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Slumbering Tsar: The Desolation - The Western Front
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<blockquote data-quote="Endzeitgeist" data-source="post: 5323641" data-attributes="member: 82318"><p>ST: Desolation 3 – The western Front is a 48-pages pdf; One page editorial, one page front cover, one page OGL – that leaves 45 pages of content in this installment of the Slumbering Tsar saga.</p><p></p><p>The module kicks off with one page of flavor text and a nice b/w artwork and then delves into the first area featured in this incarnation of ST, <em>The Boiling Lands. </em></p><p></p><p>The chapter on the boiling lands is 15 pages long. Once again, we get planned encounters as well as a random encounter table and have an iconic wasteland. The boiling lands are riddled with geysers, mud and pestilence and poison are key factors among the hazards the PCs will face here. Don’t forget to bring your cleric! To give you an idea what to expect: A muddy battlefield defined by water- elemental warfare, disease and a general feeling of wading though plague-ridden swampy lands seeking to devour you and a prevalent decay that seeks to claim the PCs and make them part of the ever-present muck. Two sub-locations are provided (along with their respective maps in the appendix), The Last Outpost and the Geyser Cluster.</p><p></p><p>The next chapter details <em>The Dead Fields</em>, is 14 pages long and another no-man’s land with a distinctive flavor. The coolest place of the Dead fields is a Dwarven outpost that will be defended by the players against sheer countless waves of undead. Awesome! As a nice bonus, PCs may also befriend a dire wolf. A “Firebase of the damned” also promises some fun for your PCs.</p><p></p><p>The <em>Crossroads and Tsar</em> chapter is 5 pages long and features a gateway monster the PCs have to defeat to finally enter Tsar.</p><p></p><p>The monster appendix features 2 new monsters, the Battlehulk and the (Poisonous) Mudmen. Both are interesting and cool.</p><p>The appendix featuring new magic items features both the “Reverse Gravity Mine” and a mighty hammer with an interesting drawback. The hammer even gets its own artwork.</p><p></p><p>As previously mentioned, we also get 6 pages of maps, 1 for the regions and two for the subregions each. My only gripe with them is, that I can’t show them to my players due to the legend features. I’d love to see some player-friendly maps sometime or in the final book.</p><p></p><p>Conclusion: The final installment of the Desolation chapter of Slumbering Tsar features once again some iconic wastelands and will surely challenge you in the unique Vaughan-style, i.e., this one is DEADLY but extremely fun. </p><p></p><p>My personal favorite was defending against the waves of undead – I can see players loving this. Unlike previous installments, though, this one is plagued by several editing and formatting glitches. I found the following:</p><p></p><p>There are relic <n>s on page 14 as well as page 19. On page 26, there is line that strikes through the flavor text, page 27 and 31 have a formatting glitch about the number of wights that are encountered and the brackets are placed wrong. Finally, page 34 has two more relics.</p><p></p><p>Don’t let that detract from your enjoyment, though: You still get quality, awesome locations and challenging encounters for your PCs.</p><p>I rate it 4 stars due to the editing glitches and the fact that we still don’t have an overview map showing all parts of the Desolation as well as the crossroads.</p></blockquote><p></p>
[QUOTE="Endzeitgeist, post: 5323641, member: 82318"] ST: Desolation 3 – The western Front is a 48-pages pdf; One page editorial, one page front cover, one page OGL – that leaves 45 pages of content in this installment of the Slumbering Tsar saga. The module kicks off with one page of flavor text and a nice b/w artwork and then delves into the first area featured in this incarnation of ST, [I]The Boiling Lands. [/I] The chapter on the boiling lands is 15 pages long. Once again, we get planned encounters as well as a random encounter table and have an iconic wasteland. The boiling lands are riddled with geysers, mud and pestilence and poison are key factors among the hazards the PCs will face here. Don’t forget to bring your cleric! To give you an idea what to expect: A muddy battlefield defined by water- elemental warfare, disease and a general feeling of wading though plague-ridden swampy lands seeking to devour you and a prevalent decay that seeks to claim the PCs and make them part of the ever-present muck. Two sub-locations are provided (along with their respective maps in the appendix), The Last Outpost and the Geyser Cluster. The next chapter details [I]The Dead Fields[/I], is 14 pages long and another no-man’s land with a distinctive flavor. The coolest place of the Dead fields is a Dwarven outpost that will be defended by the players against sheer countless waves of undead. Awesome! As a nice bonus, PCs may also befriend a dire wolf. A “Firebase of the damned” also promises some fun for your PCs. The [I]Crossroads and Tsar[/I] chapter is 5 pages long and features a gateway monster the PCs have to defeat to finally enter Tsar. The monster appendix features 2 new monsters, the Battlehulk and the (Poisonous) Mudmen. Both are interesting and cool. The appendix featuring new magic items features both the “Reverse Gravity Mine” and a mighty hammer with an interesting drawback. The hammer even gets its own artwork. As previously mentioned, we also get 6 pages of maps, 1 for the regions and two for the subregions each. My only gripe with them is, that I can’t show them to my players due to the legend features. I’d love to see some player-friendly maps sometime or in the final book. Conclusion: The final installment of the Desolation chapter of Slumbering Tsar features once again some iconic wastelands and will surely challenge you in the unique Vaughan-style, i.e., this one is DEADLY but extremely fun. My personal favorite was defending against the waves of undead – I can see players loving this. Unlike previous installments, though, this one is plagued by several editing and formatting glitches. I found the following: There are relic <n>s on page 14 as well as page 19. On page 26, there is line that strikes through the flavor text, page 27 and 31 have a formatting glitch about the number of wights that are encountered and the brackets are placed wrong. Finally, page 34 has two more relics. Don’t let that detract from your enjoyment, though: You still get quality, awesome locations and challenging encounters for your PCs. I rate it 4 stars due to the editing glitches and the fact that we still don’t have an overview map showing all parts of the Desolation as well as the crossroads. [/QUOTE]
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