Horn: Summoning     

When this horn is blown, the Game Master will roll up one random encounter from within the region the person is currently traveling in. This encounter will be magically gated in as follows:

 

 

1st turn after blowing Summoning Horn: A magical, blue, ring of light will begin to flicker on the ground where the user of the horn indicates.

 

2nd turn after blowing Summoning Horn: The magical, blue, ring of light will begin to solidify, becoming brighter and more stable upon the ground.

 

3rd turn after blowing Summoning Horn: The magical, blue, ring of light will solidify completely, the center will fall into blackness, and one random creature will, from the region of the horn is blown within, rise from the blackness.

 

4th turn after blowing Summoning Horn: Now the G.M. will do a dice check. If a roll of 01-30 is rolled, the creature will either flee, or attack the user of the horn (G.Ms. choice). A summoned creature knows instinctively that it is being forced to do the bidding of another. This creature will resent and remember this.

 

Note: As soon as a situation has ended the creature summoned may return through the gate in which it was forced through, which will remain active until either the creature passes back through it, or is slain. Instinctively it will know that is the way back where it came from. Once it reutrns, it will be fully healed of all wounds and infirmities. If it was presented with a gift (something significant) it will leave and hold no grudge. If no gift is given, it will remember and resent. This can lead to future complications for all the party (Game Master's discretion).

 

The light from the summoning point is bright, illuminating 16 spaces out in all directions.

 

 

Avoidance-Roll - : None.

Range ------------ : 1-10 spaces (5 - 50'), it is up to the user of the horn where the gate will be placed.

 

Usable ------------ : 1 / Fortnight. It will cost 50 Ability-Points to activate the horn.

Value ------------- : 5 Yellow-Gold.