SLUMBERING TSAR PDF

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Temple-City of Orcus and Slumbering Tsar: The Hidden Citadel. A good mix of got lost on a boat to China, eventually became a single pdf release, and. The Slumbering Tsar Saga - The Sleeper Awakes!At last Watermarked PDF The Slumbering Tsar Saga™ began its journey years ago as a. Slumbering Tsar: Temple-City of Orcus, Part 1 – The Tower of Weeping Sores. Having won through the Lost Lore: Ecology of the Basilisk (PDF). $


Slumbering Tsar Pdf

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Slumbering Tsar - Temple-City of Orcus, Pt 1 - The Tower of Weeping spawdelacseopror.tk - Download as PDF File .pdf), Text File .txt) or read online. Slumbering Tsar Saga (PFRPG) PDF of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga. How if there is a site that enables you to look for referred publication The Slumbering Tsar Saga By Greg. A. Vaughan, Frog God Games from all around the.

With regards to content, we once again get iconic and challenging places, encounters and the conclusion to some rather interesting quests from the series, which is great for people following the whole saga. For those of you who want to download a separate file, though, this one might not be the best choice — the harrow lanes are very entwined with the lower city and both files practically necessitate each other for full usability.

On another note, I noticed that finding the disciples can prove rather difficult on the DM — on my first granted, rather casual and hasty read-through of the file while riding the train to work, I missed the disciple statue the PCs can find in this adventure.

The separation of encounters in e. The 10 levels of the tower are depicted over 7 pages of maps and a map of the city is also provided for your convenience, though it does not feature prominently in this installment.

Ever fought a natural wererat yellow-musk-creeper symbiote rogue? Thought so! And yes, a huge and deadly advanced creeper is also on the list of things the PCs will have to kill to end the dreadful threat the inhabitants of this tower pose. Yup, as you might expect, the PCs are up against a rather terrible vampire of the worst caliber. Among other obstacles, the Pcs will also have to contend with a visiting champion of Hel and might find a gallery of magical portraits, which should prove challenging, as the traps will drain the PCs resources.

Thankfully, Belishan is also not stupid in his final confrontation, bringing powerful allies with him into the fray and making for a potentially extremely deadly showdown that might be prolonged though several rooms. The PCs may also save a half-elf slave-girl and do some good, though truly getting the poor maiden to safety proves to be more difficult than anticipated, possibly resulting in a rather heart-wrenching scene. After concluding this adventures, the PCs have hopefully dealt with the vampire and found the two disciples hidden in his tower, leading off to the final installment of the Temple-City of Orcus.

The pdf closes by providing 2. Taking the spell-conversions, the amount of content, the hand-outs, the cool creatures and the superb atmosphere into account, I can easily look over this minor gripe.

In contrast to other ST-installments, this tower, though, is practically ready-made to drop into just about any setting, making it VERY easy to insert into any remote stretch of landscape and using it on your own.

Do yourself and any cocky players you might have a favor and let them run the gauntlet that is the crooked tower. Subsequently, my final verdict practically has to be a full 5 stars with the Endzeitgeist seal of approval — highly recommended for just about anyone who enjoys a challenging crawl and dark atmosphere. Still here? All right! This area is supposed to be wicked, and damn, wicked it is! The Tower Gate leading into the part of the city is a beautifully complex and deadly trap waiting to crush, pierce and kill your PCs.

Better yet, the tower gets its own one-page map. Next up on the list of locations provided is the so-called cold dell, where the nobles of the city once had their bodies interred.

As befitting of the wicked ruling caste, they do not rest easy in their graves and undead abound. The dell also gets its one-page map.

A lot of trolls. See the lower city for information on this. I would have really loved to see a map here rather than the abstract confusion that is resolved via dice, but oh well.

The huge army of ghasts and the mummy lord and his entourage that can be found in the crypts make for even more deadly sparring partners.

The church also gets 4 pages of maps, depicting both its inside and outside and contains another one of the disciples. The last section of the temple-city is also detailed herein — the plateau of the demon prince that contains both the remaining servants of a fallen dragon and the place where the 9 disciples can conjure back the legendary citadel of Orcus, whose reappearance is breathtakingly described, thus concluding the second part of the Slumbering Tsar saga. The pdf concludes with 2 entries for magic items one of which being the disciples , both of which get their artworks as well as the map appendix.

I did notice an instance of an upper case letter too much, but not enough to detract a star for editing glitches. The pdf is extensively bookmarked. Apart from that, well…this installment of the temple-city somewhat underwhelmed me at a very high level: I would have expected something unique, something special, a final guardian of the disciples, possibly divine intervention from the forces of heaven to warn the PCs offering some rp-opportunities… , a maze that is a bit more original, something along those lines.

Additionally, this being the finale of this part of the saga, its stand-alone qualities are not as pronounced as in other installments. I would have loved to see some final encounter accompanying the return of the citadel, a kind of battle worthy of the monumental reintroduction of the evil sinkhole in which the PCs summon the place, something analogue to the dragon Malerix guarding the city of Tsar in ST: Perhaps if some additional pages were included, the climax would be more epic, this is after all, the shortest of the ST-parts since the first.

For everyone following the series, this is nevertheless an excellent conclusion to the temple-city arc and thus a must-download. Not the best installment of the series, but still a good download, my final verdict will be 4 stars.

The adventure recaps what has gone before as well as the myth behind the demon lord and comes with adventure hooks for the saga. The pdf also includes an extensive set of rumors regarding the citadel and its factions as well as a recap of the effects on the dread aura of corruption infusing the fortress, the pall of Tsar. As with many of the Tsar-installments, this one also features a series of ready-to-drop-in encounters that happen when a specific story-goal is reached which often allude to future installments — these ones especially emphasize the epic proportions of the saga — from the ultimate fate of a celestial spy, the truth behind the midnight peddler and the possible redemption of an artifact, the themes featured herein are sufficiently epic for the higher levels.

In case you wondered, the way to defeat the pall is also included in these pages. The feet of Orcus can roughly be separated into two areas, the great temple and the Death Chambers. It should also be noted that a one-page table fills us in about the ultimate fate of the 51 knights, most of which have been assimilated into the cult of Orcus and converted into undead and other! The temple makes for a challenging environment, even for high-level PCs. The Death Chambers are deadly.

The huge, advanced gibbering mouther predecessor of the things to come — see one of the creatures from the encounters — Bell, the gibbering lich… as well as the dread silid goblioids who adhere to the Deathbringer order make for deadly foes — their witch queen being an especially smart foe.

The Deathbringer Cult gets its own special weapon quality and a certain artifact gets a haul-over, as its true power is unleashed. Even better, we get 4 pages of player hand-outs and 4 pages of maps. The pdf comes with extensive bookmarks.

This is a part of the ST-saga that is rather hard to rate — on the one hand, the adventure is great, the dungeon deadly and the foes iconic. However, while the pdf is good, it also did not have this extreme iconicity I observed with other ST-installments. On the other hand, a lot of disjointed narratives and subplots come together and in rather interesting ways, especially in the metaplot encounters.

However, this is also where the format of the serial pdfs somewhat falls short — the mega-dungeon that is the citadel is an organic environment and as such it somewhat suffers from being cut into pieces and, more so than previous ST-installments, this one points towards as of yet unreleased pdfs, which makes running the installment a bit harder.

For everyone else, though, there are better ST-parts out there. Vaughan delivers and this is once again an excellent pdf — my final verdict will be 4. 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 installment has the PCs enter the Shanks of Orcus, where Deathhands and overseers, demonic servants and dread creatures await the PCs. 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.. 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: 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!

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? 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.

While this may yet be remedied in future installments, for now my final verdict will be 4. Potential players might want to jump to the conclusion. This installment details the Lap of the gigantic Orcus-statue that makes up the citadel — in concordance with the life-giving associations of the lap, it is here that once the huddled, fearful mortal servitors toiled for their undead and demonic masters. From Potters, to chandlers to all the other craftsmen needed in such a huge citadel, the quarter adds a whole new, almost simulationalist perspective to the citadel and makes the dungeon feel more organic, albeit in a decaying, undead, shambling way.

Special mention should be given to the Jeweler and moneylender: The first offers a valuable piece of treasure and nice information on the ultimate fate of one of the most elusive rogues in history, while the other is haunted by dread, deadly time flayers.

We should also mentioned the aerial cavalry-animals, spider-eaters and their queen — dread hornet-like creatures with the ability to implant their young. Not the least will be the bathhouse, featuring not only a witch tree of the vilest kind, but also some elite nagas and their mortal servants.

slumbering tsar pdf writer

Oh, have I mentioned the game of Kerouz, an abyssal kind of dice-game, in which the PCs can participate against a table of deadly, bored players including a rakshasa, imps, an ifrit… you get the idea. And of course, not only is the game deadly, your very soul is at stake when playing….

Much to my enjoyment, the now derelict stores make the dungeon feel more organic, real and believable — you can almost taste the levels of decadence within these halls. On the other hand, I felt that mood-setting information, visions etc. My final verdict for this installment will be 4. Potential players might wish to jump to the conclusion.

Oh, then there is the horn that both the disciples and PCs may blow. Well, an avatar of the demon lord, but still — CR Suffer, you wretches, suffer! Deadly, deadly undead and failed champions of good riding nessian hellhounds ahead…and an undead cyclone that spawns the living dead!

Apart from that, we also get a spawning pit of blood golems and a tunnel. Au contraire, mes amis! The demon-infested tunnel provides access to both the cliff warrens and the missing river from the harrow lanes and features e. The other area detailed is the Great Swamp that once was a regular part of the city and now comes with its very own random encounter tables. The swamp also has 3 bosses — a giant bog turtle, an advanced swamp tyrant and a half-dragon demodand with his own tar golem, guarding one of the disciples and making for an interesting, albeit strange potential ally.

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The pdf concludes with 3 monsters screamer, skeletal swarm, toxic mudman , an entry on the minor artifacts that are the 9 disciples as well as 2 new PrCs, the Justicar and the Disciple of Orcus, both of which, while powerful, are aptly designed.

Much to my rejoicing, the Justicar comes with its own spelt-out codex. Layout adheres to the elegant printer-friendly two-column standard of the ST-series. The maps feature the used-parchment look and offer grids, but once again, I would have loved extra versions without the annoying map-keys in order to print out, cut out and then offer to my players.

The pdf is bookmarked, though not as extensively as I would have liked. An overview map of the city is provided for your convenience. This installment of ST focuses HEAVILY on exploration of a ruined city and does so in a cool and evocative manner — Even while reading it, I felt the dread and pervading oppressiveness and danger of Tsar and its ancient evil. Greg A. Vaughan once again created a superbly iconic location and for anyone interested in the whole saga, this is a clear 5-stars recommendation.

People looking for that might want to detract a star. But then again: Why are you not getting the whole series? The second foray into the mean streets of Tsar is introduced via, how could it be any different, random encounters and the respective critters. In order to access the harrow lanes, the PCs might have to brave the so-called lower tower gate which comes with a one-page map and an advanced devourer acts as the boss-fight for one of the Tsar-spanning side-quest detailing the redemption of Mordecai and offering a crucial hint for a future installment of the series.

The map for the gnoll camp is also provided on another page. From the swill hole, the PCs can enter the chambers and cavern that run along the infamous subterranean missing river of Tsar, the piece of water that feeds the swamp-like section of the city.

The river comes with a one page map as well as an additional map page containing 2 encounter areas. From morlocks to phantom fungi and a tentacled horror boss, this river is rather creepy and deadly in a cthulhoid way and e.

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At the northernmost point of the harrow lanes, the PCs can find a majestic villa, where a covey of hags and their fire giant minions reside — here the PCs might complete a quest for vengeance for a exiled hag. Of course, this area also gets its own map. The fallen towers of the city get a map, too and the encounter from the lower city featuring the invisible sniper can be brought to a conclusion in this area.

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Next up on the plate is a foundry, which one day was intended to create a titanic super-cannon, now being guarded by a plethora of golems and undead and elemental-driven furnaces. Of course, we get another nice one-page map for the foundry.

The final area of the harrow lanes depicts the cathedral of pain, the lower-class former temple of Orcus. Apart from that, though, the PCs can end the threat of ashborne arachnae by slaying the brood mother. That is not all, though — several deadly undead creatures, a daraka demon and a terrible cursed cleric of Orcus a gauntling make for rather challenging and deadly adversaries and will be sure to test the mettle of your PCs to the limit and possibly even beyond.

Slumbering Tsar - Temple-City of Orcus, Pt 1 - The Tower of Weeping Sores.pdf

The cathedral gets 2 appropriately epic maps as well, making for rather cool showdowns with the big baddies. Formatting is top-notch, but the two relics I found prevent me from giving a perfect score in formal criteria. It should also be noted that my version of this pdf did not feature bookmarks, which makes navigating the file harder.

With regards to content, we once again get iconic and challenging places, encounters and the conclusion to some rather interesting quests from the series, which is great for people following the whole saga. For those of you who want to download a separate file, though, this one might not be the best choice — the harrow lanes are very entwined with the lower city and both files practically necessitate each other for full usability.

On another note, I noticed that finding the disciples can prove rather difficult on the DM — on my first granted, rather casual and hasty read-through of the file while riding the train to work, I missed the disciple statue the PCs can find in this adventure.

A Review of the Role Playing Game Supplement The Slumbering Tsar Saga

The separation of encounters in e. The 10 levels of the tower are depicted over 7 pages of maps and a map of the city is also provided for your convenience, though it does not feature prominently in this installment. Thought so! And yes, a huge and deadly advanced creeper is also on the list of things the PCs will have to kill to end the dreadful threat the inhabitants of this tower pose.

Yup, as you might expect, the PCs are up against a rather terrible vampire of the worst caliber. Among other obstacles, the Pcs will also have to contend with a visiting champion of Hel and might find a gallery of magical portraits, which should prove challenging, as the traps will drain the PCs resources.

Thankfully, Belishan is also not stupid in his final confrontation, bringing powerful allies with him into the fray and making for a potentially extremely deadly showdown that might be prolonged though several rooms. The PCs may also save a half-elf slave-girl and do some good, though truly getting the poor maiden to safety proves to be more difficult than anticipated, possibly resulting in a rather heart-wrenching scene. After concluding this adventures, the PCs have hopefully dealt with the vampire and found the two disciples hidden in his tower, leading off to the final installment of the Temple-City of Orcus.

The pdf closes by providing 2. In contrast to other ST-installments, this tower, though, is practically ready-made to drop into just about any setting, making it VERY easy to insert into any remote stretch of landscape and using it on your own.

Do yourself and any cocky players you might have a favor and let them run the gauntlet that is the crooked tower. Subsequently, my final verdict practically has to be a full 5 stars with the Endzeitgeist seal of approval — highly recommended for just about anyone who enjoys a challenging crawl and dark atmosphere.

Still here? All right! This area is supposed to be wicked, and damn, wicked it is! The Tower Gate leading into the part of the city is a beautifully complex and deadly trap waiting to crush, pierce and kill your PCs.

However, known to few is the original name of this bastion of wickednessSt. Haruls Hold, shrine of a sainted patriarch of the churches of both Thyr and Muir. Who this important religious figure was and what his relevance may have been has been lost to obscurity, but it was he who first broke ground for a small fortified chapel on this out-of-the-way plot of ground.

In the ages since, memory of these humble beginnings was lost to mortal man, and over time the name of the holds name was shortened to just St. A thousand years ago agents of Orcus began infiltrating the order at St. Haruls and the small settlement that had sprung up around it, appearing first as mendicant monks seeking freedom from religious persecution.

Why they chose to corrupt this obscure shrine none would know, but because of its obscurity no one suspected the foul influence slowly growing in the community. Subtly the corruption took hold first as town leaders secretly in league with Orcus increased trade to the city and began the establishment and upkeep of a north-south trade road. Then as the town prospered and grew in wealth from the plans of these leaders, the agents of Orcus gained greater political power and influence in the development of the hold and the shrine.

These corrupt leaders were able to use their pull to get their own petitioners accepted as acolytes of the shrine to slowly and systematically continue their corruption from within. Within decades the last true clerics of Thyr and Muir had packed up and left St. Haruls now shortened to Tsaruls or just Tsar among the citizenry leaving it in the hands of politically powerful clerics who had no true faith in those benign deities.

Some, in fact, truly worshipped Orcus in secret. Within a century the small shrine and settlement had grown into a full temple-city dedicated to the vile demon prince.

Led by the terrible Grand Cornu, highest disciple of Orcus on the mortal planes, and now called simply Tsar for which the goodly churches were duly thankful, fearing the shame that would have been theirs had the name of one of their saints been used in conjunction with such a festering boil of evil , this fortified city placed a stranglehold on the lucrative trade between the great southern kingdom and the exotic northern lands.

The city grew fat and rich on its prohibitive tariffs. Men and creatures of evil mien came from all over, attracted to this growing center of organized Orcus worship in the world.

A road was cut through the nonhuman tribal lands to the east bringing those brutal humanoids into the fold, and a port city was established at the distant eastern coast to further expand Tsars sphere of influence.

Finally several centuries ago the churches of Good could stand this affront no longer. The churches of Thyr and Muir, somewhat diminished from their heyday but still powerful at that time, gathered a delegation of other good and neutral faiths and approached Graeltor, the last overking to rule over the united southern kingdoms.

At the behest of these religious leaders, Overking Graeltor proclaimed a grand crusade of all faiths and peoples to once and for all remove the blot that was Tsar from the face of the land.

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The intellects of the time reckoned that if they could confront all of Orcuss followers concentrated in one place in the defense of Tsar, they could forever eradicate the influence of the demon lord from the world. At the head of this great crusade Overking Graeltor placed his most trusted advisor, the archmage Zelkor. A combined force of different races, ethos, and even planes swept through the templecitys outer defense posts.

Then this Army of Light gathered out on the Plain of Tsar for a horrific year-long siege that resulted in the creation of an ecological wasteland that became known as the Desolation. Full details on this massive military campaign can be found in Slumbering Tsar: The Desolation. After a year of exhaustive battle where it seemed the Army of Light grew no closer to victory, the tide of war suddenly changed.These corrupt leaders were able to use their pull to get their own petitioners accepted as acolytes of the shrine to slowly and systematically continue their corruption from within.

The exertion necessary for this harnessing of magic drained the very life from the Grand Cornu but enabled his entire force to escape the siege intact. The following is true for the whole installment: It isn't hard to do as the nuggets are everywhere and on at least every other page. The chapter on the boiling lands is 15 pages long. The racks nearest the western doors hold large ballista missiles for the ballistae at Area None are of particular interest.