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Slumbering Tsar Saga (PFRPG) PDF

***** (based on 8 ratings)

Our Price: $89.99

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The Sleeper Awakes!
At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga.

Something Stirs in the City of Evil
Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus?

The Black Gates Await
Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?

The Slumbering Tsar Saga began its journey years ago as a single mega-adventure for the masters of Third Edition rules and First Edition feel, then became a trilogy of adventures, then a trilogy of mega-adventures, and now finally comes to you as a monthly series culminating in a massive book with over a half million words of pure First Edition-style adventure. Updated to the Pathfinder Roleplaying Game to accommodate today’s audience of the classic fantasy roleplaying games, The Slumbering Tsar Saga brings you 14 chapters, each chapter the size of a full adventure in its own right (30-50 pages), but in the Hardcover compilation (and NOT in the PDF) you will get something you can't get anywhere else—the final fifteenth chapter!

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Product Reviews (8)
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***** (based on 8 ratings)

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A massive book that's worth every dollar


Disclaimer: I purchased a physical copy of this book and got the PDF with it.

Okay, before we go anywhere, we need to make one thing clear - The Slumbering Tsar Saga is not an Adventure Path. There is a plot here, but it's more of a setting than anything else, a reason for why things are the way they are. This book is better described as an adventure setting - if Rappan Athuk is the ultimate dungeon crawl, then Slumbering Tsar is the ultimate ruined city crawl. (For a city adventure taking place somewhere that's still fully active, you'll want to look at The Blight, forthcoming from Frog God Games.)

The series starts off in The Desolation, the ugly wasteland that was once a battlefield as the forces of light assaulted Tsar. Most notably, players are quickly introduced to The Camp, which is the safest place for them to rest on excursions throughout the area. (Note that "safest" does not actually mean "safe"... just not quite as dangerous as everywhere else). Before the players can even get into the city, though, there's danger and death to be had. In the Lost Lands Campaign Setting, Tsar was not the site of a skirmish or a battle - it was a war, with the unholy city besieged by a force of over 140,000 (including outsiders, representatives from many species, and a significant number of the world's heroes). Great powers were used by both sides... and the ruins left behind are what the players have to make their way through. One way or another, everywhere they go they'll see the remnants of battle - from storms of deadly bone dust to an enormous chaos rift, players could spend quite a few sessions just trudging around and learning what happened.

Sooner or later, though, they'll want to start making forays into Tsar itself - and while the city may be ruined, it's far from deserted. There are multiple dungeon-sized regions players can stumble through just by walking around (and indeed, they'll have to if they actually want to get into the Temple of Orcus, which is massive even by Frog God Games' standards (comprising over 400 locations). There are waaaaaay too many things here to even begin covering all of them in detail - suffice it to say that if your players enjoy seeing what's in the next building and exploring the world they're in, this book will not disappoint. (If you prefer a more structured adventure, you can trim out some of the locations and insert a plot of your choosing. The book provides a very good mechanism for delivering information.)

Following the three main sandbox adventures is a bunch of extra material, ranging from new monsters (the Battlehulk, in particular, is fun to throw at players) to unique magic items and even a pair of prestige classes. Players may or may not take levels in either of these - one is for the devoted of Orcus (who is quite possibly *the* villain of the Lost Lands setting), while the other is sort of a Paladin on steroids. Lots of extra power (crit-focused builds, in particular, will WRECK evil monsters), but extra restrictions as well (like needing Atonement for things that weren't even your fault). It should be noted that the Justicar of Muir can easily be reflavored to fit the champion of any other appropriate deity, should the GM be willing to permit that. If normal Paladins are the elite crusaders of a church, the Justicars are a lot like divine champions, likely to be known the whole world over. (...As you may have guessed, I rather like this prestige class. XD) There are also a few hierarchy charts, some new spells, and over a hundred pages of maps. The PDF version of this book is very valuable here, since you can simply print out whatever you need to use.

Slumbering Tsar is massive (clocking in at over 900 pages of content, most of which is solid adventure), and depending on the speed of your group, it could easily take them months or even years to finish going through this. That makes it a good choice for stable groups, and... a bit harder for anyone else. As with most of Frog God Games' products, though, it's fairly easy to drop individual sections into your own campaign world. For example, you could pull individual parts of The Desolation and drop them in somewhere, which breaks the series into manageable chunks that are good for shorter adventures and smaller time commitments.

Again, though, Slumbering Tsar is not inherently an adventure path - if you want a true story, you'll have to step up as GM and come up with something that fits for your group. This book essentially demands an active GM'ing style if you want to get the most from it. Obviously, I can't recommend this to everyone - many groups would find this difficult to play (if only because of how big it is), but if it's something that works for your table, then you're going to get a massive amount of content for your investment. Yes, this is one of the most expensive RPG books you're ever likely to see, but on a per-page value, its cost is actually pretty low. There are just so many pages. It might literally take you weeks of reading just to go through it the first time and start preparing to run the game. XD

For those tables that can use this book, I think it's a solid 5/5. It really does require commitment, though - if you're not truly serious about exploring this region, you may be better off looking for a shorter book instead. (Off-hand, I suggest The Northlands Saga Complete - that actually is an Adventure Path.)

Worth every penny


This is an entire adventure path in a single, massive tome. Is it expensive? Yes, but it is worth every penny.

Let's take a look at the physical product:

-The binding is tough and durable.
-The pages are thick, quality paper.

I've carried this puppy around a lot and it is none the worse for it.

What's inside?

-the maps are clear and easy to read
-the illustrations are plentiful and serviceable
-layout is clear and easy on the eyes
-statblocks are mostly in-line for ease of play

But what about the adventure?

-Tons of memorable characters
-A story that feels like a real life legend
-side stories that feel like real life legends
-A location redolent with history and sorrow
-really mean traps
-amazing locales
-the most detailed ruins I've ever seen in a supplement

This product deserves every five star review it's gotten.

What everybody says about Tsar being amazing...


It's all true. The Slumbering Tsar is absolutely amazing. I'm not going to bother writing a huge review of it - there's plenty of those out there already.

Consider this a giant +1 for all the reviews already out there saying that the Slumbering Tsar Saga is fantastic. It is epic, twisted, wonderful and genius.

Slumbering Tsar lives up to hype


I've waited more than a month after getting the PDF of Slumbering Tsar, the epic Greg Vaughan mega-campaign, to offer any kind of review.
I knew when it came that the adventure read well. There were tons of fun, twisty (and twisted) plot elements. Nice bit of foreshadowing.

And I had the sense that the sandbox elements -- which allow players to really broadly dictate the direction of play -- were solid.
But I wanted to see how it flowed at the table and how my players reacted to the story-line and the texture.

First, a few bits of background. In SS, the adventurers begin by arriving at a dreary Camp on the edge of a massive, war-scarred desolation. Over time, they explore, learn more about their horrible surroundings, and hopefully progress toward exploring a ruined, haunted city.

I should say that I love making slight mods to any adventure I buy and this campaign setting allows that to happen smoothly. You can run it entirely as-is, or you can slide in 10% of your own material and ad nuances of your own.

My group has spent four game-sessions in the campaign so far, two entirely in the camp and another two venturing out into the desolation proper. At our last session, I asked the group for a blunt, no holds barred review and it was the most positive response I've ever had to a campaign.

Basically, they loved that the desolation seems so bloody horrible and dangerous -- lots of battle. But they also loved the fact that there were bits of story and role-playing. Vaughan manages to create something like the feel of a 1st edition dungeon (or wasteland) crawl, but with constant nudges of actual narrative and motivation.

There are also just gobs of cool wow moments here. (SPOILER ALERT SPOILER ALERT SPOILER ALERT) It's not just an undead: it's a hung man who haunts the camp at night. It's not just a tavern brawl: it's a conspiracy of homicidal little gnomes. Bottom line? Vaghan is a great writer, a great storyteller, and he knows that at the gaming table RPGs are about big cool moments. He delivers all those.

I do have one idea that I think GMs should consider before running this adventure. (And you should buy it and run it...) Here it is: SS offers a remarkable measuring stick for power creep in Pathfinder. An adventure that was ridiculously deadly when written is now only moderately dangerous - and sometimes encounters that would have been deadly fierce in August 2009 are fairly easy in September 2014.

I'd suggest looking closely at these encounters, especially ones that should be real tentpole moments and tests. If your party is going to sweep through them, consider adding a minion or two, or giving the NPC some kind of strategic advantage. This isn't always called for. Some moments in SS are supposed to be relatively easy -- a chance to sort of plow through the bad guys. But if you're not careful, a few of the BBEG's in this adventure will topple far too easily.

It's worth noting that some parts of SS are still extremely deadly as written. In four gaming sessions, we've had two PCs die, and two more brought to the absolute brink where one bad roll would have killed them. Granted I've done a bit of tweaking, but that's a much higher risk rate than any campaign I've ever run. And I should end by saying my players are loving it. I told them in advance to create back-up characters, so they knew going in that the tone would be bloody and high body count. So long as you get that kind of buy-in from your table, I think your group will love the Tsar.


And I don't care.


I held off getting this for months because I figured I’d never run it. Then I remembered that I’ve enjoyed lots of RPG items over the years I’ve never run, just read. So I did my homework on other’s reviews. They all said the same thing: what a total joy to read.

So, I plunked down the full price to the Frog Gods for the hardcover book and the PDF. Then 2 weeks later Paizo had it on sale for $50 off for their GM’s day promotion. And I don’t care.

It’s so huge I don’t know if I could ever actually run it. And I don’t care.

I’m going to lose a whole year reading this thing, and I don’t care.

I’m only on page 52 and having a fantastic time. The reading is easy, flavorful and fun. Like a novel, you really can’t wait to read the next location or situation. Its steal-ability factor is sky high, either just for situations, NPCs, encounters or monsters and flavor. It is also a cohesive set of mini stories all tied to one terrible location. The maps may not be gorgeous but they are clear and easy to follow – so I don’t care.

What I do care about is value for money and this is a prime example of it. If you were/are a huge fan of Necromancer Games’ 3rd edition material like I was, it will remain a treasure on your shelf. My hat is off to Greg Vaughan for sticking with it all this time and Bill Webb for making it happen.

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