The Graveyard at the End of the World

Pitch

Members of an exiled clan are asked by their lord to accompany his daughter Goju on a difficult journey to the edge of the known world. Completing this task will cement your place in this new world and give you a new home. To do it you will have to brave the icy waters of the extreme north of which little is known. What mysterious treasure does Goju seek where nothing mortal may survive?

The Sea Wyrm

Your ship is (choose two):

The ship’s chest

The ship’s hold contains an oak treasure chest, solid and stained with dark varnish. Choose one item per player from the treasures below.

The captain assigns the contains of the chest to the crew as and when they see fit but once given the treasure is that crew member’s until they die or gift it to another.

Helmet of Loki

An ancient helmet of bronze with two curling horns on it.

Adds +2 to LKS when tested for appearance.

If wounded roll any dice:

Whalebone flute

When played the player must test Psychic Talent:

Dagger of True Sight

As a weapon the dagger is the standard (d4, 3).

The dagger can be used to remove the wielder’s own eye. If so then they gain their choice of the following spells: Scry, Divination or Truthsense. Only one spell can be gained by this method.

If a critical attack is made with the weapon then the spell is granted without the need to sacrifice an eye.

On a fumbled hit roll then one random eye explodes causing three damage, if the wielder has no remaining eyes, then their head explodes fatally.

Pearl of Air

A prize won from a genie of the clouds. If swallowed allows the consumer of the Pearl to breath air underwater subject to a Spell Expiry Roll.

Needle of the North

A needle that if suspended with maiden’s hair will always point to the north

Octopus Mask

Two dried octopus carcasses sewn together to form a kind of helmet, the tentacles at the front of the mask extend to the chest of the wearer. The smaller carcass binds the masks to the wearer’s head.

Increase REF by 2 when it is checked, increase Evasion by one when it is checked.

Checks against LKS are reduced by 3.

Requires a succesful PT check to remove.

Unicorn’s Wand

Character seeing the wand can check INT to see that it is a narwhale’s horn.

The horn has been enchanted by the shamans of the tundra so that it will cure poison and infected wounds in those who skin is touched by the wand.

Einar’s harpoon

A very long (2.5m) harpoon with an unusual appearance including a leaf blade. Some say it is an elf-gift, other than Einar himself directed the smiths in its construction.

Requires 10 STR to wield, cannot be used indoors, (1d10+1, 10)

Raggi’s War Armour

A beautiful set of mail armour that shimmers in the light, it is said it was crafted by dwarves. It has one small hole where Raggi received his killing blow.

Armour Factor 5, criticals do double-damage