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THOMAS DENMARK<br />
Foe stone<br />
Horn of Blasting Level 17<br />
This adamantine-trimmed hunting horn unleashes a powerful<br />
blast of thunder when blown.<br />
Wondrous Item 65,000 gp<br />
Power (Daily ✦ Thunder): Standard Action. When you<br />
sound the horn, make an attack: Close blast 5; +19<br />
vs. Fortitude; on a hit, the target takes 2d10 thunder<br />
damage and is dazed and deafened until the end of your<br />
next turn; on a miss, the target takes half damage and is<br />
deafened until the end of your next turn. On a critical hit,<br />
the target is also pushed 1 square and knocked prone.<br />
Horn of Summons Level 7<br />
This steel battle horn alerts even those allies you cannot see.<br />
Wondrous Item 2,600 gp<br />
Power (Encounter): Standard Action. When you sound<br />
the horn, all creatures within 1 mile hear its call. Allies<br />
within that range are awakened if they are sleeping, and<br />
instantly know your current location, hit point total, and<br />
any effects currently affecting you.<br />
Horn of Undead Enmity Level 17<br />
The haunting sound of this bone horn forces undead to turn<br />
against their own allies.<br />
Wondrous Item 65,000 gp<br />
Power (Daily ✦ Charm): Standard Action. When you<br />
sound the horn, make an attack: Close blast 5; targets<br />
undead only; +20 vs. Will. On a hit, the target makes<br />
its next attack against one of its adjacent allies. If it has<br />
no adjacent allies, it charges its nearest ally. If the target<br />
can’t attack or charge, it moves its speed away from you.<br />
Hunter’s Flint Level 2<br />
This chunk of flint strikes sparks that can ignite a magical<br />
blaze.<br />
Wondrous Item 520 gp<br />
Power (Daily ✦ Illusion): Standard Action. Use this flint to<br />
light a campfire. The fire burns without smoke or sound.<br />
The light of this magic campfire is invisible from outside<br />
its 10-square radius, though creatures and objects within<br />
that radius can be seen normally with darkvision or if<br />
existing light allows. The campfire is a normal fire in all<br />
other respects. The fire lasts for 12 hours (requiring no<br />
additional fuel) or until extinguished normally.<br />
The flint can be used to light lanterns and other fires as<br />
normal, but such fires gain no magical effect.<br />
Immovable Shaft Level 12<br />
This 1-foot-long black metal rod can defy gravity, supporting<br />
weight and resisting manipulation.<br />
Wondrous Item 13,000 gp<br />
Power (At-Will): Minor Action. Place the immovable<br />
shaft into position. It remains in that spot even if<br />
such placement defies gravity. You can reposition the<br />
immovable shaft using another minor action, but any<br />
other creature seeking to move it must succeed on a DC<br />
25 Strength check and spend a standard action to move<br />
it 1 square.<br />
Instant Campsite Level 5<br />
This tightly packed satchel expands into a complete campsite<br />
that can automatically pack up again.<br />
Wondrous Item 1,000 gp<br />
Power (Daily): Standard Action. You open the satchel and<br />
it magically expands into a complete campsite, including<br />
a campfire and four two-person tents with bedrolls. The<br />
campfire lasts for up to 12 hours (requiring no fuel) or<br />
until you spend another standard action to pack the<br />
campsite back into the satchel once more.<br />
Invulnerable Case Level 15<br />
This smooth metal case protects its contents from all but the<br />
most devastating damage.<br />
Wondrous Item 25,000 gp<br />
Property: The invulnerable case can hold one item the size of<br />
a large book. It opens easily to the touch of one wanting<br />
to access its contents, but otherwise stays closed despite<br />
any external forces acting on it. The case has resist 30 to<br />
all damage and 100 hit points, and it regenerates 10 hit<br />
points per hour. As long as the case has at least 1 hit point,<br />
any item held within it is immune to damage.<br />
CHAPTER 2 | Magic Items<br />
WONDROUS ITEMS<br />
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