Now that the Annex is built (March 2020), the new workspace is Icemule Annex. This page is archival.

NOTICE: Final designs have been relocated to a read-only Google Doc or fileBeacon Hall Quarterly Report 2019.pdf. This page is now locked.

Let's design an annex together! As of May 2019 we have pre-approval for this Annex concept and location. Everyone is welcome to contribute.

Deadline for first draft: Regular meeting, Sunday, 18th August

Resources

General guidelines

  • We've included notes based on all discussions as appropriate (including with GMs).
  • If you have additional ideas, but not a room design, add it to the appropriate room with two dashes under the "general idea" sort of bullet point area and sign your character name if you like.
  • If you have a room design for one of the five pre-approved room concepts that someone has already fleshed out or have a suggested modification for a room that someone largely designed, but doesn't want altered, add your design/modification following the design that's already submitted. (make sure it's separated by a new line with a tilde or two)
  • If you have issues with formatting, just make your intent as clear as possible and someone (probably Astru or Kaldonis) will try to tidy up formatting issues. Go to the Discord channel.
  • No dinosaur/dragon bones (yes, I know that sucks).
  • If you have an entire room idea, go to the end of the appropriate section then paste your room idea along with your character name (use a tilde to create additional lines). If you don't want others to change around your room idea to their heart's content, indicate that.

Rules for room design

  • "Houses may design a new room to be added to their structure; the price includes three basic pieces of furniture. Access to the room may require portals (doors, stairs, etc.) or cardinal directional movement. Additional furniture and/or script functionality would be paid for by the piece."

[Icemule, Winterberry Park] — Entry Room

  • Near Lich ID 3053 (shown in blue on the map below)

[Icemule Trace, Exterior]
Snow blankets the landscape, though the path around Icemule Trace has been cleared, leaving piles of snow flush against the stone wall. Shrubbery grows in great abundance here, most notably winterberry with its showy red berries. You also see a shoveled stone footpath.
Obvious paths: east, west

It's the blue room

New room designed by Necios (part of IMT)

  • The following is a new room, pre-approved for building our Annex, by GM Elidi and former GM Necios. Note that as of mid-May 2019, this room does not exist, and it is not 'our' room, but rather one Necios volunteered a design for as a part of IMT. So while we cannot alter this room, it does also does not count towards one of our five. We can still consider to use it for hosting deadly games in the future, if we add a way to GAZE out from the bar for bystanders and losers. Room is outside town so JUSTICE STATUS should be off.

>go footpath
[Icemule, Winterberry Park]
This expansive reserve is bordered by large snow drifts and lush with seasonal flora. Of special note are the various rows of winterberry bushes beneath a dusting of snow, each plump red winterberry ripe for the picking. An occasional rodent or bird sneaks in and snags a bite. Barrels and crates have been arranged beside a set of contraptions, and in an opposite corner the foliage has been trimmed in the form of an open tome with a feather resting upon it. A low stone pub peeks out of one of the drifts. You also see a shoveled stone footpath leading out and a wide birchwood bench.
Obvious paths: none

Facade:

Present:

We have pre-approval for the following facade, but we can still consider to make some changes if we stick to the concept. We may probably also have a long (LOOK) description.

  • a low stone pub peeks out of one of the drifts

Alternatives and old notes:

  • A small grey stone pub with round windows.
  • A low grey stone pub with round windows.
  • a low stone pub peeking out of the snow.
  • a low stone pub buried in the snow.
  • nouns: pub, tavern
  • materials: stone, wood
  • details: sign, fancy windows, bay windows, entry (door?), winterberry bushes!
  • possibly mostly underground (to allow for more interior space) with entrance dug out and winterberry bushes placed outside
  • forage for winterberries??

Current map

bha-imt-annex-sketch.png

Room list (5 total)

The following room concepts are tentatively pre-approved by the GMs:

  • Taproom
  • Beer Garden
  • Snug
  • VIP Area (members only portal)
  • Lockers

Below we begin to flesh out the specific details.

TODO: Room arrangement. Basically the Taproom has paths to each of the other three, except the lockers which are off the VIP room by requirement. Some details below do not follow this mapping yet...

Beacon Hall Brewpub Taproom

(New room: 6 IP. Up to three furniture items come at no additional cost.)

  • steampunk
  • shiny brass fittings, dark wood, pipes running everywhere and beautiful kegs!
  • Window that peers out onto beergarden/courtyard/patio
  • Kobold bartender
  • All of the beers!
    • Check with Maliasai about winterberry ale!
  • Hipster food
  • If the pub is called the blood eagle, there should either be a stuffed blood eagle over the bar or a livesized statue/carving of a blood eagle swooping down on you in the middle of the ceiling. Or both. Blood eagle designs everywhere.

[Taproom] *Night*
You are greeted by the heat of a large fire burning in the far wall of this small local pub. The walls have been set with a rich, dark wood. Small, round windows reveal the dark night outside, but the pub is awash in light from the fire as well as shiny brass lanterns. Above the fireplace, you can see an elaborately carved bleakstone mantle*. An array of pipes traveling up the walls and along the ceiling connect an even larger number of kegs to the taps behind the long, mahogany bar*, which dominates most of the room. A back door leads to the beer garden outside, which is visible through a large round window. Opposite the bar, below a richly woven tapestry*, a set of stone stairs leads down. Obvious exits: out

[Taproom] *Day*
You are greeted by the heat of a large fire burning in the far wall of this small local pub. The walls have been set with a rich, dark wood. Small, round windows allow enough sunlight to filter through. Above the fireplace, you can see an elaborately carved bleakstone mantle*. An array of pipes traveling up the walls and along the ceiling connect an even larger number of kegs to the taps behind the long, mahogany bar*, which dominates most of the room. A back door leads to the beer garden outside, which is visible through a large round window. Opposite the bar, below a richly woven tapestry*, a set of stone stairs leads down.
Obvious exits: out

Furniture/Objects

  • a long mahogany bar: The bar's top is smooth wax over chipped wood, clearly having seen some use and polishing, but its base has a series of intricate carvings that are only slightly worn from the wear of many a patron's boot. The pattern of an aardvark and a one-eared rabbit cavorting on a overgrown meadow repeats itself at the bottom of the bar. Above the scene, the line of a winding river gently curves up and down, creating the appearance of a lazy meander.
  • a richly woven tapestry: The map depicts the town of River's Rest and its environs. You can make out a rich tropical jungle, a wide bay full of boats, and a bleak moor. At the bottom, intricately threaded in arching blue and green letters, reads the name of this wondrously woven illustration: A TASTE OF HOME. To the left of these words, you see a stitching of an old boot. To the right of the label, a wooden log has been stitched.
  • an elaborately carved bleakstone mantle: The carvings start out simple on the edges of the bleakstone mantle, with leafy fronds, looping jungle vines, and turtles that increase in size as they near the center. In the very center of the carved mantle you see a promiment carving of a blood eagle clutching a hapless halfling in its talons' grasp. The fur-footed, plump halfling's face is an exquisite display of sheer terror.

ambient messaging:

  • You can hear the bartender muttering something about the wretched cold outside.
  • A soft tune, perhaps from a harp, lilts out softly over the din of the taproom.
  • You hear a valve turn, and the pipes above shake slightly. Near the bar, you see the bartender filling up a frothy mug of ale as the air fills with the smell of winterberries.

Food

  • a small bowl of honey-roasted peanuts
    Flavor 1
    Flavor 2
  • a huge soft pretzel studded with salt crystals
    Flavor 1
    Flavor 2
  • a pickled blood eagle egg
    Flavor 1
    Flavor 2
  • a small basket of deep-fried cauliflower florets
    Flavor 1
    Flavor 2
  • a cinnamon-dusted oblong pastry
    Flavor 1
    Flavor 2
  • a large seasoned chicken drumstick
    Flavor 1
    Flavor 2
  • a greasy haunch of thyme-rubbed rolton
    Flavor 1
    Flavor 2
  • a hearty bowl of spinach salad with bacon bits
    Flavor 1
    Flavor 2

Drinks

  • a glass of blue celestial ale

The full-bodied, fruity smell of this ale is noticable as you bring it near your lips to drink.
Vibrant berry flavors erupt on your tongue as you sip this strange blue brew.
You can feel a bit of grit, perhaps a tiny piece of stone, as you drink the tangy ale.

  • a bottle of winterberry sour ale

Tart winterberry is the first thing you taste, followed by a floral hint of flaming violet.
You can taste the yeast at the bottle of this light red ale.

  • a mug of dark muddy stout

The aroma of the stout rises up to give you a big whiff of coffee with dark chocolate, roasted malts, and earth.
A drink from your coffee-infused stout leaves the taste of dark chocolate and coffee followed by some roasted malts.

  • an oddly-labeled bottle of beer

Cool, clear, and crisp, this bottle of beer really hits the spot.
Your hand grips the strange label as you quaff this refreshing brew. You can barely make out an orc choking on a rat appearing above some faded script.

  • a snifter of winterberry stout

You carefully avoid the froth full of ice crystals but feel the effervescence on your nose when you sniff this stout, which mells like tundra-grass molasses.
You taste sweetness from the winterberry balances the bitterness of frost-flower and cooling wintergreen, with a finish of smoked arctic moss leaves.

  • a tall rounded glass of winterberry-infused hard apple cider

As you take a sip of the crisp and refined cider, the full-bodied sweetness of perfectly ripened and fermented dessert apples sparkles across your palate, subtly infused with a brightening splash of tart winterberry juice.
Dry and flavorful with a sweet finish, the hard apple cider washes across your tongue, releasing the full-bodied sweetness of perfectly ripened dessert apples, while the subtlest hint of tart winterberry juice caresses your taste buds.

  • a bottle of winterberry lager

Smooth to drink, this humble but well-crafted lager reminds you of home.
You taste delicious hops and sweet winterberry as you quaff the lager.

  • a snifter of erithian ale

Blatantly hoppy, this bitter black ale has hints of hints of tar, walnuts, and broiled trout.
You can taste jasmine leaves in this fragrant brew, and a small note of winterberry in the finish.

  • a half-shell coconut cup of dark ale

You dip your nose into the frothy head of the ale and are rewarded with the flavor of boozy hops.
The scent of rum and hops fills your nose as the strong brew practicially foams over the edge of the cup.
The undertone of vanilla, and coconut adds to the warm flavor of rum within the hops, giving it almost a dessert-like quality.

  • a mug of bilberry lager

This drink smells of hops, nuts, and smoke, while the flavor is that of blackberries. You also taste walnuts and tart, tangy apples.
The lager is smooth and soft in the mouth, like the most delicate of silk. The flavor is sweet, but biting, like a kiss with a sharp nip.

  • a wooden cup of hot cider

This dark cider is still piping hot. Gentle notes of fermented pear and dark spiced rum can be tasted.
Sipping the cider brings a note of crab apple as a boozy jolt of rum envelopes your mouth.

  • a bottle of blood orange and apple cider

The cider is a thick and viscous pinkish orange, with a thin fizzy head, and quite refreshing to drink.
The blood orange taste is overwhelming, and there's barely a hint of apple in this delicious, boozy cider.

  • a warm mug of butter beer

Thicker than most beers, you almost want to chew the cinnamon and nutmeg infused brew.
You realize the potency of this butter beer as you taste winterberries and acantha leaf bitterness.

  • a bottle of dark red beer

Light on carbonation and body, the herbaceous and oily taste fades behind a pithy bitterness and a touch of malt sweetness.
You take drink and taste hints of woody and herbal hops. This fine brew is light on carbonation and body.

Beacon Hall Brewpub Beer Garden

(New room: 6 IP. Up to three furniture items come at no additional cost.)

From Taproom, go door.

[Beer Garden] *Night*
A raging bonfire smokes and shoots sparks lofting up into the open air of this roofless room. Some blackened stone benches are set respectfully away from the fire. The walls have been raised here to prevent snowdrifts from becoming too troublesome. You also see a door leading back into the taproom and a snowbank* with a bunch of shovels stuck in it.
Obvious exits: none

(from Taproom, go door)
[Beer Garden] *Day*
This roofless room houses the charred remains of a bonfire, ringed by some blackened stone benches. The walls have been raised here to prevent snowdrifts from becoming too troublesome. You also see a door leading back into the taproom and a snowbank* with a bunch of shovels stuck in it.
Obvious exits: none

Furniture/Objects

  • some blackened stone benches: The stone benches are covered in a thick layer of black soot, which easily would come off at the touch. Despite this, you can tell that clearly-defined shapes are masterfully carved into the backing of these benches, creating a scene of impending carnage. On the right side of each bench, a massed horde of krolvin and trolls approaches the middle, which is in the shape of an elaborate drawbridge suspended over a wide gorge. Opposed to these forces on the left side of each bench are battlments set with a small force of heavily armored soldiers interspersed with wavy, almost phantasmal troops.
  • snowbank with a bunch of shovels stuck in it: The irregular snowbank, full of scoops, walls, and uneven areas, is studded with the imbedded handles of shovels of all sizes that stick out at various lengths. You also see a collection of icy shards of various lengths and thicknesses piled around the edges.
  • Free Object #3

ambient messaging:

  • A group of ruddy-cheeked gnomes in white parkas abruptly enter from the tavern, dutifully retrieve shovels from the snowbank, and glumly throw the ground's accumulated snow into the snowbank. Once they are satisfied with their job, they jam their shovels back into the snowbank and head back inside.
  • Message #2
  • Message #3

Beacon Hall Brewpub VIP Area

(Redesigned existing room, e.g. the present entry room to the locker area. Thus, it is already an earthnode. Price included with the base Annex cost.)

  • enter by velvet-roped arch
    • Standard messaging for non-members (from WL Annex): The doorman stops you. "You're not a member of this house, Buphanglington! You may only enter when escorted by a member!"
    • Can 'doorman' get changed to 'bartender'?
  • ice bucket with winterberry champagne?
  • hot tub?
  • low couches
  • chill vibe
  • low-key lighting

(from Keg Cellar, go rope/corridor)
[VIP Room]
Oiled black sconces cast a dim yet steady light upon the green and blue marble floor mosaic. A series of connected, soft grey couches surround a lighthouse-shaped glass table. The roped-off corridor leads out. You also see a bubbling hot tub*.
Obvious exits: out (or go corridor)

Furniture/Objects

  • a bubbling hot tub
  • Free Object #2
  • Free Object #3

ambient messaging:

  • You hear a loud clank, followed by a disturbing rattling sound. The hot tub suddenly gurgles. Bubbles rise to the top of the water at a furious pace, threatening to overflow the rim, when the noise suddenly stops and the water becomes somewhat calmer.
  • Message #2
  • Message #3

Beacon Hall Brewpub Lockers

(Redesigned existing room, e.g. the present locker room. Price included with the base Annex cost.)

  • toilet stall?
  • cellar room w/ beer kegs / casks

(from Taproom, go stairs)
[Keg Cellar]
Stout wooden kegs*, each banded with iron and stamped with a white lighthouse emblem, are stacked upon one another against the walls of this room. A long silver mirror*, somewhat burnt and warped at the edges, sits in a corner. Curiously, a corridor on the east side of the room has been cordoned off with a purple velvet rope. A much wider passage leads west.
Obvious exits: west

Furniture/Objects

  • some stacked kegs
    As you glance over the stacked barrels, you notice a crooked spigot sticking out at an oblique angle from a cask labeled "Winterberry Special Reserve, Very Fine."
    TURN SPIGOT takes you to the lockers
  • a long silver mirror
    PEER MIRROR lets you see yourself
  • Free Object #3

ambient messaging:

  • You hear the sounds of revelry, including hoarse laughter and tinkling glass, coming from the barroom.
  • Message #2
  • Message #3

Beacon Hall Brewpub The Snug

(New room: 6 IP. Up to three furniture items come at no additional cost.)

  • Library
  • Super chill space
    • large, confortable chairs
  • Pub cat

(from Keg Cellar, west)

[The Snug]
The passage leading into this room opens into a much larger space. Books are arranged in a series of shelves* that just seem to go on and on. Volumes of every color, size and binding are put together in some semblance of order that isn't immediately apparent. You also see some overstuffed recliners*.

Furniture/Objects

  • some overstuffed recliners
  • a series of shelves
  • Free Object #3

ambient messaging:

  • Message #1
  • Message #2
  • Message #3

Answers from CHE GM

The ideas above should eventually conform to the IP Guidelines, and we should make a separate list for ideas not explicitly allow there. Kaldonis can send further inquires to GM Elidi before we finalize our designs.

Q1) Can we have any NPCs (besides a librarian)?

A) Yes, but they won't have any special scripts. They can mill about, or have a set of questions that can be asked and answered. Additional IP apply.

Q1a) Some of our members like the idea of a roaming cat. My suggestion is to use appropriate atmospheric messaging so that a cat appears to be around but is never interacted with rather than an NPC.

A) You can use atmospherics to mention a cat, sure.

Q1b) In the vein of above, we are curious about a bartender. My thought here is because our "bar room" is also planned as adjacent to the "members only" area outside the locker, that we could put the bartender in the room description, have the bartender as the noun of the "guard" that prohibits entry to non-members, and then add a few more atmospheric messages (e.g., the guard in our WL annex says some stuff sometimes).

A) No, the "guard" cannot be a bartender, as that's a hard coded doorkeeper script. Without writing a new one (10-15 IP), your doorkeeper is just your doorkeeper. See the first response re: NPCs. You also aren't required to have a doorkeeper outside of your members area unless this is something you want to lock/unlock, which is not really suggested you do. It's generally a better idea to have a room outside of your member room in the annex that you can use for public events.

Q2) Although tables are difficult in Annexes from the number of rooms required, is there any way to employ the code from something like the Cozy Nook at the Raging Thrak Inn to one room? These are the kinds of rooms where entry and exit is free to all, but if and only if the room is occupied, a character attempting to enter would be warned of it being occupied on their first attempt.

A) No tables in annexes. It's possible the "nook" script could be used? but since the CHE does not own it, we'd have to ask permission and make sure it would work in the area we're trying to use it in. Future updates to the script would not be controlled by us, and you can't make any special requests to modify it. Additional IP apply.

Old notes

(Preserving some original discussions below.)

Proposal 1 (Astru and Kaldonis)

  • (facade TBD)
  • Brewpub suggestion!
  • Entry area full of winterberry bushes
  • Windows to peer out from pub to courtyard entry area for games

General notes:

  • name: 'something' dragon, Beacon Brews, Book, Brews and Winterberry, Drunken Dragon, The Blood Eagle, The Besotted Blood Eagle, Brewpub..
  • design: model off furrier's building
  • building built into the ground a bit in the front (go down steps to enter), ground drops off toward the back (away from the road) into beer garden
  • Underground members-only with secret tunnel into town

Room ideas

  • Bar (tap room, lots of new beers, merchandise tacked on walls et c)
  • Beer garden (with giant bonfire because IMT is cold!)
  • VIP (go velvet rope)
  • Lockers
  • ???

Beacon Hall Brewpub Courtyard (or Patio or Beergarden)

(New room: 6 IP. Up to three furniture items come at no additional cost.)

  • a roaring bonfire
  • benches
  • either entry room or back patio
  • Winterberries for the picking!

*ambient sounds:

  • crackling fire
  • tinkles of glasses

(from Taproom, go door)

Locking room

  • Inside or outside VIP area
  • Latch from inside room
  • Hotel type room?

Attach file: fileBeacon Hall Quarterly Report 2019.pdf 948 download [Information]

Last-modified: 2020-07-20 (Mon) 01:57:30