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

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.

ambient sounds:

  • bartender muttering about something?
  • music!
  • 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.

[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

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.

Beacon Hall Brewpub Beer Garden

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

From Taproom, go door.

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.

[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

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.

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.
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.)

  • 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. 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.)

  • 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 a lumpy, yellowed mattress and an indolent, pink-bellied white cat.

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: filebha-imt-annex-sketch.png 66 download [Information] fileimt-southgate.png 273 download [Information]

Last-modified: 2019-08-09 (Fri) 01:02:06 (11d)