#700 The Room of Eternal Procrastination~ North - The Jerk Up - Tacoma Down - Boards West - Staging Area East - Newbie Board South - Hell ~ 0 16777224 0 0 D0 ~ ~ 0 0 14 0 5 4 0 D2 ~ ~ 0 0 8032 0 5 4 0 D4 ~ ~ 0 0 702 0 5 4 0 D6 ~ door~ 1 0 701 0 5 4 0 D8 ~ ~ 0 0 2000 0 5 4 0 D9 ~ ~ 0 0 1000 0 5 4 0 D10 ~ ~ 0 0 3100 0 5 4 0 S #701 Run staging room~ You are in a cluttered room. ~ 0 16777224 0 0 D2 ~ door~ 1 0 700 0 5 4 0 S #702 Hell~ Fire, brimstone, agonizing pain. Yup, this must be the place. ~ 0 33554984 0 0 S #703 The Hell of Being Skinned Alive and Forced to Watch 'Highlander: Endgame' Repeatedly~ Sucks to be you. ~ 0 33554600 0 0 D0 ~ ~ 0 0 703 0 5 4 0 D1 ~ ~ 0 0 703 0 5 4 0 D2 ~ ~ 0 0 703 0 5 4 0 D3 ~ ~ 0 0 703 0 5 4 0 D4 ~ ~ 0 0 703 0 5 4 0 D5 ~ ~ 0 0 703 0 5 4 0 D6 ~ ~ 0 0 703 0 5 4 0 D7 ~ ~ 0 0 703 0 5 4 0 D8 ~ ~ 0 0 703 0 5 4 0 D9 ~ ~ 0 0 703 0 5 4 0 S #705 Black Circle Security HQ~ With flourescent lights buzzing overhead and lighting the carpetted room, you notice a large wooden table in the middle of it, with a black circle engraved upon it. Surrounding the table are numerous black leather chairs in all different positions. You also notice a small file cabinet in the corner. The walls are deep black. ~ 0 2568 0 0 D8 ~ ~ 0 0 12513 0 5 4 0 S #706 Lair of the Hunters~ This room is decorated with relics of many past hunts. The skulls of many beings line the shelves on the walls. Weapons lockers as tall as a man line two walls. On the floor there is a rug made of the wingflesh of a dragon whelp. Light comes from torches made from bones set in the wall every so often. ~ 0 2588 0 6 D3 It's a door. What the hell were you expecting? ~ door cliff face~ 1 0 9232 0 14 4 0 S #707 Street Drek Mercenaries Hideout~ The faint aroma of garbage stings your nostrils as you survey the chaotic doss before you. Spent magazines of every variety litter the floor, along with rifle parts, and soykaf bar wrappers. A few unnocupied, lumpy mattresses line the western wall, right beside the mostly disassembled remains of a cyberdeck. ~ 0 2568 0 0 D9 ~ garbage~ 1 0 3585 0 5 4 0 S #708 Fire and Ice Headquarters~ This room is decorated in an odd, victorian/goth/fantasy art style, with black and white marble walls, and silver-gilded accents. A carved oak shelf runs around the perimeter of the ceiling, housing gargoyles, dragons, and various other statuary and knick-knacks. The floor is tiled in the same marble. Lighting fixtures in ornately cast silver project evenly spaced along the walls. The ceiling is plaster. If you chance to turn out the lights, you notice that someone has painstakingly duplicated the constellations with small dots of glow-in-the-dark paint on the ceiling. There is a comforting odor of stale incense, machine oil, and someone's good cooking. Several areas of the room appear to be devoted to various works in progress -- in one cornor, a frankenstein's monstor of a computer sits, dysfunctional but impressive, surrounded by parts, mangled decks, wiring, tools, and other bits of detritous. In another cornor lies, a variety of weapons in various states of disassembly, cleaning, and repair. A third corner houses ornate tapestries, small tables and closed chests surrounded by candles and jars containing unidentifiable items. The fourth is scattered with animal parts, found items, and other bits of natural material seldom seen in the heart of a city, with more candles, chests full of items, and small tables. The center of the HQ houses a more ordinary relaxation and entertainment area, with leather sectional couches arranged around a trid set, and a stereo system. Various games and movie chips litter the area, as do a variety of magazines. You see 2600, Bud K, and others that survived the Awakening as well as a variety of newer publications. Behind this area are a variety of bedding arrangements -- cots, mattresses, blankets and pillows. Between the couches and the beds sits a large heating unit with ducts extending up through the ceiling, a stove and oven, and a fridge. ~ 0 1575432 0 20 D8 ~ manhole~ 2 0 2536 0 8 32 4 E sign~ Security Procedures: 1. Before opening the manhole, check to make sure no one is standing up above. 2. If seen exiting the area, and questioned, claimed to have taken a wrong turn on the way to Scalpel's or the Den. 3. When returning to the area, check several times to be sure that no one is following you back. If you think someone is following, go to the monorail station. That area will be our decoy. 4. Never, under any circumstances, give a non-member any information about the HQ, including appearance, entryway, location (including general area, etc. 5. If you lose your equipment, and happen to run into someone on the way back from the HQ, do not stop to talk to them unless you are well away from the area -- do not pause to give them a chance to look at you. ~ S #750 Matrix Test Room~ A small room with a cyberterminal in the corner. ~ 0 0 0 0 D10 ~ ~ 0 0 751 0 5 4 0 S #751 node 1~ a computer node ~ 0 131072 0 6 S #761 A small tunnel-like room~ This room is a connecting hallway from outside to whatever lies within. It seems strange, but all sounds seem somehow muffled, as if a permanent silence spell were erected here. On second look, this room seems to serve as something as an airlock, preventing unauthorized access. ~ 0 33554784 0 0 D2 A heavy duty security door. ~ door security heavy duty~ 2 0 762 0 8 24 0 D6 The inside of this door warns that allowing unauthorized access is punishable by magical castration. ~ door hidden out~ 1 803 2010 12 16 32 0 S #762 Hall of Mages~ This room seems quite out of place with the world outside. It is quite obviously owned by some very rich people: the walls, high vaulted ceiling and pillars are made of real grey marble, highly polished. The room itself is circular, with a very large open space in the center, cordoned off with ^Rcrimson^n silk rope. On closer inspection, it seems that there is a very powerful hermetic circle permanently inscribed in the floor. Those with appropriate knowledge will recognize it as being created with the Henley formula, one of the first designs which has since been superceeded by all but the most traditionalist mages. Around the circle are three concentric rings made of solid walnut (^WREAL^n walnut, not macroplast veneer) benches, cushioned with velvet pillows. Beyond that, about a metre in from the wall, is another ring of walnut bookshelves, containing a most excellent hardcopy hermetic library. There are two staircases up to the northeast and southeast, leading to varying types of private quarters. ~ 0 532496 0 20 D1 ~ ~ 0 0 763 0 5 4 0 D6 This heavy duty security door has been lined with marble on the inside, to fit in with the rest of the room's decor. ~ door marble security~ 2 0 761 0 8 24 0 S #763 Hall of Mages -- North Hall~ This section of the Hall of Mages houses the apartments for the members. The same marble and walnut decor of the main hall is present here, as are a number of tapestries. There are also a number of curtained alcoves off this point for those acolytes which do not have their own rooms. Inside a typical example of these bunks is a comfortable looking bed, a lamp, a small table for a telecom or personal computer, and a small bookshelf at the head of the bed. ~ 0 2568 0 0 D5 ~ ~ 0 0 762 0 5 4 0 S #777 A Masonic Temple~ A waft of incense smoke floats past your nostrils. In the center of the room is a huge globe, made with solid gold. The temple walls are high, with windows etched in Egyptian hieroglyphics. A magical circle is drawn on the floor of the south end of the vast temple, and on the north end is a medicine lodge, followed by an altar the shape of an Egyptian pyramid. A kabbalic Tree of Life tapestry hangs on the north wall. ~ 0 1575440 0 20 D4 ~ door golden~ 2 0 4919 12 5 32 0 S #900 Bolthole~ You are in a small but clean space. It seems that someone has build a secret room here; that would account for the odd 'L' shape of the room - it has to fit in with the legitimate rooms of the structure. There is a large bed against one wall, as well as innumerable shelves and tables full of stuff. There is a small crawlspace to the north that must lead to another part of the bolthole. ~ 0 6664 0 0 D0 ~ ~ 0 0 901 0 5 4 0 S #901 Secret Lodge~ This is a small circular room. It is filled with all manner of mystical fetishes, symbols, and such. The occult nature of the room is somewhat dampened by a small computer in the corner, with a reference library of important magical works on optical chip. A large summoning circle is inscribed in the ground as well . ~ 0 1572872 0 6 D4 ~ ~ 0 0 900 0 5 4 0 S $~