As noted in the Map, the architecture of the area is more severe than that of the rest of Temba, evoking an almost alien interpretation on dark gothic style (with less arches). Yet it's also in rather good shape, once one approaches. There's less wear and tear on the outside of this building, as it was made from less glass and metal and more concrete and steel. To call it foreboding would be quite accurate.
Once one makes it past the external fences, one enters a building with a large entrance area in the front, while the back half of the first floor includes apparent office space, with one larger office than the others, with a smaller one between it and the rest of the office space. There are also off to the sides a room filled with metal storage lockers and places where metal benches might once have been anchored to the floor. A locker room? Possibly. The lockers remain (and the metal can be salvaged for other uses), but there is nothing in them. On this level there is a small area that has two surviving walls, and too open sides with remains of metal bars or holes in the ground where bars should have gone. Someone familiar with police stations might recognize this as temporary holding cells like drunk tanks.
Near the west side of the first floor is a stair well, leading to a hard to access second floor (the stairs seem to have broken away, but they are not impassable). On this level there is more space that almost gives a vibe like offices missing their cubicles. Some metal desks remain, but no electronics, though there are a number of places where one could theoretically hook in for power. None of these work.
In fact, one will find that while power has been restored to the majority of Temba, power is not reliable in this building. Lights function, but it's not possible to plug in anywhere and receive power. And even the lights flicker, sometimes causing the most unnerving shadows to dance over walls.
Also by the staircase leading up to the second floor is a wider staircase leading down, wide enough for two people to walk abreast down them with a touch of space between. At the bottom of this stairway is what is far more clearly a proper holding area with individual cells. There are approximately ten cells, each easily sized to hold anywhere from one to four people, as there are metal bunks in them, two on each wall. In the back corner there is a partially obscured 'bathroom' area that makes it possible to use the facilities in privacy behind a low wall, and has a small metal sink securely sunk into the wall. All of these water features function, as do the lights in these rooms.
Of all of these cells, only the two furthest back in the hallway are not in some major way damaged. Most have breaks in the walls or door frames, or are missing the needed 'furniture'. The two in the back are mostly functional, with one seemingly intact (as far as you can see), and one missing the two bunks on one side, having broken and been hauled away at some point.
None of these rooms have doors at first inspection. But with work the team can find that there is an office at the very front of the hall, that seems to be a monitoring station. Power is properly lacking here beyond lights, and while there are monitors in the room that likely go to cameras meant for watching the cells, none are functioning. There is a command board, though, which seems to have a map that matches the cells on this level. Each has little indicator lights that are not lit up. One can pry open a panel under this and find that some fuses are blown out, and while external power is not coming into this display, there are places to input pairs of charged crystal rods. In all but the final two paired slots (the two corresponding to the mostly intact rooms), these will turn on indicator lights, marking the rooms as 'active'.
This activation means it is now possible to use the access buttons outside of the rooms to activate force fields. There are two fields per room. One covers the doorway into the cell. The other creates a 3x3 box just inside the door. These two fields work together like an airlock. When the outer field is off (and the door open), the inner fields are on, enabling someone to put a person, food, or other supplies into the area (demarcated by a line cut into the floor). When the outer field is on (sealing the cell), the inner field is open, allowing people to access that inner area to take supplies, or be released into the rest of the cell. So long as the pair of crystal rods are powering the force fields of the cell, they can function for 48 hours without a new pair of rods needing input (until such time as power is fully restored to the building, which a cursory examination will reveal should take weeks because the damaged line is subterranean).
These cells are inescapable from inside. Attempts to tunnel will yield no escape. If one wishes to tunnel out, please advise the mods, so results can be shared. However, it is simple to release a prisoner through the control panel at the doors, and they can be disabled completely by breaking open the fuse panel in the office and removing the crystal rods. One can also damage that fuse panel to remove the ability to active the cells at all until repairs are made.
At this point mods are happy to allow you to come up with your own adventure about the place, provided you do not involve murderous plants. This place will be surprisingly devoid of plant-life inside. It will not be possible to determine why at this time.
If you have further questions/wish to add more ideas you want to run by the mods, please let us know.
Unscreened For Reference By All Involved - Regarding Green 24
Once one makes it past the external fences, one enters a building with a large entrance area in the front, while the back half of the first floor includes apparent office space, with one larger office than the others, with a smaller one between it and the rest of the office space. There are also off to the sides a room filled with metal storage lockers and places where metal benches might once have been anchored to the floor. A locker room? Possibly. The lockers remain (and the metal can be salvaged for other uses), but there is nothing in them. On this level there is a small area that has two surviving walls, and too open sides with remains of metal bars or holes in the ground where bars should have gone. Someone familiar with police stations might recognize this as temporary holding cells like drunk tanks.
Near the west side of the first floor is a stair well, leading to a hard to access second floor (the stairs seem to have broken away, but they are not impassable). On this level there is more space that almost gives a vibe like offices missing their cubicles. Some metal desks remain, but no electronics, though there are a number of places where one could theoretically hook in for power. None of these work.
In fact, one will find that while power has been restored to the majority of Temba, power is not reliable in this building. Lights function, but it's not possible to plug in anywhere and receive power. And even the lights flicker, sometimes causing the most unnerving shadows to dance over walls.
Also by the staircase leading up to the second floor is a wider staircase leading down, wide enough for two people to walk abreast down them with a touch of space between. At the bottom of this stairway is what is far more clearly a proper holding area with individual cells. There are approximately ten cells, each easily sized to hold anywhere from one to four people, as there are metal bunks in them, two on each wall. In the back corner there is a partially obscured 'bathroom' area that makes it possible to use the facilities in privacy behind a low wall, and has a small metal sink securely sunk into the wall. All of these water features function, as do the lights in these rooms.
Of all of these cells, only the two furthest back in the hallway are not in some major way damaged. Most have breaks in the walls or door frames, or are missing the needed 'furniture'. The two in the back are mostly functional, with one seemingly intact (as far as you can see), and one missing the two bunks on one side, having broken and been hauled away at some point.
None of these rooms have doors at first inspection. But with work the team can find that there is an office at the very front of the hall, that seems to be a monitoring station. Power is properly lacking here beyond lights, and while there are monitors in the room that likely go to cameras meant for watching the cells, none are functioning. There is a command board, though, which seems to have a map that matches the cells on this level. Each has little indicator lights that are not lit up. One can pry open a panel under this and find that some fuses are blown out, and while external power is not coming into this display, there are places to input pairs of charged crystal rods. In all but the final two paired slots (the two corresponding to the mostly intact rooms), these will turn on indicator lights, marking the rooms as 'active'.
This activation means it is now possible to use the access buttons outside of the rooms to activate force fields. There are two fields per room. One covers the doorway into the cell. The other creates a 3x3 box just inside the door. These two fields work together like an airlock. When the outer field is off (and the door open), the inner fields are on, enabling someone to put a person, food, or other supplies into the area (demarcated by a line cut into the floor). When the outer field is on (sealing the cell), the inner field is open, allowing people to access that inner area to take supplies, or be released into the rest of the cell. So long as the pair of crystal rods are powering the force fields of the cell, they can function for 48 hours without a new pair of rods needing input (until such time as power is fully restored to the building, which a cursory examination will reveal should take weeks because the damaged line is subterranean).
These cells are inescapable from inside. Attempts to tunnel will yield no escape. If one wishes to tunnel out, please advise the mods, so results can be shared. However, it is simple to release a prisoner through the control panel at the doors, and they can be disabled completely by breaking open the fuse panel in the office and removing the crystal rods. One can also damage that fuse panel to remove the ability to active the cells at all until repairs are made.
At this point mods are happy to allow you to come up with your own adventure about the place, provided you do not involve murderous plants. This place will be surprisingly devoid of plant-life inside. It will not be possible to determine why at this time.
If you have further questions/wish to add more ideas you want to run by the mods, please let us know.