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Crystal Realm Treasure Log

This page is a running log of all items and spells discovered by the party.

Spells

Fire (2 MP)

Burn a creature for 2d6 damage. They may make an Evasion save to halve damage received. Fire can also be used for heating and burning effects, increasing the difficulty according to the scope of the effect.

Cast Difficulty: 1d6 Turn / 3d6 Immediate
Formula: Not discovered

Ice (2 MP)

Freeze a creature for 2d6 damage. They may make a Physique save to halve damage received. Ice can also be used for chilling and freezing effects, increasing the difficulty according to the scope of the effect.

Cast Difficulty: 1d6 Turn / 3d6 Immediate
Alchemical Formula: Not discovered

Items

Alchemical Key

The mysteries of Alchemy are closely guarded, and therefore subject to rampant speculation and credulous treatises by a panoply of cranks, faith healers, and oil peddlers. Natural Alchemy is real. Unfortunately, it is slandered as degenerate by the tower chemists, gendered pejoratively, and punished as heresy by the Holy Zodiac Church.

The knowledge survives in alchemical keys, the bedrock hidden beneath a thick sediment of allegory and symbolic illustration. You will not be the first or even the second owner of this manual. Its yellowed pages contain so many dog-ears, inserts, excisions, annotations, lacunae, and illegible bits - all sent through the wringer of multiple printings - that the book is unlikely to share any material with the original text bearing the same name.

Contains 1d6+1 nuggets of alchemical knowledge: formulae, substitutions, essences, rituals, and magic words. Each requires a full week to extract. Worth 2000sp to an unscrupulous chemist, or public execution by a Judge of St. Eldar.

Bomb

A grapefruit-sized explosive with a time-delay fuse, always in short supply due to its near-universal utility. Guaranteed to destroy delicate things. Deals 2d6 damage if used as a weapon.

The Dwarves of Kazantoh jealously guard the formula for the explosive within: powder of Aries mixed with salt of Taurus.

Collectible Medal

These humble bronze medals bear the beatific face of a particularly regal King Pudding. They are worth 50sp in most shops, though devoted fans are often willing to part with fabulous treasures in exchange for more and more medals.

Colloidal Mythril

Drinking this silvery potion causes the wearer to scintillate, making them easy to spot from a distance but hard to look at from close up. Attacks against this character are made with a -5 penalty, and they reflect magic as per the Reflection spell. Lasts 3 Turns.

Family Seal

Zodian clans use these intricate stamps to mark official documents with their symbol. They are closely guarded, worth 500sp if returned to the family or a rival.

Fishing Rod

A flexible pole and line used in the time-honored and time-intensive practice of Fishing.

Fishing takes an hour and is practiced in a body of water containing some entity you wish to fish out. To go Fishing, first choose your bait and roll 1d12 as the Cast die. From here, you have three chances to catch something. Your Reel total starts at 0. Roll 1d6 to reel in slow or 1d8 to reel in fast, and add the amount to your Reel total.

If the Reel total equals your Cast Die, you Caught Something and can recover your bait. If your Reel total goes over your Cast die, the line breaks and you lose your bait. If, after three rolls, your Reel total is less than the Cast Die, you did not catch anything, but you recover the bait and can use it for Fishing again.

Bait Cost Effect
Hook 1 IP Minimum investment to fish.
Flash Bait 2 IP A metallic bait which gleams in the sunlight. Increase your Reel total by one, once per cast.
Gold Worm 3 IP A fine bait with a strong smell. Increase your Reel total by one or two, once per cast.
1d20 Caught Something
1 A boot! Somehow, it’s in your size, but there’s only one of them. Fisherfolk say that if you obtain a pair of these, something good will happen.
2-14 A small fish, usable as a single day’s meal, or worth 20sp.
15-19 A big fish, usable as a single day’s meal for the whole party, or worth 100sp. If you throw it back, it will bless you with good luck.
20 An artifact! Roll another 1d20 to see what it is. If you caught another fishing rod, it’s typically of higher quality.

Iron Ball

A cruel orb, as big as your head, is attached with 6’ of chain to an oaken haft. It is not perfectly spherical, indented and compressed from many years of bludgeoning.

Morningstar. Deals +1 damage, and an extra 2d6 damage to constructs.

Mystic Key

A bulky iron key, patterned with abstract forms suggesting portals and revelation. No two are alike. Long ago, in a certain town, they supplanted currency. Men of insatiable greed, grasping even for validation of their avarice, commissioned progressively more ornate doors to exhibit in public, the numerous locks safeguarding ever more keys, or so they claimed.

Opens any mundane lock or door. Breaks after one use.

Perfume

A 10-to-1 dilution of Fabulous Perfume in purest water, the scent fixed with whalegum. Worn by all in High Society, its absence is sure to rankle. Worth 75sp.

Pumpkin Helm

A bulbous, bronze helmet with the face of a grinning jack-o’-lantern. Long ago, a powerful and beautiful witch rejected suitors by transforming them into pumpkin-headed men. Still devoted, they formed an order of knights, becoming formidable in their own right.

Helm, -1 AC. Improves Reaction checks from plant creatures by +2. The wearer may detach their own head at will. The body moves independently but clumsily - sight and sound still perceived by the head. If one dies, so does the other.

Ribbon

Worn in the hair, around the neck, or on the arm, this flowing ribbon grants +3 to Physique and Spirit saves.

Tabla Ticket

Good for one throw at any Tabla table, found in bundles of 2d6. The Grand Prize varies by location. To play Tabla, throw 3d6, and arrange the dice in ascending order:

Throw Roll
Any Two Matching Dubs”: Tabla Ticket
3 Consecutive Straight”: 10sp x sum of dice
1 - 3 - 5 Oddity”: Rat Tail
2 - 4 - 6 Evens”: Collectible Medal
All Three Matching Trips”: This location’s Grand Prize

Multiple tickets can be wagered before rolling. Each additional ticket allows the re-roll of a single die. The prize is not awarded until re-rolling is finished.