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The Lost Lands: The Slumbering Tsar Saga (PFRPG)

***** (based on 7 ratings)
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Add Print/PDF Bundle $150.00

Add PDF $89.99

Non-Mint Unavailable

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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!

Product Availability

Print/PDF Bundle: The PDF will be added to your My Downloads Page when your order ships.

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

Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products.

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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

***** (based on 7 ratings)

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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.


My group just plunged into this epic tome several months ago so I'm not capable of writing a full review yet. So far Tsar does not disappoint. The game is open enough for characters to explore and take the adventure in multiple directions, at least initially. There is still an overarching theme that calls us back to Tsar no matter how far we stray from its ruins. The vivid landscapes, unique characters, grim dungeons and fatal encounters combine to create what promises to be a great adventure that will last for years to come.

1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

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