There are four varieties of this magical device. Each appears to be a normal instrument until its command word is spoken. Then, each summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. Each variety of horn can be blown just once every seven days. The type of horn, its powers, and who is able to employ it are determined by making a percentile roll and consulting the table below. * If a 20 is rolled, roll again. If a second 20 is rolled the result is steel.
Roll | Horn Type | Berserk Fighters Summoned | Usable by |
---|---|---|---|
01-08 | Silver | 2d4+2 2nd-level | Any |
09-15 | Brass | 2d4+1 3rd-level | Priest, wizard, rogue |
16-18 | Bronze | 2d4 4th-level | Priest, warrior |
19-20 | Iron | 1d4+1 5th-level | Warrior |
Any character whose group is unable to employ a particular horn of Valhalla will be attacked by the berserk fighters summoned when the character blows the horn.
Summoned fighters are Armor Class 4, have 6 hit points per die, and are armed with sword and spear (50%) or battle axe and spear (50%). They gladly attack anyone the possessor of the horn commands them to, until they or their opponents are slain, or six turns have elapsed, whichever occurs first.
Fully 50% of these horns are aligned and summon only fighters of the horn's alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters.
At 5th level, bards can sound the brass horn, at 10th level the bronze horn, and at 15th level the iron horn. Skalds (a bard kit) can play any of these horns without penalty.
In a Dragonlance Campaign: The horn of Valhalla is called the horn of Kiri-Jolith on Ansalon. All warriors summoned by the horn are chaotic good.
In Ravenloft: As usual, the horn blower summons berserkers from Valhalla, who fight. In Ravenloft, however, the berserkers break free of the enchantment after six turns. They cannot return to Valhalla unless they find a normal escape. The berserkers are never pleased about the summons. But if they have battled for a “worthy” cause, the newly freed fighters do not attack the horn blower or his or her companions, instead, they simply leave as a group, in search of a route home. If they have been ill used, or forced to act in a manner they find distasteful, the berserkers attack the group.
When the horn blower and all companions leave Ravenloft, they still may have to answer for their actions. For each berserker summoned, there is a 1% cumulative chance that a greater power from Valhalla will appear before them- that power demands they justify their actions. The power condemns them for manipulating the berserkers and causing their entrapment in Ravenloft. The characters must make reparations to the greater power, or suffer the consequences.
For every 25 fighters called, there is a 1% cumulative chance that the greater power appears to the wieldcr in Ravenloft. The greater powers are not bound by the laws of Ravenloft. It claims its fighters, takes the horn and vanishes back to Valhalla. If the fighters were all used, it may even punish the wielder of the horn.