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.

Resources

General guidelines

Rules for room design

[Icemule, Winterberry Park] — Entry Room

[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)

>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.

Alternatives and old notes:

Room list (5 total)

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

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.)

ambient sounds:

[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. 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, a set of stone stairs leads down. You also see a ratty kobold bartender.
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. 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, a set of stone stairs leads down. You also see a ratty kobold bartender.
Obvious exits: out

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, a snowbank and a bunch of shovels.
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, a snowbank and a bunch of shovels.
Obvious exits: none
[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 a lumpy, yellowed mattress and an indolent, pink-bellied white cat.

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.)

(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.
Obvious exits: out (or go corridor)

Beacon Hall Brewpub Lockers

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

(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. 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

Beacon Hall Brewpub The Snug

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

(from Keg Cellar, west)

Old notes

(Preserving some original discussions below.)

Proposal 1 (Astru and Kaldonis)

General notes:

Room ideas

Beacon Hall Brewpub Courtyard (or Patio or Beergarden)

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

*ambient sounds:

(from Taproom, go door)

Locking room