User Tools

Site Tools


zeitgeist:places:rhc

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
zeitgeist:places:rhc [2022/04/13 20:33] – [Units and Oversight] neyrickzeitgeist:places:rhc [2025/05/21 21:07] (current) – external edit 127.0.0.1
Line 115: Line 115:
   * Josiah, a human sniper constantly fiddling with his rifle when he’s not on mission seducing people of interest.   * Josiah, a human sniper constantly fiddling with his rifle when he’s not on mission seducing people of interest.
   * Gaethan, a half-elf ranger whose ability to speak with the dead has made him a bit addled and unreliable, having to carry a notebook to remind himself of his daily affairs.   * Gaethan, a half-elf ranger whose ability to speak with the dead has made him a bit addled and unreliable, having to carry a notebook to remind himself of his daily affairs.
 +
 +===== Headquarters =====
 +
 +Located in Central District, the Flint branch of the RHC has one
 +primary headquarters building, plus three satellite buildings containing libraries, laboratories, and more supplies and offices. The
 +main headquarters has two floors, plus a basement for captured
 +suspects. The jail has only twice reached capacity in the past thirty
 +years.\\
 +Most rooms have gas-lit lamps either along the walls of in re-
 +cesses in the ceiling.\\
 +
 +==== First Floor ====
 +
 +1. Entrance. At least two guards are on duty at all times.\\
 +2. Lower Hallway.\\
 +3. Western Stairwell.\\
 +4. Eastern Stairwell.\\
 +5. Interrogation Rooms.\\
 +6. Quartermaster Office.\\
 +7. General Supplies. Door locked. Quartermaster can access.\\
 +8. Evidence. Door locked. Requires paperwork to access.\\
 +9. Secretary Pool.\\
 +10. Guard Room. Each room typically has another two guards.\\
 +11. Morgue.\\
 +
 +==== Second Floor ====
 +
 +12. Inspector’s Desks.\\
 +13. Delft’s Office.\\
 +14. Support Offices.\\
 +15. Break Room.\\
 +16. Upper Hallway.\\
 +17. Saxby’s Office.\\
 +
 +==== Basement ====
 +
 +18. Holding Cells. At least two guards are on duty at all times.\\
 +19. Magic Cells. Spellcasters are kept here. The cells are
 +enchanted to function like mage-cuffs; any attempt to use
 +magical powers sounds an alarm and deals 10 force damage
 +to the prisoner. A golden ward also blocks teleportation and
 +summoning. Two columns glow with pale white light, which
 +grants everyone within 5 squares resistance against all
 +energy types.
 +
 +
zeitgeist/places/rhc.1649882024.txt.gz · Last modified: 2025/05/21 21:07 (external edit)