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:
I ran this for Free RPG day in Sydney, A table of first-timers for PFS (but experienced 3rd Edition players).
Everyone at the table played a pregen; 5 of the existing 4th level iconic and 1 played a 3rd Level Quinn.
I gave the table a warning before starting the session as the initial encounter worried me but they worked together as a team and it was fine but challenging.
As a GM note the scale of the Pyramid as each square on the map is 10ft (the scale really works for the adventure).
The day finished with 9 new signups to the society including people signing up on their phones at the table as I was writing up the chronicle sheets.
EDIT: I found out that you had to play 3rd Level Pregens only, I allowed the 4th level pregens as the mod was 2-4 and the balance worked out fine. Could have been tricky otherwise as the skill synergies didn't quite work on the 3rd level pregens (there was no way to identify items etc..), Everyone still had fun.
This could be a half hour scenario considering you could wipe out the whole party in the first encounter. After the first two encounters it softens to a training day. The problem is none of the encounters except one seem level appropriate. Either the encounters are written to kill the party or are a cake walk. DO NOT RUN THIS WITH THE FOUR PREGENS! You will be the killer of a table that should never have gone on the mission and that is only fun for a sadistic GM. Also some of the box text is laughable. One is a tossed off sentence that must have been left when designing the module, while others waste game time on the writer’s ramblings about the color of a room.
So the scenario itself is great. Great flavor, well-written, challenging encounters. However, I have an issue with the pregenerated characters that were specifically chosen for this scenario, as noted in my spoiler. Granted, the pregens are fantastic, and interesting characters and I love all of them.
What I Don't Like:
It really bothered me that the four classes cannot ID the various magic items that you find in the scenario. Each character has one of the requisities to do so (Oloch has detect magic but not spellcraft, Crowe and Quinn have Spellcraft but not detect magic. I realize that the players could buy scrolls of identify before they embark on their journey, but the pregens are supposed to be "ready to play", and were specifically chosen for this scenario. This to me is a flaw. But I did enjoy the scenario, nonetheless.
When I heard that Pregens would be provided, I was a little hesitant, but I must say, the Pregens were absolutely fantastic. They gave a nice taste of the Advanced Class Guide classes, and I thought they were well-tailored to the adventure, as well as being great pregens all around.I hope versions for Pathfinder Society will be made, as I would love to use them. The module itself was great, and a lot of the encounters were challenging, but not broken. Additionally, the encounters and traps were specifically created so that each Pregen would have their time to shine. Overall great module, and I look forward to running it for PFS at my local game store.
Just wanted to write a quick review of this module after a very enjoyable experience running it at Free RPG Day in Sydney. The writing and editing are solid, the encounters evocative, and the whole adventure hangs together very well, with a classic atmosphere to it: everything is in its proper place in this pyramid exploration.
I ran this for a PFS table of 6 players (4 new, 2 experienced, and 5 running pre-gens) with a second GM running another table of 6 (5 new, 1 experienced, and all 6 running pre-gens). Everyone loved it, and it looks as though we have 9 new PFS converts as a result. A very successful Free RPG Day experience!
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.
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.
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.
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.
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.
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.
*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.
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.
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!
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.
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.