Realmsong

   This simple silver flute is obviously of superb quality – and is an indestructible artifact as well.

  • Any Casual Musician will find that it enhances their performances (a +6 “Circumstance Bonus” in d20 skill systems), that it’s sound carries at least three times further than is normally possible, that it never needs any kind of maintenance, and that he or she can access a modest, self-sorting, extra-dimensional holding area capable of holding about 300 cubic feet of material as a free action.
  • Any Skilled Musician (skill rank 4+ in d20) can perform Chamber Music – opening the Lesser Gates of the Muses to unseal the doors of a set of twelve linked extra-dimensional rooms – as often as desired. While the doors and rooms are relatively modest (at most about 60 square feet per door and 3000 cubic feet per room) a grandmaster musician (skill 19+) can reshape the rooms and the connections between them, or combine them to create larger rooms. At the moment, however, no one yet has cared to alter Losselen’s arrangements. She liked to adventure in comfort, paneled and furnished the rooms quite lavishly, and had a number of secondary enchantments installed.
  • Any Journeyman Musician (Skill rank 9+ in d20) can perform the Haunting Serenade, a brief ripple of soft notes which can teleport an object or quantity of material weighing up to one pound from one point to another within sixty feet, although creatures can resist having objects either added to or removed from their persons (in d20, roll a will save against the user’s performance check). The Haunting Serenade can be used up to three times per day – however a Master Musician can affect up to five pounds of material within a radius of 120 feet, and a Grandmaster Musician can affect up to fifty pounds of material within a radius of 250 feet.
  • Any Master Musician (Skill rank 14+ in d20) can perform the Elusive Passage up to two times per day, opening a momentary gateway which will transport the user and up to four normal-sized companions to any specified destination within three hundred feet. A Grandmaster Musician can carry up to six normal-sized passengers and has a range of six hundred feet.
  • Any Grandmaster Musician (Skill Rank 19+ in d20) can perform the Music of the Spheres once per day, attempting to create any dimensional magic effect of up to the Master rank (in d20, that’s level eight effects).
  • It’s rumored that an Epic Master Musician (Skill Rank 24+ in d20) can create equally epic-level effects, such as transporting a city across worlds, calming a reality storm, sealing a dimensional rift, or opening a long-term gateway, once per month or year – but it’s also rumored that the strain will leave them incapacitated for some days thereafter.

   Losselen’s Extra-dimensional Rooms:

   Losselen was a powerful bard-enchantress, as well as something of a hedonist. She preferred to go adventuring in comfort – and was willing to expend quite a lot of resources on making sure that she got to do so. Ergo, she designed her rooms with considerable care, and then spent a great deal of time, magic, and money on furnishing and equipping them.

  • The Bunkroom and Main Entry (a double room, about 20×40): This solid oaken hall contains a variety of fold-out bunks, tables, and chairs, as well as some drawers and cabinets built into the walls. The far end of the room houses a hearth with a couple of built-in ovens and a pleasantly crackling fire, as well as a small bathroom and cooking nook. The cabinets hold a few general supplies for the maintenance of armor, weapons, and other “adventuring gear”. Up to eight people can stay here in reasonable comfort, although housing more will be a bit cramped. The entranceway is a massive iron door, magically warded, concealed, and cloaked from the outside, and further charmed to allow those within to peer out through, and to direct weapons fire through, the metal. Fortunately for the peace of mind of those within, the transparency charm is selective – you have to concentrate a bit to see through the door. The room also neatly fit Losselen’s “gypsy”-style caravan, although the door was a bit of a tight fit. It connects to the Workshop, the Armory/Chapel, the Servants Quarters, and the Cellar.
  • The Armory and Chapel (a double room, about 25×30): This is basically a simple rectangular room, paneled in carved knotty pine and decorated with a variety of weapons and pieces of armor. The various cabinets and drawers built into the walls hold additional weapons, first aid supplies, several chairs, and a variety of maps – as well as a modest shrine and storage for some religious equipment (the shrine is currently unequipped and undedicated, since it’s been many years since it was last consecrated and put to use). A smooth section of the wall has been enchanted to display images easily – as has the top of the table, which unfolds from the wall. Depending on whether or not the large table and the chairs are in place, the “armory” serves as a conference or dining room, “theater”, meditation chamber, war room – or even a small practice chamber or gym. It connects to the Bunkroom, the Workshop, and the Sitting Room. Why combine the Armory and Chapel? Simply because it makes for more room – and because most of the gods that Adventurer’s call on are more than a bit militant anyway.
  • The Workshop (a double room, about 20 x 40): This irregular, half-timbered room looks like it’s built into the side of a hill (it’s not of course). It holds a small forge, the alchemical and distillery gear used to make various drugs, medicines, perfumes, and herbal extracts, a collection of arcane supplies for various spells and enchantments, woodworking and leathercrafting gear, some herbal supplies, tailoring gear, jewelers tools, and a selection of artists supplies (paints, engravers gear, carving tools, etc). The workshop serves as a laboratory, studio, ritual chamber, and (of course) a general workshop. It also includes several concealed “vaults” with a variety of magical wards, containment spells, and defenses, in case Losselen had wanted to store something extremely valuable or dangerous. It connects to the Bunkroom, the Sitting Room, the Armory/Chapel, and the Storeroom.
  • The Cellar (about 15×25, but irregular): A few steps lead down into a massive stone vault, cool and silent, with low sides and covered pits which store roots, meats, barrels or beer and mead, racks of wine, and an immense variety of other foodstuffs and organic supplies. The cellar includes limited kitchen facilities – notably a hearth, counter, and baking oven. The flame may be magically conjured – but it suffices. A general “charm” against spoilage has been applied to the entire room. The Cellar connects to the Sitting Room, the Bunkroom, and the Storeroom.
  • The Sitting Room (about a ten foot radius, plus a bit of corridor): This black walnut-paneled octagonal room includes a short length of adjoining corridor and an assortment of shelving, glass-fronted cabinets, and other display areas filled with an assortment of curios from years of adventuring. The lighting is indirect, mostly reflected from various paintings and items. The room serves as a library, museum, gallery, study, and music room. It’s features include some very comfortable chairs in front of a small hearth, a slightly raised area with a chair and standing harp (other instruments are in the cabinets or on the walls), and a variety of books, maps, and charts. It connects to the Workshop, the Private Bedroom, the Armory/Chapel, and the Cellar.
  • The Private Bedroom (about 15 x 25): This luxurious rosewood-paneled room is cozily equipped with a sleeping platform with variable gravity, a fireplace, thick fur rugs, a couple of comfortable chairs, a tiny “bar” and cabinet beside the bed, a small gaming table (which also serves as a place for intimate meals and such), recessed cabinets and drawers, a (variable) ceiling painting/mirror, foldout tables (desk, dresser, makeup table, etc), and various decorations (to go with the somewhat erotic themes of the various carved panels, although more prudish owners have hung tapestries over most of those in the years since Losselen installed them) – and the entrances to some small subdivisions (closets, a sauna/tub room, a small bathroom, and a tiny shrine currently dedicated to Loki and Bast). It connects to the Grotto, the Sitting Room, and the Servants Quarters.
  • The Grotto (about 10 x 40): A sharp bend opens into a mossy ravine – a miniature garden at the edge of a sparkling pool of water, fed by a chiming waterfall. While small, the pool does suffice for a little swimming and splashing around, the waterfall makes a good shower, and the nook behind is cool and comfortable. Small patches of ferns, rare herbs, and other plants nestle in pockets in the walls, while the floor of the ravine supports ornamental plants. While quite lovely, the sky and surrounding forest is only illusion, if a very good one. Similarly, the water recirculates, although various purification spells are applied to it en route. The plants are real – easy enough, since the environment is completely controlled. The grotto serves as pool room, conservatory, trysting spot, cultivation area for herbs, water reserve, and occasional meditation area. The illusory sky shows a normal day/night cycle, with apparent weather and such according to the visitors mood. At “night” it shows the stars of Malavon – apparently a whim (or perhaps a bit of homesickness) of Losselen’s, who spent a great deal of time traveling dimensions and realms far distant from her native world. The Grotto connects to the Private Bedroom and the Servant’s Quarters.
  • The Storeroom (about 12 x 30 plus bins): This room is a simple corridor lined with cupboards, bins, racks, and shelves. While the storeroom contains several tons of miscellaneous supplies, tools, “kits”, and common materials, there is still plenty of room for more. The Storeroom connects to the Bunkroom, the Workshop, and the Servants Quarters.
  • The Servant’s Quarters (about 400 square feet, in two small rooms, one slightly larger one, and two very small ones ranged about a larger central break room) This small complex includes two tiny bedrooms for one servant each and one slightly larger bunkroom for several servants, an even tinier bathroom, a staff break room, and a shower-stall sized gate-reception area – which must be especially attuned to the people who are going to be using it, has some fairly heavy containment and security features, and will only work for those capable of dimensional travel in any case. Despite the relatively small size of the rooms, they’re surprisingly comfortable. Losselen had some expansive ideas about what she wanted out of her servants – starting with massages, gourmet cooking, and various personal services – so she made sure that her expensive entourage was safe and comfortable. The Servants Quarters connect to the Grotto, the Private Bedroom, the Storeroom, and the Bunkroom.

   Of course, exploring Losselen’s rooms can be a small adventure in it’s own right. She was an extremely skilled enchantress herself, and the place has been used by many other adventurer’s since – and so it may contain any number of strange protective spells, traps, summoned guardians, dangerous magical relics, old books, scrolls, and maps, and other troublesome things. It will also drive anyone who attempts to map the place up the wall; the various doors and room layouts don’t respect normal geometry at all.

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