Cursed Scroll 3: Midnight Sun · p.37
Open source p.37Introduction
T he third issue of Cursed Scroll sails to you over black, foamy seas upon dragon- headed longboats! Everything in this zine is built to enhance the Shadowdark RPG core rules. Grab a copy of the book at thearcanelibrary. com/pages/shadowdark. This issue takes us to the stark northlands where sheer cliffs rise from the sea to form a chain of isles. Here, night and day last a full season each, and clans of fierce warriors eke out a harsh existence. During the warm seasons of the midnight sun, these sea wolves pillage distant lands in their swift longboats, seizing riches and resources from those too weak to hold them. Introduction Nothing is more feared in all the kingdoms than spotting dragon-headed prows knifing over the waves, heralding the onrush of raiders who welcome death in battle as if it were an old friend. During the frigid seasons of the long dark, the sea wolves and their seers offer blood sacrifices to the enigmatic Old Gods, praying to endure the endless night. You now hold this scroll with the omens of the Old Gods transcribed on it from ancient runestones. To what seas, stories, and riches will they lead? Go now, and earn your place at Odin's feast in the Great Hall of Valhalla! -Kelsey Dionne, Dec. 2022
The Isles of Andrik Hex Crawl (Rumors, Encounters)
A miniature hexcrawl featuring
RUMORS
The Isles of Andrik A wise old woman lives on a large, forested isle to the south The gods have imparted a dire omen to the seer of Valthis A sea wolf king lies in repose somewhere inside the sea caves A sea serpent with silver scales lurks in the waters to the south Secretive dwarves build incredible cities inside the mountains The nymphs of the sea will not harm a talented musician Magical places are hidden in the lost forests of the isles Freya's spirits protect the graves of warriors who fell in battle An intelligent bear roves the foothills to the south of Skargat There are two doors to Alfheim; one is green, one is blue
ENCOUNTERS
ENCOUNTER ZONE
Aquatic Flier Walker People Sea River Mountain Forest Storm giant Greater drake Winter wolf Raiders† Aquatic Aquatic Flier Walker Sea serpent Lesser drake wolves dverg Aquatic Aquatic Flier Walker sharks Ghost draugr elves Aquatic Walker Flier Walker Hydra willowisps Weald hag bandits Aquatic Walker Flier Walker orcas stingbats Troll peasants Aquatic Walker Walker Walker Sea hag gt. bats Brown bear nords Flier Flier Walker Flier sea nymphs fairies Treant oracles Flier People Walker People merfolk vultures Dryad Valkyrie People People People People See pg. 39 for The Isles of Andrik's hex key! † berserkers (N) in a longboat New monsters, pg. 43 Ice-rimed isles with plunging fjords and towering peaks. Drakes nestle high in these foreboding mountains, and the mythical dverg toil deep within their roots. Hard-scrabble fishers and farmers gather in smoky longhouses during the arctic Long Dark, consulting with their far- eyed seers about what the fates and the Old Gods plan for them. When the spring brings the midnight sun, they transform into howling sea wolves, sailing to distant shores in dragon- headed longboats to raid for gold and glory.
Seasons and Sea Travel
SEASONS
Day and night have unusual durations in the far reaches of the north. Use the below rules based on the season. Midnight Sun (Spring and Summer). The sun never fully sets. There is enough light to see clearly outside at all hours. Harvest (Fall). Sunny during the day and dark at night. Long Dark (Winter). Night never ends. Only dark-adapted creatures can see without a light source.
SEA TRAVEL
Use Overland Travel rules from Shadowdark RPG (pg. 90) with the following additions. Roll once each day for wind conditions. Travel on the high seas is unsafe both night and day (check for an encounter every 3 hours). Seasons and Sea Travel
WIND
Driving. Difficult terrain for boats (speed is halved, round down). Navigation checks are one step harder than normal. Gusty. hex of travel. None. Arduous terrain for boats without oars (move one 6-mile hex per day). Tempest. A storm hits. It lasts days (don't reroll for wind until it completes).
- Each day, boats have a 1:6
chance of sinking.
- Each day, boats are blown
hexes in a random direction.
WIND
Day Night Tempest Tempest 3-5 Driving Gusty 6-9 Gusty Breeze
10-11
Breeze Breeze None None
Maps (2)
Rooms (15)
303 Grove of the Gods p.39
303. GROVE OF THE GODS
A peaceful grove where the only sound is distant birdsong and a gentle breeze. Spending three days here in quiet meditation grants the effects of an augury spell about one course of action.
407 Dvergheim · hero,troll p.39
407. DVERGHEIM
A stark mountain dusted with snow. The forgotten door to Dvergheim lies at its roots, opened only by the touch of a worthy hero's blade. Inside, a city of isolated, industrious dverg forge astonishing treasures and plumb ever deeper into the mountain. Their king, Snorgin Thrain, has recently seen signs of the fearsome deep trolls stirring in the depths once again.
504 Sea Nymphs · nymph p.39
504. SEA NYMPHS
Twelve sea nymphs play fluting music in the bay at high tide. They reward a jelly orb to a musician who accompanies them well (breathe water, 1 day). They try to drown all others. Isles of Andrik Hex Key
- nymph AC 13 HP 24 LV 7 L 1 dagger +0 (1d4), or 2 spell +5
508 Valthis p.39
508. VALTHIS
The village is home to 300 farmers who send their best warriors out in five red-sailed longboats during the raiding season. Their jarl, a scar-faced shieldmaiden named Signe, holds a vendetta against Jarl Karsgald (1307) for fleeing from a joint raid with most of the loot two years ago. The village's seer, Egrid, had a vision that Signe must exact revenge on Karsgald before the next Long Night, or the gods will bring punishment down on the village for her weakness.
602 Drakenfjell p.39
602. DRAKENFJELL
Every seven years, delegations from each of the villages (508, 804, 1205, 1307) ascend to the longhouses atop this pine- cloaked mountain for a week of revelry and blood sacrifice to the Old Gods. The Seers of Rolug (1205) direct these sacred rituals. Quarrels are supposed to be set aside, but intrigue and sabotage often replace open violence.
1003 Whirlpool p.40
1003. WHIRLPOOL
A rush of currents merge as they crash through a narrow fjord, turning into a whirlpool. Any ship passing through it has a 2:6 chance of capsizing. A capsized ship has a 1:6 chance of being safely ejected into the seas of Alfheim (the Fey Realms).
1109 The Norn p.40
1109. THE NORN
An old woman lives in a mossy hut among the trees, spinning golden thread and humming to herself. Each thread is a life. She is a Norn, a goddess of fate, and mortals mostly annoy her.
707 Sea Caves · wolf p.40
707. SEA CAVES
Craggy, mist-choked caves reach far into the stone beneath the southern coast of the Isles. Legend holds that the great sea wolf king, Skorgald, led his longboats through these pitch- black, draugr-infested tunnels from the south shore to the north, catching an enemy fleet in a devastating surprise attack. Skorgald's bones now rest here in his longboat, buried with his vast treasure hoard.
- wolf AC 12 HP 10 LV 2 N 1 bite +2 (1d6)
804 Skargat p.40
804. SKARGAT
A village of 400, hard-scrabble farmers. Their leader, old Jarl Olaf, is under the sway of a vile sea hag, Brugatha, posing as a Seer of Rolug (1205). Brugatha whispers of the "corruption" that infests the Seers of Rolug; soon, Olaf will move to attack them. Skargat has seven longboats with green-striped sails.
906 Bear-Man p.40
906. BEAR-MAN
Rogden the werebear has lived alone in a warm longhouse at the foot of the mountains for 80 years. He is gruff, awkward, and gentle. He won't participate in conflict between the villages.
910 Sea Dragon · dragon p.40
910. SEA DRAGON
Mithrandraak the sea dragon lairs in the cold depths off the southern coast of the Isles. His scales are silvery blue, and his beard a nest of jade-green tendrils. He has spent many years searching the sea floor for Jotunblad, a mythical sword from the Age of Giants that was knocked from Loki's hands in battle. Jotunblad is a green- hued, greatsword. A human killed by it rises as a draugr in days. Mithrandraak fears its misuse in the hands of mortals.
- dragon
1205 Rolug p.41
1205. ROLUG
A tiny village in the highlands of the Drake Peaks. Here, the 80 Seers of Rolug dwell in a mighty, multi-tiered longhouse. Inside the vast hall, towering stone and wood carvings of the gods stand like silent titans. The seers' imposing leader, Torbald the Bloodless, travels to villages to perform sacred rites for jarls and their families. The seers also supply one of their own as an advisor to the jarl of each village. To kill one of these seers is a crime against the gods. They remain neutral in all conflicts.
1307 Gandrunne p.41
1307. GANDRUNNE
Thatched cottages nestle into the rolling river lands of Gandrunne, a prosperous village where 800 fishers and farmers reside. Its leader, Jarl Karsgald, aspires to depose the leaders of Skargat (804) and Valthis (508) and unite the Isles under his banner. Two years ago, he betrayed Jarl Signe of Valthis (508) and fled from a mutual raid with nearly all the loot. The fierce sea wolves of Gandrunne boast 15 longboats with blue- and-white striped sails.
1404 Runestones · wolf p.41
1404. RUNESTONES
Dozens of leaning, carved stones stand like crooked teeth in a grassy field. Each one bears knotlike carvings and runes that tell the story of a worthy sea wolf killed in battle. The oldest stones are cracked with moss and age. There's a 3:6 chance that a gold burial treasure lies in the earth beneath each stone; taking one has a cumulative 1:20 chance of summoning a furious valkyrie to punish the grave-robber.
- wolf AC 12 HP 10 LV 2 N 1 bite +2 (1d6)
1509 Door to Alfheim p.41
1509. DOOR TO ALFHEIM
On an island where the woods grow wild and tangled, a stone door rests in the trunk of a wide oak tree. Curling, Elvish script declares it the Door to Alfheim. It opens to the Fey Realm at the touch of a perfectly formed leaf.