Before diving into this review, please be aware that it contains spoilers for “Cursed Scroll 3: Midnight Sun” in the Shadowdark RPG zine series. If you want to experience the twists, surprises, and dark secrets of this zine firsthand, stop reading now and consider sending your GM this way. You’ve been warned—venture ahead at your own risk!

The Cursed Scroll series for Shadowdark RPG continues to impress me, pushing the boundaries of what a zine can offer, and Cursed Scroll 3: Midnight Sun is no exception. This installment takes players to the icy reaches of the Isles of Andrik, a frostbitten archipelago steeped in danger, mysticism, and old-world brutality. Here, the seasons themselves are epic in scale—long months of daylight under the Midnight Sun and endless nights during the Long Dark—and every choice feels like it carries the weight of the gods.

The Cursed Scroll 3: Midnight Sun for the Shadowdark RPG.

What makes Cursed Scroll 3: Midnight Sun truly shine is its ability to blend old-school sensibilities with innovative mechanics, dynamic settings, and captivating storytelling opportunities. Whether you’re an adventurer looking to raid icy fjords, a GM seeking a sandbox full of potential, or simply a fan of Viking-inspired fantasy, this zine has something to offer. From two new classes—the Sea Wolf and Seer—to modular rules for boats, oaths, and seasonal gameplay, Cursed Scroll 3: Midnight Sun delivers a rich and immersive experience.

Let’s break down why this zine is a standout in the Shadowdark RPG line.

The Isles of Andrik

Introduction to the Isles of Andrik: Cursed Scroll 3

At the heart of Cursed Scroll 3: Midnight Sun is its evocative setting: the Isles of Andrik. 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 Golds plan for them.

When the spring brings the midnight sun, they transform into howling sea wolves, sailing to distant shores in dragonheaded longboats to raid for gold and glory.

The very fabric of life revolves around the cycles of the Midnight Sun and the Long Dark, with each season bringing unique challenges.

Life in Cursed Scroll 3: Under the Midnight Sun

The Midnight Sun brings months of endless daylight, filling the isles with an energy that drives activity, raiding, and exploration. This is the time of longships slicing through the fjords, of warbands clashing over sacred territories, and of adventurers delving into ancient caves revealed by melting ice.

Mechanically: The sun never fully sets. There is enough light to see clearly outside at all hours.

The Long Dark: Survival in Eternal Night

Conversely, the Long Dark casts the isles into unending night, plunging its inhabitants into a time of introspection, ritual, and survival. Light sources are essential, as the darkness is a living threat, both figuratively and literally. Monsters stalk the shadows, and frost creeps into the bones of the unprepared. It’s a season of storytelling by the hearth, of plotting vengeance or daring deeds to come, and of desperate survival as supplies dwindle.

Mechanically: Night never ends. Only dark-adapted creatures can see without a light source.

The stark contrast between these seasons creates a dynamic backdrop for adventuring. Every decision—whether to push deeper into the wilderness or retreat to safety—carries added weight depending on the time of year.

New Character Options in Cursed Scroll: 3

The Sea Wolf Class

Sea Wolf: The Raider of Andrik

The Sea Wolf class embodies the archetype of the Viking raider, blending martial prowess with divine blessings. Each day, your purpose aligns with one of the Old Gods (pg. 17). Choose the option which corresponds to the God you pleased. After you complete a rest; you gain the benefits until you complete your next rest.

  • Odin’s Blessing: You regain 1d4 HP every time you kill an enemy.
  • Freya’s Blessing: You gain a luck token if you don’t have one. Each time you use a luck token, add 1d6 to your roll.
  • Loki’s Blessing: You have advantage on checks to lie, sneak, and hide.

The class shines in combat, especially with its Shield Wall talent, which raises its AC to 20 when wielding a shield.

The Seer Class

Seer: The Voice of the Old Gods

The Seer class brings a mystical element to the game, allowing players to act as conduits for the gods. Seers wield their power through visions, omens, and spells. They are baleful diviners who reek of smoke and blood. They untangle the whispers of the gods by reading the runes, the bones, and the stars. Their knowledge of fate allows them to bend it.

Seers are versatile, able to cast spells that inspire allies, disrupt enemies, or even alter fate itself.

Hex Map for the Isles of Andrik

Exploring the Isles of Andrik: Hex Crawls and Dynamic Encounters

One of my favorite features of Cursed Scroll 3: Midnight Sun is its open-ended exploration of the Isles of Andrik. Presented as an old-school sandbox-style hex crawl, the isles provide GMs with a richly detailed setting filled with unique opportunities for adventure, danger, and discovery. With its dynamic encounter tables, thematic locations, and harsh environmental challenges, the Isles of Andrik offer a robust framework for immersive, player-driven storytelling.

Unlike traditional linear adventures, where the plot unfolds along a predetermined path, the hex crawl structure allows players to chart their own course through the icy fjords, mountainous terrain, and treacherous waters of Andrik.

Each hex on the map is a mystery waiting to be uncovered, filled with secrets, dangers, and potential rewards. The beauty of this system lies in its unpredictability—players never know what might lie ahead, and their choices determine the shape of their journey.

The Player Hex Map from The Cursed Scroll 3

Using the Hex Crawl as a Campaign Framework

The modular nature of the hex crawl makes it an excellent foundation for a long-term campaign. GMs can expand on the existing map, adding new hexes, hidden dungeons, or even rival clans vying for control of the isles. The flexibility of the system allows GMs to tailor the experience to their group’s preferences, whether they want a combat-heavy campaign, a story-driven saga, or a mix of both.

The Arctic Sea Encounter Table

Dynamic Encounter Tables: A Constant Sense of Danger

One of the standout features of Shadowdark in general and Midnight Sun specifically, is its use of dynamic encounter tables. These tables are designed to keep exploration unpredictable and exciting, ensuring that no journey through the Isles of Andrik is ever safe.

Why the Isles of Andrik Stands Out

The Isles of Andrik offer a playground for creativity and storytelling, where every hex is a story waiting to be told. Whether you’re navigating arctic seas, unearthing ancient secrets, or simply trying to survive the Long Dark, the hex crawl system ensures that no two adventures are ever exactly the same.

With its dynamic encounters, richly detailed locations, and emphasis on environmental challenges, Midnight Sun turns exploration into an unforgettable experience. If your group thrives on danger, discovery, and the thrill of the unknown, the Isles of Andrik will feel like home.

The Hoard of the Sea Wolf King

The Adventure: Hoard of the Sea Wolf King – A Gauntlet of Glory and Horror

At the core of Midnight Sun is its featured adventure, Hoard of the Sea Wolf King, an unforgettable 0-level gauntlet style dungeon crawl that perfectly captures the perilous tone and themes of Shadowdark RPG.

This isn’t just an adventure—it’s a test of wits, courage, and survival that throws players into the heart of the frozen Isles of Andrik. With its mix of deadly traps, relentless foes, and moral quandaries, Hoard of the Sea Wolf King serves as an excellent introduction to both the setting and mechanics of Shadowdark RPG.

A Deadly Introduction for 0-Level Characters

Being a gauntlet, it is specifically for 0-level characters. Starting at 0-level means characters are fragile and ill-equipped, forcing players to rely on their ingenuity and teamwork to survive. Every resource matters, every decision carries weight, and every encounter could spell doom for the unwary.

This starting point gives the adventure an almost survival-horror vibe. Players are not yet hardened adventurers, and the dangers of the caves feel all the more harrowing because of their relative inexperience.

Surviving the adventure and advancing to 1st level feels earned, not handed out, making it a satisfying introduction to the Shadowdark system.

The Premise: Raiding the Cursed Hoard

The premise of Hoard of the Sea Wolf King is deceptively simple. The mightiest king of the sea wolves, Skorgald, lies entombed in the sea caves, carried to Valhalla with the hoard he won in life.

It’s said his rotting heads rest on piles of gold, and his hands still clutch the bejeweled crosses and crowns he reaped from those he conquered.

King Skorgald will live on in legend amongst your people. You won’t… yet!

Raiding is the right of the strong, and so you go to the sea caves to seize your fortune and make your name. If old king Skorgald is still worthy of his hoard, then let him rise up to defend it!

Sea Caves and Tombs from The Cursed Scroll 3

Highlights of the Dungeon

The Hoard of the Sea Wolf King is more than just a series of encounters—it’s an intricately designed dungeon crawl where every step forward feels like a gamble.

The design of Hoard of the Sea Wolf King embraces the old-school ethos of Shadowdark RPG. This is not a dungeon that holds your hand or guarantees success. The GM is encouraged to lean into the unpredictable nature of the game, creating a dynamic and immersive experience where the players’ choices shape the outcome.

Gameplay Mechanics from The Cursed Scroll 3

Why This Adventure Stands Out

Hoard of the Sea Wolf King is not just a well-designed dungeon crawl—it’s a narrative experience that perfectly encapsulates the tone and mechanics of Midnight Sun. It combines the tension of real danger with the creativity of old-school problem-solving, creating an adventure that is as rewarding as it is challenging.

Whether you’re introducing new players to Shadowdark RPG or giving veterans a fresh challenge, this adventure provides an unforgettable experience. Its blend of clever traps, thematic encounters, and moral dilemmas ensures that no two playthroughs will ever be the same. And for those lucky (or skilled) enough to claim the hoard, the treasure and glory are more than worth the risk.

Expanding the Adventure and the Campaign

While Hoard of the Sea Wolf King works beautifully as a standalone adventure, it also serves as a springboard for longer campaigns. GMs can build on the lore of Skorgald and his draugr, introducing new threats that rise from the players’ actions:

  • What if the treasure is cursed or tied to the Old Gods in some way? Perhaps taking the hoard angers Freya or Loki, leading to divine retribution in future sessions.
  • The dungeon could be expanded into a larger, interconnected system with additional layers of complexity, such as hidden tunnels or secret exits leading to new regions of Andrik.
  • The adventure could spark new rivalries with other clans in Andrik or lead to greater quests involving the Old Gods and their influence over the land.
  • Use Andrik as a launching point for Viking-inspired adventures.
  • Tie the Old Gods into broader pantheons, creating a web of divine politics and intrigue.
  • Expand the hex crawl into a full-fledged sandbox, adding new islands, enemies, and plotlines.

The new mechanics, such as oaths and naval rules, also open up possibilities for campaigns focused on exploration, survival, and divine retribution.

Quick side note—if you dig the old school feel of Midnight Sun, you’ll want to check out Dragonbane from Free League Publishing. It’s old-school spirit with modern rules, fast to run, and packed with everything you need in the core book. I’ve been running it at my table and it just clicks. You can grab the Dragonbane Rulebook here and see why so many GMs are talking about it.

Why Midnight Sun Is a Must-Have

Cursed Scroll 3: Midnight Sun exemplifies everything that makes Shadowdark RPG great: evocative settings, innovative mechanics, and immersive storytelling opportunities. Its blend of Viking-inspired themes, dynamic gameplay, and high-stakes adventure makes it a standout entry in the Cursed Scroll series. Whether you’re a seasoned Shadowdark fan or new to the system, this zine is an essential addition to your table.

So light your torch, steady your blade, and prepare for the Midnight Sun. The frozen north is calling—and only the bold will answer.

And remember! Even if you haven’t tried Shadowdark RPG yet, you can lift your torch, draw your blade, and dive into the Shadowdark for FREE! The free Shadowdark RPG Quickstart Set is the perfect way to dip your toes into the game. It comes with two 68-page, digest-sized booklets that give you everything you need to start playing and running thrilling Shadowdark RPG adventures for 1st-3rd level characters. So why wait? Grab the Quickstart and jump into the adventure today!

Download the Shadowdark RPG Quickstart Set at DriveThruRPG for FREE!

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