Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Adventure Card Game

Slumbering Tsar 10: The Hidden Citadel, Part 2—Echoes of Despair (PFRPG)

****( ) (based on 1 rating)

Add PDF $9.99

Print Unavailable

Facebook Twitter Email

The player characters continue to plumb the true depths and echoing halls that are the Citadel of Orcus. Within they explore the Templar Garrison and Dungeons of Orcus and discover their profane occupant, remaining after all these years. They discover the Thrall Quarters and the Forges and the lingering horrors of the Magitect and the legacy of He Who Walks Before.

Product Availability

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print: Unavailable

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (1)

Average product rating:

****( ) (based on 1 rating)

Sign in to create or edit a product review.

Nice, though not perfect part of the dungeon

****( )

This pdf is 50 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 2 pages of SRD, leaving 45 pages for this installment of the epic Slumbering Tsar series.

This being a review of a part of the final section of Slumbering Tsar, this review contains SPOILERS and I'll encourage any potential players to skip to the conclusion. You don't want to spoil this one.

...Still here?

All right!
This installment has the PCs enter the Shanks of Orcus, where Deathhands and overseers, demonic servants and dread creatures await the PCs. Amidst living quarters, demonic kitchens and mega-swarms of all-devouring rats, the PCs will start to encounter... N'gathau! To those of you not familiar with them - think Hellraiser's Cenobites in even more twisted. But not all is dread and despair in this area, as the PCs may actually find and rescue and as of yet uncorrupted hound archon of the original army of light within these halls. (Who also makes for a neat replacement character - after all, the huge gelatinous cube may have consumed more than one PC..)

That's not all that can be found, though: We also venture into the Templar's Garrison, where deadly black skeletons remain as guards and dread Wight-lord Vai maintains his strict regiment over his section of the fortress's grounds.

Any religion like Orcus needs a steady supply of slaves and thus, the slave quarters of the fortress are also covered in this installment and offer a chance for the PCs to save a legendary paladin from his predicament. They may also clash with a monitor demon (and his 5 new spells), a dread char-goblin lich aand finally, the creations of the Magitect: A unique transmuter-turned construct who has, among others, created a dragon-like construct called "Caustic Purger", Troll-flesh Golems and similar monstrosities.

We get 4 pages of new monsters, 2 new specific weapons and 1 specific weapon quality, 1 page player handout and 5 pages of maps, one of which is a nice, key-less overview map that you can cut up and hand to your PCs - nice!

Editing and formatting are top-notch, as I've come to expect from Frog God Games. Layout adheres to a classic two-column b/w-standard and the pieces of b/w-artworks are mostly STUNNING. The pdf comes with extensive bookmarks to ease navigation.

Surprisingly, the excursion through halls laden with despair provided to be fun and, dare I say it? Amazing. The "Boss"-foes once again are at the top of their respective games and especially the Magitect and his creatures make for challenging, cool foes. the amount of detailed maps also made this installment of ST rather intriguing. More importantly, I think that for people who want to scavenge from the final dungeon of the epic, this installment holds more ready and is not as focused on meta-plot as its predecessor. While it would take some work, I can see the content of this module easily work on its own. Seeing that content-wise there is more desolate, unique imagery than in its predecessor and that I enjoyed this installment, I do have some gripe with it. It is deadly, it is grand - but as of yet, the Citadel of Orcus just doesn't feel as grandiose, as dark, as deadly as the temple-city to me when it should ooze urgency, antiquity and raw evil. While this may yet be remedied in future installments, for now my final verdict will be 4.5 stars, rounded down to 4.

Endzeitgeist out. Gift Certificates
On Sale and Clearance!

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.