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?
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podcast_genius has played this adventure and would recommend it.
Ran this from front to back. Took almost 2 years. A very strong, imaginative adventure filled with flavor-packed encounters. I very seldom found myself tweaking or switching out monsters to keep things interesting. Notably the narrative progression fell in-line with the power creep of Pathfinder (eg. right around the levels when travel becomes trivial, the upper reaches of the city will have already been explored somewhat)
The wastes were enjoyable, as was the city. Far too many memorable encounters to list (cart guy, witch coven, murder hotel, etc, etc)
Loved how the home camp city changed as a result of player action (or inaction).
The highlight of the adventure was the vampire tower. If you pull anything from this module let it be that. A haunted castle-breaching segment done right.
Some highly-specific thoughts: 'The Bell' is too hard. Being undead gives it way too many immunities for something that can throw out 8(?) spells a turn. + It's SR is way too high. Took my players 3 tries to overcome (with much hand-holding and punch-pulling).
Too many 'minions' far too late. I highly recommend DMs hand-wave trivial encounters - 'you dispatch the platoon of black skeletons with ease, and continue exploring'
It does drag in the final quarter, specifically when the citadel is reached. Most of the encounters were near-trivial for my players, a stark contrast to the deadliness of the previous segments. Running the caverns of the barrier will be an agonizing experience if your players are not stealth-inclined. I am not a fan of the Orog city - very poorly laid out with little to reward.