whoo!
Dark Archive

Which books are needed to run this?


Justin Sluder wrote:
Which books are needed to run this?

The Core Rulebook in any case; Anything beyond that should either be included in the statblocks or found in the appropriate Bestiaries. There was a blog post which included 2 templates, in the event that you don't have Bestiary 4 on-hand.

Dark Archive

Changing Man wrote:
Justin Sluder wrote:
Which books are needed to run this?
The Core Rulebook in any case; Anything beyond that should either be included in the statblocks or found in the appropriate Bestiaries. There was a blog post which included 2 templates, in the event that you don't have Bestiary 4 on-hand.

So, which books?

Dark Archive

Nevermind.


When can I download it?

Shadow Lodge

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

The download won't be available until July :'(


*checks out the swashbuckler pregen* Hmmm, well, I think I have two houserules in line for that class so it is more competitive with other melee classes. I'll have to see full class description to be sure though.

1. You can use charmed life AFTER you know the result of your roll and the required save DC.

2. The usual dex to damage.


The immediate action on charmed life makes it pretty unusable, as a swashbuckler has a lot of swift and immediate actions to take.

Shadow Lodge

Justin Sluder wrote:
Changing Man wrote:
Justin Sluder wrote:
Which books are needed to run this?
The Core Rulebook in any case; Anything beyond that should either be included in the statblocks or found in the appropriate Bestiaries. There was a blog post which included 2 templates, in the event that you don't have Bestiary 4 on-hand.
So, which books?

bestiary 1 and 4. the latter to answer some of the abilities for the mummified template.

Everything that isn't in one of these is 90% likely to be in the other or explained in the text.

Dark Archive

Just an FYI the advertisement in the back says july 2014 for the strategy guide.


brad2411 wrote:
Just an FYI the advertisement in the back says july 2014 for the strategy guide.

That was still the release date when the adventure went to press. It's just been delayed a few times since then.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

It's alright to disagree with other reviewers, but implying they are lying or mistaken is a little much.


Back to the topic Risen from the Sands...

I played it Friday night (4th Alchemist) with four 2nd levels. It was grueling, I ran out of bombs and we had to camp overnight in the Pharoah's tomb room (after we destroyed him), but completed it and all survived after smoking 22 charges from my Wand of CLW, 8 CLW pots and the Cleric using all her channeling and healing spells. The GM is fairly new to Pathfinder and did not know the monsters well.

The real fun came last night when I GM'ed it and truly saw what was in it. This module is a real MEAT GRINDER!!! We had an experienced group with an APL 3 and if you play the monsters to their fullest you'll get a TPK 90% of the time. The Mummy's WDC 16 is especially deadly to 3rd levels and I got 3 of 5 paralyzed for D4 rounds. Fortunately I rolled short paralysis times and they were BARELY ably to survive the room after several going down and being brought positive again. They completed the module in 5 hours with no losses but using 47 charges from 2 CLW wands and all the Cleric's channels & spells.

This module would be challenging for a 5th to 7th level party, IF the monsters were run to their max. If the writer needs monsters like these to challenge his 3rd level group, he is a very wimpy GM who runs all monsters like crippled Orcs.


I started running this yesterday, as a filler, while we wait for the last set of paper minis for my RoW campaign. We just played it with the four pregens, and have found it quite challenging so far. Something we noticed was that there seems to be no way to identify magic items. The investigator and bloodrager have spellcraft but not detect magic, and the warpriest has read magic but no spellcraft. The investigator can do potions and poisons, but they're all scared to play with any other magic stuff they find.
Conclusion next week!

The Exchange

Ran this last night as a PFS game. used the pregen bloodrager and warpriest, and two players brought their own rogue and sorcerer PFS pc.
two dead pregens, and two fled PCs.
very tough game for a four person party. lots of APL+2 encounters.

Grand Lodge

Looking it over, I have to agree with others about the Anubis statues.

Statues:
The additional attack should give them "2 slams +5 or mwk khopesh +6, slam +0", but the light wooden shield gets in the way. So, it should be 2 slams or mwk khopesh because you can put the khopesh in your off-hand with the shield. As far as I can remember you can't punch with a light shield equipped unless it's a bashing shield that you're attacking with.

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