"The sea remembers those who seek.
Come when you are ready. Come when you are whole."
Trace your route through the Shattered Reach
Fill in your discoveries as you explore
A mysterious note found in an old bookshop — the inciting incident that sends the family to sea.
Preparation, the voyage, and the island — each with clear GM read-aloud blocks and encounters.
The bookshop owner, the retired navigator, the sea spirit, and the ravens — full descriptions and dialogue cues.
Storm navigation, fog challenge, wreck scavenging, riddle, and guardian — print and use at the table.
Four family roles with stats — Pathfinder, Storykeeper, Anchor, and Craftswoman.
A decode-able puzzle using the Elder Futhark alphabet — solution reveals coordinates to the island.
Teaser for Module 2: The Frozen Strait — a Viking queen, a stolen pendant, and a choice that matters.
Stripe payment link inside the PDF — family can buy directly from the document.
The adventure begins not on a ship, but in the quiet hum of an old bookshop on the harbor edge. The Father — running an errand on his way home — browses the weathered spines when a book falls open at his feet. Inside, pressed between yellowed pages: a folded note, edges worn, ink faded but legible.
"To the blood of my blood — I have left what was promised. Beyond the Shattered Reach, where the wake speaks and the stone sleeps, you will find what I could not carry home. The sea remembers those who seek. Come when you are ready. Come when you are whole."
Below, a crude sketch: an island, two peaks, a circle of stones. And a name — worn away, unreadable. The bookshop owner remembers nothing. The note has no return address. It has been waiting here, somehow, for years.
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