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:

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2.80/5 (based on 43 ratings)

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Bad pregens make it too hard

1/5

This could have been much better with the included pregens being level 4 instead of level 3 and include the option of using any of the other existing pregen classes. As it is, the level 3 included pregens don't stand a chance of surviving especially as a party of 4 (the minimum size). If you want to kill your character, run this as written.

Spoiler:
The DR and hardness ratings are out of whack with the pregens and make the pregens mostly worthless. The construct with hardness 8 is not vulnerable to the stone fist ability which only works on hardness less than 8. Whomever thought that up didn't remember to read the rules.


Great concept with abysmal executions

1/5

I have really been looking forward to this module both for its theme and the new Advanced Character Guide Pregens. I was not let down by the Osirion theme, that part was fabulous.

That said, the encounters in this module are poorly chosen and their tactics are poorly written or nonexistent. When run as written with the pregens only a TPK is a high possibility.

I have come to expect much more from Paizo. Worst of the free rpg day offerings.


Terrible pick for new players during Free RPG Day

2/5

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 last week 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.


Challenging is not a good choice for an intro.

3/5

I, as an experienced gamer, enjoy the challenge and well presented Egyptian theme of this adventure. And would otherwise have given it 4 stars. However, seeing as this was the Free RPG Day adventure which is supposed to be for new players to the game to try out, it is way too deadly, especially when run with supplied Pregens. So minus 1 star for that.


Yes, this IS an intro module

2/5

My local venue ran 5 tables of this on Free RPG Day for a total of 20 players (several of whom used the pregens) and a pregen to fill the fourth seat at one table.

9 characters were killed through the day. 9 out of 21. That's crazy.

First, the good stuff:

~The setting was cool. I really liked the idea of exploring a pyramid. ~The room layouts were solid. I especially liked that there were many secret doors.
~The module was well written and very flavorful.
~The wives encounter was cool, though I wish it had a bit more opportunity for roleplay than for them to attack as soon as their 'secret' is discovered.

And now the bad:

~ The first encounter is ridiculous and can outright tpk parties far too easily. Im not opposed to having a character die at my table, but I dont think having it be the first encounter is appropriate, especially in a Free RPG Day event.
~There does not need to be a creature encounter in every room. The elementals felt tacked on. The mimic, while amusing, seems out of place (how did it even get in here past the pyramid construct?). Three skeleton encounters (even if they are different kinds) is tedious.
~I feel like it could have used more traps. Perhaps some of them magical.
~The pregens were not picked well for this module. I like them all well enough individually, but Jirelle has no real place here. Crowe and Oloch can dish out the hurt to overcome the Hardness and DR of the monsters. Quinn can take care of the traps. They needed a dedicated caster as their fourth, not another melee person.
~Speaking of overcoming Hardness, make sure the methods you are going to give the characters to do that actually work on the encounters you want it to. *facepalm*

Basically, I feel like this would have been better as a module for level 4 PCs than level 3.

Also, I know some poeople have been defending this as 'not an intro module', but it is. This product is what Paizo decided to release to showcase its system, and try to attract new players through Free RPG Day. So while it might not be an intro module in the traditional sense, it very much is one, as it is likely the first thing many people played of the system. And you gave them a meat grinder with no real roleplay opportunities.


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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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