
Items
Discover the lost treasures of Rodozem, whispering the tales of fabled heroes, great deeds and ancient powers.
Items Index
Knowledge and legends are seeded throughout folklore in the lands of Rodozem. Arcanists, archeologists, and historians delve deep in fairytales and old songs in the search of the truths of the past. Fountains of legend flood the land through the fables of mighty heroes and their deeds, mysterious and powerful creatures, and the creations and changes carved by the chisel of history. Everyone knows that no tale is complete without the legendary weapons of mighty warriors, the cursed scepters of dark mages, and magic rings that sway the course of history. Such a land of legend is also bound to contain peculiar artifacts, such as mortars that fly, combs that explode into fully grown forests, golden apples with mysterious properties, and even eggs that contain the very essence of evil sorcerers.
Alatnir Crystal
Wondrous item, Rare
This magical crystal is naturally found in underground deposits scattered throughout Rodozem. While this rare, precious stone has a raw affinity for enchantment when properly cut, little is known about its true magical capabilities. Alatnir is notorious for its elusive appearance, as the crystal can only be seen in the dark, where its outline faintly shimmers with arcane potential. It becomes invisible in the presence of light—because it absorbs the light itself. A skilled arcanist can tap into the crystal’s lesser-known property, engulfing the alatnir in ethereal blue flame to create a light source.
Much of the world doesn’t understand the power and potential of atatnir crystal. It is very difficult to sell at a price that matches its rarity, and most merchants will avoid trading it at all.
Invisible Light Source. While in bright or dim light, the crystal is invisible. In darkness, the crystal emanates a faint blue glow. A detect magic spell allows the caster to see the crystal’s outline in any light.
Mining Alatnir. Alatnir crystals can only be mined with magical equipment. It has the delicacy of glass, and attempting to cut alatnir with mundane tools causes it to shatter into dust. However, it absorbs magic and is impervious to arcane forces. An alatnir crystal has AC 13, immunity to spells and other magical effects, and immunity to poison and psychic damage.
Mysterious Arcane Potential. Arcanists who studied this rare crystal discovered a way to harness some of its magical potential, but much is still unknown about 134 The Devil´s Bridge the substance and its properties. A creature proficient in the Arcana skill can use its action to make a DC 11 Intelligence (Arcana) check, tapping into the alatnir’s potential on a success. The crystal is engulfed in harmless blue flames and sheds bright light in a radius dependent on its size, and dim light for the same number of feet beyond that. The light lasts until a creature uses an action to end the effect.
A Tiny crystal sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and the radius increases by 10 feet for each size category it increases: 20 feet for Small, 30 feet for Medium, 40 feet for Large, 50 feet for Huge, and 60 feet for Gargantuan.
Light Absorption. If the crystal is targeted by a spell of 1st level or higher, it absorbs the magic and turns it into light. The alatnir’s radius of light increases by an additional 30 feet for each level of the spell it absorbs. For example, a 3rd-level spell increases the radius by an additional 90 feet.

Chiselof Stonemasonry
Wondrous item, rare (requires attunement)
The chisel has 3 charges. While holding the chisel, you can use an action to magically embed the chisel in a stone surface or object and expend 1 charge to cast the stone shape spell. The chisel regains all expended charges daily at dawn.
Ultimate Tool. If you are also attuned to Svarog’s Will, you can use the chisel to cast stone shape on any nonmagical object of Large size or smaller, or on a section of material no more than 10 feet in any dimension, even if the object is not made of stone

Cloth of Feasts
Wondrous item, rare
This magical tablecloth unfolds into a five-foot-square sheet. As part of a short rest, up to 10 creatures can partake of a magical feast. The tablecloth conjures any food and drink a creature desires. If a creature spends Hit Dice to regain hit points during this rest, the creature regains the maximum number of hit points the dice can restore instead of rolling. Once the tablecloth is used to produce a feast, it can’t be used this way again until the next dawn.

Kaval of Good Times
Wonderous item, uncommon
While you are playing this instrument, you gain a +5 bonus to Charisma (Performance) checks. In addition, you have advantage on Charisma checks made to interact with a creature that listened to you play this instrument for at least 1 minute in the last hour.

Molybdomancy Talisman
Wondrous item, common
The tradition of “pouring lead,” formally known as molybdomancy, is an ancient form of divining and cleansing magic. This tiny talisman is made from the lead poured during a molybdomancy seance. Every talisman is uniquely made for a specific individual and usually takes the vague shape of their greatest fear. When you fail a saving throw against a spell or effect that causes the frightened condition, the molybdomancy talisman shatters and you succeed on that saving throw instead.
While creating a talisman, the crafter links it with a creature. Only the intended wearer can benefit from the molybdomancy talisman’s magic, and a creature can only be linked to one talisman at a time.
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Molybdomancy
This is a mystical method for divination, a way to glean the future by reading small shapes of molten lead. A small piece of lead is melted in a spoon over a candle, then the liquid metal is tossed into a pot of cold water. Once the lead has cooled, the metal shape is interpreted by the molybdomancer, who uses it to tell your future. It is said that molybdomancy can also rid you of a fear that has gripped your heart or mind. Most traditional arcanists dismiss it as superstition and nonsense, but the more open-minded ones are aware of the true potential behind this mystical art.
Svarog's Will
Wondrous item, artifact (requires attunement)
Within this hammer rage endless storms of fire, and its edges glow like the stars of the night sky. This powerful tool of creation was blessed by the Bright Smith himself and is infused with a single spark from the divine forge of Svarog. Whoever would wield this artifact should heed the warning engraved upon it: “Svarog’s Will is purposed for the gravest of times and for the most marvelous of creations. The Bright Smith bestows his gift upon the champions of light and ardent purpose. The power of the heavenly fires may craft miracles, but let them reduce to ashes the weak-willed and the unworthy!”
Living Handle. The hammer head holds a spark of creation bestowed by Svarog. This monumental magic is too great for a mortal to invoke without consequences. To control, the hammer head requires a unique handle made by the master of the forest—the leshy—that can withstand the divine flames of Svarog. However, even the power of the ancient one has limits. The handle has 21 charges, which are expended when some of the hammer’s properties are used. If the handle expends its last charge, it burns to ash and is destroyed. The handle regains 3d6 charges daily at dawn, and it can’t regain charges by any other means.
Spark of Creation. While you are attuned to the hammer, your proficiency bonus is doubled for any ability check you make with any type of artisan’s tools. In addition, as an action while holding the hammer, you can expend 1d6 charges to cast one of the following spells from the hammer: creation, daylight, or fabricate. You take 6d6 radiant damage if you use this property without a handle.
Sunder. As an action, you can expend 3d6 charges to dispel the enchantments on a magic item or object (artifacts are unaffected), permanently removing any magical properties or ending any spells affecting it. You take 12d6 radiant damage if you use this feature without a handle.
Holy Spirit. If you are a cleric, you can use the hammer as a spellcasting focus. Furthermore, you can tap into the knowledge of Bogdan, the spirit that resides within the hammer. You can expend one of your cleric spell slots to cast any cleric spell of the same level, even if you don’t have it prepared. Once you use this property, you can’t use it again until you finish a long rest.
Sentience. Svarog’s Will is a sentient, lawful good item so long as Bogdan’s essence resides within it. It has an Intelligence of 13, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 120 feet. The spirit of Bogdan can communicate telepathically with any creature he can see, and he can speak, read, and understand Celestial and Common. His voice is deep and resonant, but gentle.
Bogdan’s Personality. Bogdan has a calm, intense, and charismatic presence. His wise and humbly delivered advice sincerely urges his wielder to follow the path of good and light. He believes that crafting and creation are the greatest goal one can have; for him, crafting is not only the best way to show appreciation for and respect the gods, but also the closest one can ever come to understanding divinity. Bogdan believes destruction is for the weak-willed or misguided, and that violence should always be a last resort. To him, a truly great person is measured by what they have created and left behind, not by what they have destroyed. He very rarely condemns a creature as beyond redemption—but when he does, they are sure to face his wrath. The spirit of the smith gladly accepts supporters of his cause. He warmly encourages and enlightens worthy wielders, and is patient with ones who may be less earnest, but are not in opposition of his morals or using the hammer for evil or selfish means. If the hammer is used for unwarranted destruction or murder, a conflict can arise between Bogdan and the hammer’s wielder, and the spirit can prevent the wielder from using the artifact’s properties. Bogdan “The Bright” Yaremir harbors a secret guilt about his family’s legacy. He feels that he made an extreme choice for his descendants and has deprived them of their eternal rest in the afterlife. Bogdan neither regrets nor doubts his own sacrifice and would bear the burden of protecting Mount Ravenstone alone if he could—but he understands and respects the choices his descendants have made.
Destroying the Hammer. The only way to destroy the hammer is if one Yaremir descendant uses it to spill the blood of another.
Thread of Fate
Wondrous item, very rare
This delicate, near-invisible thread is imbued with the blessing of Mokesha, Queen of the Gods. It is said that among the gods, she alone sees the threads of fate and its eternal weave. With this thread in hand, in a moment of great importance or grave danger, you can call upon the wisdom of the Great Seer and see the weave as she does. Clutching a tether of fate, you can see the web of possibilities and choose the best path, tearing all other outcomes into oblivion and weaving one’s own destiny.
When you make an attack roll, ability check or saving throw, you can use the thread. Instead of rolling a d20, you can treat the outcome as if you rolled a 20. You must use the thread before making the roll.
These threads are woven with a drop of blood from the individual who will carry it, binding the string and the blessing it bears to that creature’s fate. The thread crumbles to dust if it is given to a creature it is not bound to. Once the string is used, it solidifies into a crystal filament and its magic is expended.

Thunderstorm Shield
Armor (shield), uncommon (requires attunement)
This finely crafted shield carries the blessing of Perun the Thunderer. Flickers of electricity occasionally jolt over the titanium-inlaid symbol in the middle.
While holding this shield, you can use an action to awaken its thunderous essence and create minor magical sensory effects originating from a point you can see within 60 feet of you. The effects are harmless but reminiscent of a thunderstorm, such as a gust of wind, a peal of thunder, or a flash of lightning.
In addition, if you are targeted with a melee attack while holding this shield, you can use your reaction to cast the thunderwave spell (save DC 13) from the shield. If the attacker fails its saving throw, the attack misses. Once you use this property, you can’t use it again until you finish a long rest.
Gather around the fire, hear the story of the gods buried by time and discover the mythical grains of truth in the song of creation - the tale that gave birth to all tales. Warm seats and timeworn fables await you around the hearth in our adventure the Devil’s Bridge!