Update: Since it's been over a day, I posted up this turn in the interest of keeping with the pacing, unfortunately for Eagle-eye and Ottofar, this means you missed your turn. I made you both go scouting along with the gang during the day and sleeping at night. Don't worry, the turns only get more exciting from here on in; just read up and post your move for Turn 2 Turn 1a: Exploration Extravaganza & Zombie SlayingHoly text-dump Batman! How do I make sense of this turn? You only need to read your character's report and the non-spoilered content in the next post. However, for those who are...
Metagamers: You should snoop through other player files and put two and two together.
Super-dwarvenly: Read only your own file but question other players for information. Bonus: Stay in character.
Your Character Report:Name (# of Points) Final Location
tehstefan (10) on 2nd Floor: CafeteriaName: Roderick Johnson
Legal Sex: Male
Weight: Light
Role : Policeman
Notable Items: a box of jelly donuts, a whistle, a baton, pepper spray, and a loaded S&W Model 29 (12 Rounds)
His whistle is effective at attracting civilians in hiding. His whistle is effective at attracting and holding the zombies attention. By using his baton, he can engage the zombies with low risk to his person. By using his pistol, he can engage the zombies with no risk to his person.
You take part in the free combat action against the zombie receptionist in the lobby.
You stick close to Desmond and follow his lead, baton at the ready.
Action, Day: You move up the floors, with the intent to explore and eradicate. (See team report)
Action, Night: You search the 2nd Floor: Cafeteria with Desmond.
You and Desmond arrive at the 2nd Floor Cafeteria, having descended from the 4th Floor ICU. Lozz arrives to patrol this floor. Though the night is quiet and calm, she remains alert. Jimi arrives, finds a cozy spot and quickly falls asleep. Ottofar arrives, finds a cozy spot and quickly falls asleep. Marcus arrives, finds a cozy spot and quickly falls asleep.
The cafeteria has broad floor-to-ceiling windows spanning the western side: Though the windows look sturdy, you determine that with a little thought, it would be easy to devise a way to break them. The elevator bank is to the north and its doors are firmly shut - but they could be pried open with an appropriate tool. The Men's and Women's restrooms are to the south. Other than the lack of urinals, you find nothing of interest in the Women's restrooms. The kitchens are to the east, behind a set of closed doors.
The large dining tables here are constructed from wood and rather heavy: It's easy to appreciate the beauty in their design and sturdiness in their construction, even though you lack the necessary expertise to determine additional information. Comparatively, the chairs are collapsible and stack-able. They are fabricated from a cheap and light metal for ease of storage and setup. The two vending machines (one for drinks, one for snacks) are currently plugged in and well-stocked, but are unresponsive. The long counter in front of the doors to the kitchen is currently empty, though the numerous indentations suggest that hot food dishes are usually kept warm on this counter top. Bordering the two ends of the counter are a tall stack of lunch trays and a small table with cash register, plastic forks, knives, spoons, & paper napkins. Your search of the cash register reveals $372.40 in bills and change. The counter cannot be moved. The grill in the ceiling above the counter top appears to be an access point for the ventilation shaft. It looks dark inside. Someone average or thin could spend 1 AP to investigate the dark ventilation shaft. If the explorer had a light source, investigating the vents would be a lot less time consuming, and therefore count as a FREE action.
You and Desmond pass through the eastern doors and enter the kitchen. Between the light shining through a small frosted glass window in the kitchen and the illumination from the adjacent dining area, you have enough visibility to conduct your search. After Desmond bumps his head, he discovers the numerous pots and pans hang from a ceiling rack in the middle kitchen. You also locate an oven, dishwasher, and microwave. There is also a large french-door refrigerator; however it does not light up when you open it, so you are unable to look at its contents. You ignore the fridge while Desmond decides to start bringing random jars, Tupperware and bags out of the fridge and into the dimly lit kitchen, in order to examine them. Overall, you find nothing out of the ordinary in the kitchen, though you make note of these additional items: a dozen rolls of thick Bounty paper towels, several bottles of dish detergent, several sponges, 4 cutting boards, two full sets of kitchen knives in varying sizes - though these are too delicate to be of use in melee, a dessert blow torch, a pilot light, several pairs of oven mitts, a rolling pin, several ice cube trays, 2 propane tanks, a large roll of aluminum foil, a large roll of baking sheet paper, various cake tins, one muffin tin, one casserole plate, and a seemingly illimitable number and variety of microwave-safe custard cups, plates, and bowls. Desmond seems to have a gleam in his eye as he inspected the kitchen, clearly, he's pleased by what he's found. He also pockets a rolling pin. You and Desmond conclude your search of the 2nd Floor: Cafeteria.
At night, the Cafeteria level is completely dark, except for the moonlight visible through the western windows. From your current position, you can see:
West (supermarket). The automatic glass doors to the supermarket are closed and powered down. The supermarket is completely dark. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
Sometime in the night, Hastur arrives via the stairwell. Very late in the night, loud barking was heard from the floor above, followed by a crash from the floor below. Hastur smiles to himself. Shortly after, Matthew and his dog Tom bound through the southern stairs, looking sweaty and panicked.
Hastur (10) on 2nd Floor: CafeteriaName: Hastur
Legal Sex: Male,
Weight: Heavy
Role: Forest Firefighter
Notable Items:nylon backpack, calculator, bowie knife, combination shovel
Aside from shouting, he does not possess any reliable means to attract civilians currently in hiding. Aside from tempting the zombies with his flesh, he cannot reliably hold zombies' attention for long. By using his bowie knife, he can engage the zombies with medium risk to his person. By using his combination shovel, he can engage the zombies with low risk to his person.
You hand off your bowie knife to Desmond.
You take part in the free combat action against the zombie receptionist in the lobby. (See team report)
Action, Day: You move up the floors, with the intent to explore and eradicate. (See team report)
Action, Night: You barricade the stairs in the Lobby. However, you cannot seem to find any readily useful materials in the Lobby, from which to construct your barricade. If only the elevator was working, then you may be able to move furniture and other heavy equipment for your cause! Nevertheless, your ingenuity allows you to settle for a makeshift method of locking the stairwell doors via by the removal of a thick metal pin in the door's hinge mechanism. You have constructed a flimsy barricade for the southern and northern doors!
All locked doors - unless otherwise specified - are treated as flimsy barricades. It is impossible for any person or zombie who is "light" weight to break through a flimsy barricade on their own. An "average" person has a 50% chance to break through a flimsy barricade (1 roll per door per turn). Flimsy barricades cannot impede those of a "heavy" stature. If you are already on the appropriate floor: attempting to force locked doors count as a free action.
Having completed your work you head up to the 2nd Floor: Cafeteria. You see: Desmond & Roderick are busy searching. Jimi is sleeping. Ottofar is sleeping. Marcus is sleeping. Lozz is standing guard. You meet Desmond here and he hands you your bowie knife. In your lookout for useful objects (stimulants, camcorders, phones, etc), you remember that the university student Lozz is a proud owner of a mobile phone; and didn't she spend half the day searching the Lobby for useful objects anyway?
From your current position, you can see:
West (supermarket). The automatic glass doors to the supermarket are closed and powered down. The supermarket is completely dark. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
Much later that night, you hear a crash from the lobby as one of the doors budges in a violent burst of desparation, but it does not open: It seems that your handiwork has paid off. Matthew enters the 2nd Floor Cafeteria, looking haggard.
Ottofar (0) on 2nd Floor: CafeteriaName: Ottofar
Legal Sex: Male
Weight: Light
Role: Musician (Piano)
Notable Items: Piano Wire
Aside from shouting, he does not possess any reliable means to attract civilians currently in hiding. Aside from tempting the zombies with his flesh, he cannot reliably hold zombies' attention for long. By using the piano wire, he can engage the zombies with high risk to his person.
Action, Day: You move up the floors, with the intent to explore and eradicate. (See team report)
Action, Night: You arrive at the 2nd Floor Cafeteria, having descended from the 4th Floor: ICU. You find Desmond & Roderick searching here. Lozz is standing guard. Jimi is sleeping here. Feeling safe and content, you find a cozy spot to sleep. As you fall into a stupor, you are unaware of any other going-ons during the night.
Phantom (0) on 2nd Floor: CafeteriaName: Matthew McAverage
Legal Sex: Male
Weight: Average
Role: Dog Walker
Notable Items: Tom (dog), dog leash, plastic bags, running shoes.
With the aid of his dog, Tom, a 10yr-old Alaskan Malamute, he is effective at attracting civilians in hiding. The barking is very effective at attracting and holding the attention of zombies with no danger to himself or his dog. By using his barehands, he can engage the zombies with extreme risk to his person.
Action, Day: You use Tom to attract attention on the 2nd Floor: Cafeteria
You, Hastur, Desmond, Ottofar, Marcus and Roderick arrive on the second floor via the north stairwell. The cafeteria has broad floor-to-ceiling windows spanning the western side. The kitchens are to the east, behind a set of closed doors. Men & Women Restrooms are to the south. There are no zombies here.
You use Tom to attract attention: the barking results in a stir. The door to the Women's restroom swings open and two geriatric granny-zombies shuffle out of the loo and shuffle towards you. Confidently and cooly, Hastur, Desmond, and Roderick stride up to the pair. Roderick caves in the skull of one zombie with a quick whack of the baton, while the simultaneous slash delivered by Desmond and Hastur with the bowie knife & shovel decapitates the other. Confident that there are no more zombies in hiding, Hastur, Ottofar, Desmon, Marcus, and Roderick move to the next floor.
From your current position, you can see:
West (supermarket). The automatic glass doors to the supermarket are open and powered down. The supermarket is completely dark except for a strange light emanating from within the store. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
Action, Night: You use Tom to attract attention on the 3rd Floor: Pediatrics
You ascend to 3rd Floor Pediatrics. In the fading light, you see a neat row of protrusions from the wall, there are desks (dimly visible), and you can just make out a number of rooms in the east wing. There are no zombies here that you can see or hear. Eager to flush any zombies out of hiding, you coax your trusty Alaskan dog, Tom into barking. The effect is immediate! From the south, the sound of a door swinging open is accompanied by the sound of rushing feet. The unseen enemy emits a shrill wail as it's whipped into a frenzy! Simultaneously however, you also hear multiple overlapping pleas from the east, "Hello?! Is someone there?! Help us!" As if sensing the threat of mortal danger, Tom dashes back down the stairwell, dragging leash and master with him.
Technical:
I set you to retreat since you didn't provide combat behaviour: If you would have stayed and fought however, I will let you engage the frenzied enemy as a FREE action before the start of your next turn. A frenzied enemy increases your weapon RISK by one; since your current best weapon are barehands (extreme risk), so you'll need to roll a 6 to score the kill and avoid injury.
Hurrying down two flights of stairs, you try retreat to the Lobby as planned, but find that the door will not budge. You try but fail to break down the locked door.
All locked doors are treated as flimsy barricades. It is impossible for any person or zombie who is light-weight to break through a flimsy barricade on their own. An "average" person has a 50% chance to break through a flimsy barricade (1 roll per door per turn). Flimsy barricades cannot impede those of a heavy stature. If you are already on the appropriate floor: attempting to force locked doors count as a free action.
You rush back up the stairwell and run crashing through to the Cafeteria on Floor 2, where you find Hastur, Lozz, Desmond and Roderick looking at you with puzzled worriment. Jimi is sleeping here. Ottofar is sleeping here. Marcus is sleeping here.
From your current position, you can see:
West (supermarket). The automatic glass doors to the supermarket are closed and powered down. The supermarket is completely dark. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
Dwarmin (10) on 2nd Floor: CafeteriaName: Desmond Duane
Legal Sex: Male
Weight: Heavy
Role: Chocolatier
Notable Items: Big personal binder of new cutting-edge recipes, rolling pin.
Aside from shouting, he does not possess any reliable means to attract civilians currently in hiding. Aside from tempting the zombies with his flesh, he cannot reliably hold zombies' attention for long. By using his big book of recipes, he can engage the zombies with high risk to his person.
Hastur passes you his bowie knife.
You take part in the free combat action against the zombie receptionist in the lobby. (See team report)
Action, Day: You move up the floors, with the intent to explore and eradicate. (See team report)
Action, Night: You search the the 2nd Floor Cafeteria with Roderick.
You and Roderick arrive at the 2nd Floor Cafeteria, having descended from the 4th Floor ICU. Lozz arrives to patrol this floor. Though the night is quiet and calm, she remains alert. Jimi arrives, finds a cozy spot and quickly falls asleep. Ottofar arrives, finds a cozy spot and quickly falls asleep. Marcus arrives, finds a cozy spot and quickly falls asleep.
The cafeteria has broad floor-to-ceiling windows spanning the western side: Though the windows look sturdy, you determine that with a little thought, it would be easy to devise a way to break them. The elevator bank is to the north and its doors are firmly shut - but they could be pried open with an appropriate tool. The Men's and Women's restrooms are to the south. You find nothing of interest in the Men's restrooms. The kitchens are to the east, behind a set of closed doors.
The large dining tables here are constructed from wood and rather heavy: It's easy to appreciate the beauty in their design and sturdiness in their construction, even though you lack the necessary expertise to determine additional information. Comparatively, the chairs are collapsible and stack-able. They are fabricated from a cheap and light metal for ease of storage and setup. The two vending machines (one for drinks, one for snacks) are currently plugged in and well-stocked, but are unresponsive. The long counter in front of the doors to the kitchen is currently empty, though the numerous indentations suggest that hot food dishes are usually kept warm on this counter top. Bordering the two ends of the counter are a tall stack of lunch trays and a small table with cash register, plastic forks, knives, spoons, & paper napkins. Roderick's search of the cash register reveals $372.40 in bills and change. The counter cannot be moved. The grill in the ceiling above the counter top appears to be an access point for the ventilation shaft. It looks dark inside. Someone average or thin could spend 1 AP to investigate the dark ventilation shaft. If the explorer had a light source, investigating the vents would be a lot less time consuming, and therefore count as a FREE action.
You and Roderick pass through the eastern doors and enter the kitchen. Between the light shining through a small frosted glass window in the kitchen and the illumination from the adjacent dining area, you have enough visibility to conduct your search. After bumping your head, you discover the numerous pots and pans hang from a ceiling rack in the middle kitchen. You also locate an oven, dishwasher, and microwave. There is also a large french-door refrigerator; however it does not light up when you open it, so you are unable to look at its contents. However, through the process of bringing random jars, Tupperware and Ziploc bags out of the fridge and into the dimly lit kitchen, you are able to determine that there is a great variety of ingredients in the fridge.
You grow more and more excited with each additional ingredient you inspect, you rifle through the cupboards and sure enough, you were right: aside from a few minor (but in your eyes, irreplaceable) ingredients, you have everything you need to put together several of your famous personal recipes! In fact, though the equipment may not be up to your rigorous standards imposed down at "Sweetness and Light", everything appears to be serviceable. Really, is there anything more comforting than a heavenly chocolate treat? Of course not, especially not in the middle of this detestable zombie apocalypse.
In the rest of your search, you find nothing out of the ordinary in the kitchen. Nevertheless, you make note of these additional items: a dozen rolls of thick Bounty paper towels, several bottles of dish detergent, several sponges, 4 cutting boards, two full sets of kitchen knives in varying sizes - though these are too delicate to be of use in melee, a dessert blow torch, a pilot light, several pairs of oven mitts, several ice cube trays, 2 propane tanks, a large roll of aluminum foil, a large roll of baking sheet paper, various cake tins, one muffin tin, one casserole plate, and a seemingly illimitable number and variety of microwave-safe custard cups, plates, and bowls.
But wait, what's this? You spot a finely crafted rolling pin. Taking it in hand, you notice ornate bronze designs on the handles. The rolling pin feels weighty and significant: while others may only wield this as a blunt instrument, the rolling pin gains a magnitude of finesse when wielded by your expert hands. The rolling pin is considered a LOW RISK weapon in your hands, and a MEDIUM RISK weapon if loaned to others.
You conclude your search of the 2nd Floor: Cafeteria.
At night, the Cafeteria level is completely dark, except for the moonlight visible through the western windows.From your current position, you can see:
West (supermarket). The automatic glass doors to the supermarket are closed and powered down. The supermarket is completely dark. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
Sometime in the night, Hastur arrives via the stairwell. You return the bowie knife to his possession. Very late in the night, loud barking was heard from the floor above, followed by a crash from the floor below. Hastur smiles to himself. Shortly after, Matthew and his dog Tom bound through the southern stairs, looking sweaty and panicked.
Kashyyk (10) on 2nd Floor: CafeteriaName: Lozz
Legal Sex: Female
Weight: Light
Role: University Student
Notable Items: Backpack (Textbook, Notepad, Pencil case), Mobile phone, Multitool
Aside from shouting, she does not possess any reliable means to attract civilians currently in hiding. Aside from tempting the zombies with her flesh, she cannot reliably hold zombies' attention for long. By using her heavy textbook, she can engage the zombies with high risk to her person. By using her multi-tool, she can engage the zombies with high risk to her person.
You take part in the free combat action against the zombie receptionist in the lobby.
Action Day: You search the Lobby in detail.
The 40 ergonomic chairs in the lobby are sturdy but they are currently bolted to metal plates on the floor. While tedious, anyone can dedicate 1 action to unscrew all these chairs. If a wrench was found however, this may be accomplished as a FREE action. The shattered glass on the floor is a slipping hazard for civilians, though currently the floor appears to be clean.
On foot (or without special preparation), there is a 50% chance to slip. Since the floor is currently clean, slipping is of no consequence. However, if the floor becomes contaminated, a fall here it will result in an injury roll, just as if you failed in melee: 50% chance of infection + d6 incubation rolls. If you find something to clean up the glass with, you may do so as a FREE action.
Here, you also notice a plastic trash can (half-full, 6 gallon capacity): the top layer is composed of used tissues, empty coffee cups, and erroneous & incomplete hospital forms. The western automatic doors are shut, but as they are made of ordinary glass, they can only function as a flimsy barricade: if properly motivated, a lone zombie may be able to breach the western doors.
It is impossible for any person or zombie who is "light" weight to break through a flimsy barricade on their own. An "average" being has a 50% chance to break through a flimsy barricade (1 roll per door per turn). Flimsy barricades cannot impede those of a "heavy" stature.
Conversely, the doors for the northern and southern stairwells are single-wide and are built from reinforced metal. These doors swing outwards from the stairwell into the lobby.
With the zombie receptionist defeated, you examine the inside of the reception booth: You locate a phonebook - complete with business & residential addresses and phone numbers: a single page has been torn out. You also find a hospital directory inside the desk. The specific extension to each room in the hospital is now known. The controls for the lobby public speakers are also here. You wonder if the speakers are loud enough to be heard in the adjacent areas north, west, east, and south of the hospital. Unfortunately, without power, you are unable to test either the phone or speaker's functionality. Your search of the receptionist (what's left of her anyway), reveals a trampled and blood-soaked pack of gum.
During your examination of the elevators, you notice that the severed (right) leg is wrapped in blue denim material, the foot has a low-cut sock on, and is wearing a U.S. men's size 11 converse. Based on the lack of discoloration, it seems likely that the leg was severed from someone living. Listening carefully to the solitary yet soulful moans of the undead in the elevator shaft, you guess that there is a single zombie trapped on a floor below, which means the elevator must be stuck in one of the upper floors. However, without a way to illuminate the elevator shaft, you are unable to confirm her suspicions. The doors are wedged open due to the leg, but could be pushed open completely by someone heavy or average to allow someone light to ascend & descend via the elevator shaft, so long as the power is out.
You also find: pencils, hospital admission forms, insurance forms, newspaper, fire extinguisher, 1 bottle of tylenol and a single gold earring attached to a bit of earlobe.
From your current position, you can see:
West (supermarket): The automatic glass doors to the supermarket are open and powered down. The supermarket is completely dark except for a strange light emanating from within the store. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
East (city park): You can see the vibrant green swathe of trees. The glare from the sunlight makes it hard to make out anything else.
Having completed your search, you move upstairs to 2nd Floor: Cafeteria.
Action Night: You stand guard and patrol in the 2nd Floor Cafeteria as Jimi sleep, Ottofar, and Marcus sleep. Desmond and Roderick search the place thoroughly. Though the night is quiet and calm, you remain alert.
From your current position, you can see:
West (supermarket): The automatic glass doors to the supermarket are closed and powered down. The supermarket is completely dark. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket.
Sometime in the night, Hastur arrives via the stairwell. Very late in the night, loud barking was heard from the floor above, followed by a crash from the floor below. Hastur smiles to himself. Shortly after, Matthew and his dog Tom bound through the southern stairs, looking sweaty and panicked.
Your vigil is rewarded as night ends without trouble.
Eagle-eye (0) on the 2nd Floor: CafeteriaName: Marcus Aurelius
Legal Sex: Male
Weight: Average
Role: Surgeon
Notable Items: Bottle of Whiskey, Scalpel, latex gloves.
Aside from shouting, he does not possess any reliable means to attract civilians currently in hiding. Aside from tempting the zombies with his flesh, he cannot reliably hold zombies' attention for long. By using his scalpel, he can engage the zombies with high risk to his person.
Action, Day: You move up the floors, with the intent to explore and eradicate. (See team report)
Action, Night: You arrive at the 2nd Floor Cafeteria, having descended from the 4th Floor: ICU. You find Desmond & Roderick searching here. Lozz is standing guard. Jimi is sleeping here. Ottofar is sleeping here. Feeling safe and content, you find a cozy spot to sleep. As you fall into a stupor, you are unaware of any other going-ons during the night.
Thatdude (0) on 2nd Floor: CafeteriaName: Jimi Anderson
Legal Sex: Male
Weight: Light
Role: wannabe pro skateboarder.
Notable Items: A skateboard, an oversized black hoodie, a black hat with skull and crossbones on it (worn backwards) and a skating competition trophy.
Aside from shouting, he does not possess any reliable means to attract civilians currently in hiding. Aside from tempting the zombies with his flesh, he cannot reliably hold zombies' attention for long. By using his skateboard, he can effortlessly disengage and escape from the horde without tiring himself out. By using his skateboard, he can engage zombies with low risk to his person but with a fair chance of ruining his board.
Inside the confines of the building, you feel that your skateboard will not provide the same degree of mobility as it would outdoors.
Action, Day: You search the 4th Floor: ICU carefully.
You ascend the stairs rapidly, completely ignoring the 2nd floor: Cafeteria and 3rd Floor: Pediatrics. You emerge from the stairwell and enter the 4th Floor: ICU. The curtains are closed. The air is thick with the stench of decay. From the few shreds of light beaming in through the spaces between the closed curtains (there are windows to the north, south, east and west), you can see that the floor in the main area between the north & south stairwells is slick with gore: however, the floor of the corridors beyond this strip are clean. The room is deadly quiet. Until the room is better lit, it will be difficult to get a good look at the room. You can barely make out the hospital beds and equipment in this area. Furthermore, until you can clean the gore up, any attempts to interact with objects on this floor will be subject to a serious slipping hazard, besides who knows what infectious materials are on the floor? Alternatively, if cleaning's not your thing: maybe you can find some other way to get past the main area?
On foot (or without special preparation), there is a 50% chance to slip. A fall here it will result in an injury roll, just as if you failed in melee: 50% chance of infection + d6 incubation rolls. If you find something to clean up the gore with, you may do so as a FREE action.
Suddenly, a clever idea dawns on you: by pulling the curtains open, the morning light could easily illuminate the floor! And since you're on a skateboard, you won't need to worry about slipping and falling when trying to interact with the objects (curtains) in this room. Giving your competition trophy a kiss (and reassuring yourself in the process), you set off with a swift kick. Arms flailing, you almost fall off your skateboard. Luckily, you land sitting down squat on your board. You convince yourself that scooting around while sitting is better for your search anyway.
You open the curtains. It takes your eyes a moment to adjust as blinding light streams in through the windows from every direction.
From your current position, you can see:
West (supermarket). The automatic glass doors to the supermarket are open and powered down. The supermarket is completely dark except for a strange light emanating from within the store. There are several cars parked neatly in the supermarket parking lot: the vehicles appear to deserted. There are no zombies outside of the supermarket. At this height, you can also see a bit farther than the supermarket: there doesn't seem to be anyone or anything approaching the hospital from the west.
East (city park). You can see the vibrant green swathe of trees. The glare from the sunlight makes it hard to make out anything else, and the treetops obscure most of your view. Nevertheless, you can see the top of lamp posts (off) and a bit of the playground. At this height, you can also see a bit farther than the city park: there doesn't seem to be anyone or anything approaching the hospital from the east.
North (gas station). The lights inside the station are off. However, the neon logo of the gas company is very bright. There are 2 figures standing by the neon logo. There are no vehicles parked at the station. At this height, you can also see a bit farther than the gas station: there doesn't seem to be anyone or anything approaching the hospital from the north.
South (apartment complex). The apartment complex is 5 floors in height and looks new but otherwise ordinary. The main entrance to the complex is facing the hospital. You can tell most of the windows are shut based on the reflective glare. You notice that one open window (2nd floor) in particular has a large white bed-sheet hanging out of it, with a crudely painted "Help". At this height, you are unable to see any farther south due to the obstruction of the apartment complex.
You notice that the eastern window looks about ready to shatter. The northern window is cracked. Comparatively, the southern and western windows are undamaged, but you imagine it would be easy to break any one of these windows. The elevator bank is to the north and its doors are firmly shut - but they could be pried open with an appropriate tool.
A Bedpan, 1 stethoscope, several needles, several hospital trays, two IV bags, a few scalpels, a few tweezers, a few forceps, a few clamps, some gauze, tiny liquid filled bottles and several prescription bottles litter the floor. The labels on most of these bottles have been smudged too much, except for a bottle that reads, "Codeine" and a larger one that reads, "Iodine." The curtains around each of the hospital beds have all been pulled back, and you can see that bodies occupy every bad save one. And while the accompanying machines that usually monitor patient vitals are off, it's easy to identify them as deceased. You investigate the bodies and find a bullet hole in each body's chest - were these shots deliberately aimed at the heart? However, one of the bullets must have missed its mark: the patient had rolled out of bed, dragging his blood-soaked linens to the ground with him. The empty bed's linens are clean. The bed frame, headboard, and side rails are made from aluminum and features many vertical bars. You see that it would be effortless to disassemble these beds (anyone may do so as a FREE action). You cannot see around the bend to the corridor, but you can see that the floor there is clean.
As you make way around the corner, your skateboard leaves two narrow streaks of blood. Going down the corridor, you find a toppled vending machine obstructing your way. It is impossible to lift the vending machine, but someone "light" could squeeze through. Fortunately, you fit the bill and make your way through the gap.
A strong breeze greets you. While the main windows varied greatly in damage, the window here was completely destroyed: showing you a rather expedient (if fatal) exit out of the building. You gulp and draw your attention to the corpses of 4 dead zombies, each riddled with bullet holes. Spent shells litter the floor. The undead bodies have been stacked up. Above them, the grill for the ventilation shaft is hanging open. It looks dark inside. Provided one can reach this location, someone average or thin could spend 1 AP to investigate the dark ventilation shaft. If the explorer had a light source, investigating the vents would be a lot less time consuming, and therefore count as a FREE action.
You encounter Hastur, Desmond, Marcus, Ottofar and Roderick on ths floor as you re-emerge from the corridor and skateboard across the slick gore. You exit this floor via the stairwell. You finish investigating the 4th Floor: ICU just as the day ends.
Action, Night: You arrive at the 2nd Floor Cafeteria, having descended from the 4th Floor: ICU. You find Desmond & Roderick searching here. Lozz is standing guard. Feeling safe and content, you find a cozy spot to sleep. As you fall into a stupor, you are unaware of any other going-ons during the night.