rabbit_s_hole
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| rabbit_s_hole [2025/11/01 06:13] – [Overview] admin | rabbit_s_hole [2025/12/15 09:44] (current) – [RABBIT’S HOLE (RH)] admin | ||
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| ====== RABBIT’S HOLE (RH) ====== | ====== RABBIT’S HOLE (RH) ====== | ||
| - | {{ :rabbit_hole_gg_scenic_2d.png?200|}} | + | {{:the_rabbits_hole_scenic_2d.png?direct& |
| ===== Overview ===== | ===== Overview ===== | ||
| * **Location: | * **Location: | ||
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| After the [[great_war|Great War]] and the founding of the [[federal_confederation|Federal Confederation]] in 2631, the Rabbit’s Hole was closed and dismantled; in the [[the_gamma_age|Gamma Age]], all lodging in Firetown is consolidated under the state-owned [[federal_hostel_saloon_firetown|Federal Hostel and Saloon of Firetown]]. | After the [[great_war|Great War]] and the founding of the [[federal_confederation|Federal Confederation]] in 2631, the Rabbit’s Hole was closed and dismantled; in the [[the_gamma_age|Gamma Age]], all lodging in Firetown is consolidated under the state-owned [[federal_hostel_saloon_firetown|Federal Hostel and Saloon of Firetown]]. | ||
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| ===== Architectural Significance ===== | ===== Architectural Significance ===== | ||
| - | ===== Architectural Significance ===== | + | |
| - | | + | |
| * **Floors:** Single storey (four-room plan). | * **Floors:** Single storey (four-room plan). | ||
| * **Design Aesthetic: | * **Design Aesthetic: | ||
| * **Lighting: | * **Lighting: | ||
| - | * **Ventilation | + | * **Geothermal Feed Vents:** Insulated steel stacks and vent assemblies integrated into the rear façade, channeling heat and hot water from the [[geothermal_power_plant|Geothermal Power Plant]] to maintain interior temperature |
| - | * **Energy Use:** Low—electric only at reception desk; otherwise fire/torch and passive heat. | + | * **Air Vents / Heat Recovery Ventilator:** The building' |
| + | * **Power Supply:** [[quantum_fusion_batteries|Quantum Fusion Battery]] | ||
| ===== Building Structure ===== | ===== Building Structure ===== | ||
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| | Armchair (Dorm 2), 8 h | Ticketed slot; no blankets; no refunds for ejection | 5 K | | | Armchair (Dorm 2), 8 h | Ticketed slot; no blankets; no refunds for ejection | 5 K | | ||
| | Mattress (Dorm 1), 8 h | Thin pallet; shared blankets; no refunds for ejection | 10 K | | | Mattress (Dorm 1), 8 h | Thin pallet; shared blankets; no refunds for ejection | 10 K | | ||
| + | | Secure Locker, 8 h | Behind-counter locker with claim ticket; contents logged; loss requires Butler Bot verification | 5 K | | ||
| | Facilities | No breakfast; no showers; cold wash-basin only | — | | | Facilities | No breakfast; no showers; cold wash-basin only | — | | ||
| ===== Security Measures ===== | ===== Security Measures ===== | ||
| * **Door Control:** Armed Zark bouncer at the entrance; pat-downs at bouncer’s discretion. | * **Door Control:** Armed Zark bouncer at the entrance; pat-downs at bouncer’s discretion. | ||
| - | * **House Enforcement | + | * **House Enforcement: |
| + | * **Mandatory Weapons Check:** All patrons must surrender all weapons at reception; items are tagged with the patron’s name and stored in a keyed safe behind the counter; claim ticket required for return; refusal = no entry/ | ||
| + | * **Secure Lockers:** Optional behind-counter lockers available (see Pricing); contents logged by clerk; disputes escalate to the bouncer. | ||
| * **Cartel Alarm (Unconfirmed): | * **Cartel Alarm (Unconfirmed): | ||
| * **Theft Mitigation: | * **Theft Mitigation: | ||
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| **Illegal interactions: | **Illegal interactions: | ||
| - | * Pickpocket sleeping patrons; switch | + | * Pickpocket sleeping patrons |
| + | * Switch | ||
| + | * Start a brawl to cover a robbery. | ||
| ===== Tactical Advice for Dungeon Masters ===== | ===== Tactical Advice for Dungeon Masters ===== | ||
rabbit_s_hole.1761977606.txt.gz · Last modified: 2025/11/01 06:13 by admin