tburke0 |
We know there are no flumphs...
From the title / mock up(?) cover image on FreeRPGDay.com it looks like a possible tie in with Mummy's Mask AP...
Any other details yet?
wackyanne |
Based on the cover art, I think there's a good chance it will also serve as an ad/teaser for the ACG, probably with ACG pregens included, seeing as the iconic warpriest and swashbuckler are, I believe, the two characters depicted...
The Free RPG Day website lists TWO! separate Paizo products, one being the adventure module Risen from the Sands, and the other a Pathfinder Adventure Card Game 4-Pack. FYI, "Adventure Card Game" could also be shortened to ACG, so could cause confusion with the "Advanced Class Guide" you are referring to here ;)
I'm excited, the more Egyptian bang-for-our-buck, the better ;D
I'm actually starting a subscription just for the Mummy's Mask...
Lisa Stevens CEO |
cartmanbeck RPG Superstar 2014 Top 16 |
I am running this and wanted to be able to add a few more pregens to the table to accommodate more players. Can anyone link me to a 3rd level stat block for the iconic Seoni? Thank you so much in advance.
A third-level one for Seoni doesn't currently exist, but a 4th-level one does, and if you're running this as a PFS game then a player can use her in it. Here's a link to all of the pregens, which includes 4th-level versions of almost all the iconics:
Pregens Zip file
Additional Resources Page
Now, if you're NOT playing this as a PFS-sanctioned event, it would be fairly straightforward to use the 1st-level and 4th-level versions of Seoni to create a 3rd-level one. Let's see:
Female human sorcerer 3
LN Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 15, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1
natural)
hp 21 (3d6+6)
Fort +2, Ref +3, Will +4; +2 vs. fear
OFFENSE
Speed 30 ft.
Melee quarterstaff +1 (1d6)
Ranged dagger +3 (1d4/19–20)
Sorcerer Spells Known (CL 3rd; concentration +7 [+11 to cast
defensively])
1st (6/day)—burning hands (DC 16), identify, mage armor, magic
missile
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 15),
light, read magic Bloodline arcane
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Base Atk +1; CMB +1; CMD 15
Feats Alertness*, Combat Casting*, Dodge*, Eschew Materials,
Spell Focus (evocation)*
Skills Bluff +10, Climb +3, Knowledge (planes) +6, Perception +3,
Sense Motive +3, Spellcraft +6
Traits courageous*, world traveler*
Languages Common, Varisian
SQ arcane bond* (familiar)
Combat Gear potions of cure light wounds (3), scroll of glitterdust, scroll
of invisibility, wand of magic missile (CL 3rd, 33 charges), smokestick; Other Gear quarterstaff, dagger, amulet of natural armor +1, ring of protection +1, sunrod (5), backpack, trail rations (4), 29 gp
The only thing I couldn't easily adjust was her gear. She should have ~780gp worth of gold at 3rd level, which is lowered from 1650gp at 4th level, so cut her gear by a little and she should be good to go.
Changing Man |
Anyone Know if this is sanctionable for PFS yet? I can't seem to find a PDF of the Scenario or the Scenario Sheet.
It is indeed sanctioned for play- details are here: click me
bigmac |
There is a thread called [Golarion] Pathfinder Module: Risen from the Sands over at the Pathfinder forum at The Piazza.
Not many replies yet, but there might be some comments from people who grabbed a copy.
Shadowborn |
Picked it up yesterday. Good stuff by Rob McCreary. Reminds me of a mini version of Entombed with the Pharaohs, though I'm liking the monster/trap/puzzle ratio of this one better. Back of the book give us level 3 offerings of four of the iconics from the Advanced Class Guide: Crowe the bloodrager, Quinn the investigator, Jirelle the swashbuckler, and Oloch the warpriest.
Rebis Ouroboros |
Having played it on Saturday night, it is RIDICULOUSLY hard. We nearly had a TPK in the first encounter, and by then, most of us had used up nearly all of our healing potions, spells, etc. We were playing a 4 man team with one of each of the iconics in the module. THe swashbuckler died in the first encounter, leaving us to deal with the rest of the module with a 3 man team.
The players of the investigator and the swashbuckler were complaining almost nonstop about how ineffective they were against nearly everythign we encountered in the module, and since the swashbuckler was being played by someone who had GMed the module 3 times earlier in the day, I had to at least listen.
My son and I were playing the Warpriest and the Bloodrager, and we had a fantastic time. We were dishing out tons of damage, so that helped a lot.
A certain mistake by the investigator led to the entire team leaving the pyramid a tad too early. Once we were back in civilization and realized our mistake, we purchased 6 more healing potions, grabbed the swashbuckler's twin as a merc, and headed back, where we (mostly) finished the mission, but only after another near party wipe.
Every players opinion was that this adventure was WAAAAAY off base as to the character level. We all agreed that the adventure would have made far more sense for a team of 5th level characters.
Once I read the module, I'll give an update on my thoughts.
- Rebis
Misroi |
2 people marked this as a favorite. |
A team of three 4th level PFS characters and Oloch made it through - but it was a close thing. The fight against the boss very nearly was a TPK. If not for an adamantine weapon, we would have had a much harder time than we did.
I really don't get the philosophy behind this product. If I were Paizo, I would think the idea behind having this adventure showcasing four of the ten characters from the ACG would be to build even more excitement for that product. People should go away from the adventure thinking, "Man, I can't wait to play that guy!" I know some people will take exception to the builds they've given to the characters, but that's Paizo's decision to make, not ours. I'm fine with giving Quinn a Strength of 10 - he's middle aged, and probably wasn't the strongest of guys to begin with. My problem is that, if they knew what the party was going to be, why did they stock the dungeon with monsters that had abilities that would stymie 50% of their group? If the purpose of the adventure is to showcase these characters, then why does it present half of them as ineffective combatants? Why does it make someone that is forced to play Jirelle or Quinn in this adventure think "I wish I were playing a paladin or a rogue."?
Rebis Ouroboros |
Why does it make someone that is forced to play Jirelle or Quinn in this adventure think "I wish I were playing a paladin or a rogue."?
This is exactly the problem we ran into with our group. A guy who had GM'd the scenario 2 or 3 times earlier in the day pointed out that Jirelle was "practically useless" in this scenario, and so he of course played her himself to spare the rest of us from playing her, and the guy playing Quinn halfway through said, "Why would I want to play an investigator when, if I'd played my alchemist, we could have actually made it through this dungeon? Man, I do NOT want to ever play an investigator again." Personally, I LOVE the investigator, but I had to admit that Quinn and Jirelle, since they couldn't deal enough damage to overcome the hardness or DR of most of the creatures, they felt totally useless.
Our investigator missed a couple of secret doors, which left us leaving the dungeon almost totally unexplored, thinking we were done. I couldn't believe that that was the entire tomb (I know a bit about egyptian tombs, and it seemed a little to convenient, but I was playing Crowe, the nearly brainless bloodrager, so I kept it to myself, deferring tot he investigator).We ended up getting back to civilization, grabbed Jirelle's twin, Jirello, and rode back to the pyramid to try and finish things off. At one point, I (Crowe) did 60 points of damage to a creature that, it turns out, only had 6 HP. I felt pretty awesome, right up until the GM pointed out how few HP it really had. Why do GM's do that?
The final fight was nearly a total party kill. I don't know how it could have been thought to be anything other than that, with the characters provided.
________________________________________________________________
The fact that none of the character can identify magic items is a bad (and possibly fatal,) oversight.
It sucks that the map is 10' x 10'. I can correct it manually myself, but nobody likes 10 x 10 anymore.
The fact that half the party can't score a point of damage against most of the creatures is a gross oversight.
There should have been a caster instead of the swashbuckler.
And something extremely disappointing to me as a GM, after such a fantastic cover with the green glittering mummy head and hand, with the relics on its body and the khopesh in its hands, I expected more from its statblock than: "CR:5. XP: 1,600. Male mummy (Pathfinder RPG Bestiary 289) HP 60."
This is the BBEG. He is the pharoah that this entire pyramid was dedicated to. And his pet is more unique than him. To me, this was inexcusable, and just sad.
BUT, the adventure was cool, the maps were fun, and I've always loved everything about Egyptian tombs, so this Osirion tomb is definitely got to have some replay value in my games.
With higher level characters.
- Rebis
Malikjoker |
I ran the mod at free rpg day and allowed room for 6 players. only 4 showed. but because i was making space i provided the iconics from Masks of the Living God as well. 1 player chose Ezren while the others went with the new classes. Jirelle was not chosen.
The party only found 1 secret door...
Which led them to the boss fight. A tpk almost happened, crowe and oloch went down and Quinn was paralyised with fear. Luckily, Ezren comes with that scorching ray scroll. Boom! Mummy Dust. Without Ezren, they all would have died.
I loved the adventure. Brutal and smart. Destined to be a classic.