The Spinning Jenny
The Spinning Jenny is the one place at game where you can settle in, set down a mug or an instrument or anything else fragile, and trust it won't get caught in a fight. The Helix enforces that: attacking someone inside doesn't just fail, it removes the offender from the building entirely.
Out-of-Game Location InfoThe Spinning Jenny is located on the back half of the dining hall, separated from Logistics by a curtained wall. It is managed by the Inn Workgroup. The Jenny can be reached through either side door during game. The curtain gap is for NPCs to get to the bathroom to wash off makeup and for staff performing duties (refilling water, getting cleaning supplies, etc) to use; NPCs taking a break should always use the side entrances. Dishes can be washed in the kitchen, and there is space to store them there when not in use. Please don't leave personal belongings or dishes out on the tables, since it takes up room others could use. The kitchen is for cooking and food storage only, with approval from the Inn Marshal. The back door leads straight into the kitchen is for innkeepers on shift, operations staff doing their duties, and emergencies only. |
Spinning Jenny Fare
The Jenny always keeps the staples on hand: cold drinks, water, fresh fruit, and sausages hot off the fire. Beyond that, the cook turns out a daily special that changes from shift to shift; you'll have to come in to find out what's on.
Player Characters pay in coin; NPCs eat free.
Item |
Price |
Drinks |
1 coin |
Fruit |
1 coin |
Sausages* |
1 coin |
Daily Special |
2 coin |
Water |
Free |
*The Jenny's "sausages" are the subject of a persistent rumor that they're made from orcs — an accusation fueled by how stock always seems to run high after adventurers dispatch local raids. The management neither confirms nor denies it. Food's food, and they eattaste just fine.
Inn Rules
This entire section can be summed up with the following sentence: Please do not fight in the inn.
- No combat. Attacking another character with a weapon or a tag bag triggers the Helix. See How Removal Works below for what happens next.
- Poisoning individuals is allowed; poisoning the inn isn't. You can poison another player's food or drink if they leave it unattended. You cannot poison anything communal such as the water coolers, food still being prepared, or shared bowls of pretzels and chips unless explicitly given permission by a GM.
- Trap boxes may be opened at your own risk. If the trap's alarm goes off, the Helix removes whoever triggered it. Setting your own tripwires or pit traps inside the Inn, however, isn't allowed.
- No traps can be set up in the inn. Trip wires, pit traps, and the like are not allowed.
- No tabs, coin only. The Inn doesn't accept gems, shells, scrolls, potions, alchemy components, or anything else. Coin only, paid as you go.
- Theft is allowed between players, but not by staff. Innkeepers won't steal from you, and they're not responsible for anything lost or stolen while you're inside.
- Bring your own feast ware. Cups, plates, and cutlery are on you. You're expected to wash your dishes.
- The kitchen's back door is staff-only, and only during an innkeeper's shift. Players shouldn't use it at any time.
How Removal Works
The Helix reacts to all weapon attacks and thrown tag bags, as well as anything an innkeeper deems inappropriate for the Inn.
Trapped items are a special case — the Helix doesn't concern itself with who set a trap, only who sets one off. Anyone who triggers a trap inside the Jenny is removed, even though the trap only affects that one person; picture a trapped box going off in a crowded room, dangerous to others even if mechanically it isn't
Poison doesn't trigger the Helix at all, but an innkeeper who notices an obvious poisoning may still remove the culprit. What remains of the ward is inconsistent on the matter, so don't count on it looking the other way.
When the Helix triggers, the innkeeper calls "Time Stop!" If you already know you've set it off, you can self-report by raising your arm as though affected. Either way, you gain the Ley Transit condition and make your way to the totem pole by the most direct, least disruptive route available, dropping the condition once you arrive. Innkeepers have final say on all Helix calls, don't argue with their ruling.