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Cursed Scroll Zine, Vol. 2: Red Sands, PDF (Shadowdark RPG)

Fearsome assassin-sorcerers lurk in a hidden desert monastery, towering sand dunes hide lost treasures, and pit fighters battle for glory beneath a scorching sun.

The second issue of Cursed Scroll Zine is here to add a harsh and wondrous desert setting to your TTRPG game world! Inside its 68 pages, you'll find: 

  • Fortress of the Burning Brothers, a 4th-6th-level adventure that pits the characters against two warring efreet in a grim, iron stronghold
  • The Djurum, a shimmering desert hex crawl rife with desert sorcerers, bandits, sandstorms, and lost treasures
  • Three new classes for Shadowdark RPG: desert rider, pit fighter, and ras-godai
  • Rules for pit fighting, riding mounts, poisons, and enduring wounds
  • 14 new monsters, including The Scourge, a mad dragon that haunts the desert wastelands! 
  • Classic, hand-drawn maps and player-safe JPEGs for virtual table tops

Cursed Scroll uses Shadowdark RPG rules, but it's easily compatible with any old-school fantasy roleplaying system.

Want the physical print + PDF version? Link here.

Customer Reviews

Based on 17 reviews
94%
(16)
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Steve Hardy
Dark and Shadowy Arabian Nights

An excellent expansion for Shadowdark into the desert realms of fantasy. The additional optional rules are interesting, and the sandbox setting inspiring. Overall a great product to plan the seeds of a desert campaign. Highly recommended.

e
eric bates
Love Shadow dark

Well designed and simple old school style. Feed us more. Take my money.

D
Dave Ciappio
Great product.

Happy with the book. Useful and well produced

E
Evan Pickrel
Great desert muse

I'm a fan of desert settings and like how this one is open enough to be built upon, but also has enough connected background lore to create a 5 - 10 session mini campaign. It could be used to create a much larger scenario.

E
Ethan Schotborgh
A great adventure that leaves me wanting more.

The adventure of this zine is fantastic, having plenty of content to explore and work with while also being simple and consise to jump into. The art, characters, and new gameplay mechanics are also great additions to the system as a whole, making the zine more than worth your while to buy.

What I felt was lacking, however, was the overworld and hexcrawl aspect. Each location (besides the Fortress) only had a paragraph of things to work off of. This left me having to flesh out maps, factions, quests, and NPCs by myself when I don't have alot of time to do so.

This isn't a problem if your focus is only on the dungeon. But, when you have explorative players and a lack of time/experience to flesh out the region, it'll most likely stress you out improvising an ongoing campaign.

For future zines, I would love to pay more to see either locations with fleshed out maps, handouts, art, NPCs, and/or quests that make the hexmap confidently explorable OR simply less focus on the region and emphasis on the dungeon.

With all that being said, the adventure is still such a steal and more than worth your time to buy.