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Neutral Good Human Witch/1
![]() Round 10: Holding the two duffel bags slugged over her shoulders, Quinn begins to move down the hallway. (With her backpack on and her bow holstered to her back.) Quinn slowly moves 15 feet South, attempting to stay out of the way of fighting zombies and remain unnoticed. (See map.) Stealth: 1d20 + 11 ⇒ (9) + 11 = 20 ![]()
Neutral Good Human Witch/1
![]() Round 8: Standard Action: Quinn picks up the two duffel bags and lugs them over her shoulders. Wordlessly, she nods to Hitomi’s question. Move Action: Quinn moves to the door that leads to the hallway. She looks back at the others to see if they are ready to move. ________ Round 9(?) or When Everyone is Ready: Quinn will wait until everyone is ready before opening the door to the hallway. Quinn opens the door slowly and peeks out from around the door. Stealth (open door): 1d20 + 11 ⇒ (4) + 11 = 15 Perception: 1d20 + 7 ⇒ (19) + 7 = 26 ![]()
Neutral Good Human Witch/1
![]() Round 5: Standard Action: Quinn backs away from the window to approach the glass case containing the quiver. Move Action: With her free hand, Quinn reaches into the display case and pulls out the quiver of arrows. Free Action: Quinn smiles at the ammo, "Nice going Dominique." _________ Round 6: Move Action: Quinn crouches down and detaches the nails. She puts the nailgun and nails in the orange duffel bag, zipping it closed. Standard Action: Still crouched, Quinn takes off her backpack. _________ Round 7: Move Action: Quinn unbuttons her backpack and loosens the drawstring. She hastily shoves the new quiver on the opposite side of the new one. Standard Action: Quinn tightens the drawstrings of her backpack and fastens the top flap with the button. She threads her arms through her backpack. Free Action: Quinn yells, Ready to leave?" Hopefully nothing attacks Quinn during Rounds 5-7 (or Devin and Elly are holding the undead horde off.) ![]()
Neutral Good Human Witch/1
![]() Round 3:
Round 4:
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Neutral Good Human Witch/1
![]() Round 3:
GM Wolf wrote: Quinn and Dom's room have 1d6 - 2 ⇒ (3) - 2 = 1 zombies trying to get in Seeing an immediate threat, Quinn decides not to attack the display case. Instead, Quinn approaches the window as the first zombie starts to hoist themselves through the broken glass. (move action) Quinn holds the nailgun to the zombie’s forehead as it climbs in through the window. KA-CHACK! (standard action) Quinn yells over the alarm: ”Dom, you get the arrows yet?” (free action) I hope Matthew is alive. Round 4:
GM Wolf wrote: Quinn and Dom's room have 1d6 - 2 ⇒ (6) - 2 = 4 more zombies trying to get in Quinn is relieved when she sees Hitomi make it into the Engineering room. She yells over the alarm: ”Hitomi! Drop the stuff and swing that axe.” (free action) As one of the four zombies heaves itself through the broken window, Quinn holds the nailgun to its forehead and staples. KA-CHACK! (standard action) The zombies crawl over one another, unperturbed about the buildup of bodies forming at the window. Did Matthew and Hino leave the building already? 48/50 nails. Can't wait for a map! Did you mean to swap Hino and Elly? ![]()
Neutral Good Human Witch/1
![]() Round 1:
Round 2:
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Neutral Good Human Witch/1
![]() Quinn looks around the home economics room and spots all sorts of cooking utensils. I wish I knew how to cook. Quinn sees the large heavy cutting knives and picks one up only to mindlessly stab at the counter with it. Dominique Trail wrote: "not balanced well but a cooking knife does not need to be. They will do until I can find some combat knives." ”Mmmf” Quinn grunts and leaves the knife. She prefers projectile weapons anyway. The items in the home economics classroom look unappealing to Quinn and she leaves without taking anything. In the third room, Quinn picks up the four rolls of duct tape and two bottles of water, carefully placing the items into her backpack. Quinn doesn’t want to risk burdening her two duffel bags with more items. The strain from additional weight may damage the nylon fabric. Quinn eyes the bow and arrows with keen interest. Oh! Arrows! Quinn examines the glass box and frowns when she spots the lock. I could try to break the glass but… Dominique Trail wrote: He practically drools at the swords in the display. He nods at the other displays and states, "Now we need a way to get through those pad locks or glass display cases." Quinn turns away from the display cases to nod at Dominique. Yeah, I guess finding the keys would be better than trying to break the glass… Sense Motive (Wis): 1d20 + 3 ⇒ (16) + 3 = 19 Quinn raises an eyebrow at Dominique as if to say not what I expected. Quinn gently sets both duffel bags on the floor so she can rifle through desks and cabinets, looking for the keys to the glass cases. Quinn occasionally looks up to see if Dominique is still standing at the door. Perception: 1d20 + 7 ⇒ (5) + 7 = 12 If Quinn finds any keys, she will attempt to open the case with the arrows first. If Quinn is unable to find the keys, Quinn will pull out the utility tool (from her backpack) and attempt to pick the lock (Quinn lacks the skill so her attempt will probably be poor.) _____________________ Quinn’s Backpack:
+ 3/12 arrows
+ thin metallic pencil case + school planner + lined notebook + a utility multi tool + three protein bars + four water bottles + four rolls of duct tape Quinn’s Green Duffel Bag (currently on floor):
+ six water bottles
+ six meals worth of food (missing a protein bar) + two hairbrushes + tampons and feminine hygiene pads + three packed lunches Quinn’s Orange Duffel Bag (currently on floor): + First-Aid Kit
+ two hammers + box of nails + chisel + a pair of cut-resistant gloves + portable nail gun + 20 volt battery pack and charger (for nailgun) + four rolls of nails 50/each (nailgun ammo) ![]()
Neutral Good Human Witch/1
![]() GM Wolf wrote: A nail gun is one portable tool with four reams of nails, 50 nails each. Quinn takes the portable nail gun and the four rolls of nails (50 each) from the second room. Quinn is tempted to waste a nail and staple something pointless but she resists the impulse. Quinn doesn’t check to see it the 20 volt battery pack is charged but she does take the battery’s charging station. Quinn stuffs the items into the orange duffel bag. ”Hitomi, are you going to take that axe or what? Let’s get out of here and find Electra.” Quinn lugs both the green duffel and the orange duffel over her shoulders. Quinn isn't going anywhere fast. Quinn moves to the hallway and peers into the second room, ”Electra? You guys in here?” Looking around the room, Quinn thinks: Home Economics, huh? Perception: 1d20 + 7 ⇒ (15) + 7 = 22 Quinn continues to move down the hallway and peers into the third room. "Guys? Find anything good?" Quinn is ready to regroup. She didn't find any arrows but she hopes her companions found some decent items. Perception: 1d20 + 7 ⇒ (7) + 7 = 14 "You all ready to head to the cafeteria?" Quinn's face holds her stereotypical frown as she looks around at her companions. ![]()
Neutral Good Human Witch/1
![]() GM Wolf wrote: Quinn searches the room, first she finds the first aid kit on the opposite wall that Dom was searching. Then searching the teacher's desk you find several keys. One of them opens the cabinet and you find all sorts of nice tools. A standard set of hammers, chisels, and any other suggestions? Dominique Trail wrote:
Quinn smiles at Dominique, hoping her black eyeliner and mascara still looks on point. She walks to the worktable with the green duffel bag and pulls out an orange folded bag. Quinn zips the green duffel bag closed and returns to the cabinet with the folded duffel bag she just retrieved. Loading the orange bag with items, Quinn asks: ”Dom, do you know how to ride a motorcycle or is that leather jacket just a fashion statement?” Quinn stops for a moment to examine Dominique’s jacket. Quinn turns back to loading the bag with items. While Quinn’s putting items into the orange duffel bag, she takes a dust mask from off of a nail hook and pulls the elastic over her head. She offers another to Dominique. Quinn’s Backpack:
+ 3/12 arrows
+ thin metallic pencil case + school planner + lined notebook + a utility multi tool + 3 protein bars + 2 water bottles Quinn’s green duffel bag (currently on table):
+ six water bottles
+ six meals worth of food (missing a protein bar) + two hairbrushes + tampons and feminine hygiene pads + 3 packed lunches Quinn’s orange duffel bag (holding, then on table):
+ First-Aid Kit
+ two hammers + box of nails (GM okay?) + chisel + a pair of cut-resistant gloves (woodshop gloves) (GM okay?) Quinn places the orange duffel next to the green one on the table and searches the teacher’s desk for a black sharpie. Quinn draws a giant ‘X’ over the dust mask. She pulls the mask back over her head but lets it hang uselessly around her neck. ”I’m ready to check out those two rooms you found.” Quinn grabs a pair of safety goggles off the peg rack, covers her face with the dust mask, and holds up a hammer. Ugh I hate these woodshop goggles but it’s better than getting blood in my eyes. Hammer in one hand, Quinn unlocks one of the doors with the other. She pushes open the door and signals for Dominique to look inside. Quinn follows holding up the hammer. Quinn whispers to Dominique: "What is this? A storage closet?" Quinn will turn on the light if there is one. Perception: 1d20 + 7 ⇒ (2) + 7 = 9 If the first locked room is clear, Quinn approaches and unlocks the second locked room. Allowing Dominique to go first and holding up her hammer preemptively. "See anything useful?" Quinn whispers at Dominique. How big are the two locked, windowless rooms? Are they the size of broom closest or are they the size of a classroom? Quinn will turn on the light if there is one. Perception: 1d20 + 7 ⇒ (16) + 7 = 23 Is Hitomi still with Quinn and Dominique in the Woodshop room? ![]()
Neutral Good Human Witch/1
![]() Quinn takes her time in woodshop, peeking around and looking for useful objects. Quinn will search the teacher's desk for a key to unlock the tools' cabinet. If she's unable to find a key, she'll go get Matthew and ask him to unlock it. If Matthew doesn't have a key to unlock the cabinet, Quinn will look for an object to destroy the lock or the door of the cabinet. If that fails, Quinn will ask her companions if they can help open the cabinet. Perception: 1d20 + 7 ⇒ (9) + 7 = 16 ![]()
Neutral Good Human Witch/1
![]() With the door unlocked, Quinn enters the first room and looks around. Are you going to give us a layout of each of the classrooms or should we just assume they have the typical items? Please disregard my spoiler if you plan on going into detail. I just wrote to provide more color to my own RP. Quinn inside the Woodshop: Quinn enters the first room once Matthew unlocks it. She flips on the light, peers around at the equipment, and realizes it’s the carpentry classroom. Quinn stops in front of the bandsaw and looks it up and down frowning. This cuts through wood and metal, but a human skull would probably be too thick. The bandsaw is primarily used to trimming smaller pieces of wood or notching off a small section. Next, Quinn walks over to the bin of leftover wood parts, scraps from student projects. Hmm, I wonder if we should take some to board up a few windows.
Quinn leaves all the wood in the bin untouched and approaches one of the worktables, commonly fashioned with a vice on either side. The vices are stereotypically bolted to the table, ready to secure wood projects in place. Quinn sets her duffel bag on one of the tables and is careful not to hit one of the metal chairs. (We had metal chairs when I was in school.) The metal chairs were notorious for scraping loudly across the concrete floor of the shop. Although, when the carpentry machines were turned on and cutting wood, the sound of scraping metal chairs could easily be drowned out. When class was in session, this was a very noisy room. With her duffel bag situated on a classroom table of the carpentry shop, Quinn approaches the storage room that holds current student projects. Quinn flips on the light. She rifles through the cubbies, looking for carpentry tools students may have brought from home and student works-in-progress that may be beneficial. Wood is heavy so some of the projects “shunk” against one another as wood hits wood. Let’s see what we have here… Exiting the storage cubby area with whatever Quinn manages to find and is interested in looting, Quinn passes a tablesaw, usually only operated by the sensei and experienced upperclassman. The tablesaw is used for cutting large pieces of wood on its flat surface. Quinn eyes the nearby teacher’s station. Typical… the sensei would want to keep a close eye on this piece of equipment. Quinn also passes a giant blue lathe. Quinn circles the lathe, looking it up and down wistfully. I wish I’d taken a woodshop class. This is what they use to make the rods of arrows, baseball bats, and chair legs. Quinn doesn’t dare turn the machine on. She knows all the machines are noisy. Quinn eyes the rack on safety goggles and protective earmuffs but decides against taking either. It’s a zombie apocalypse and Quinn plans on looting a nicer – new - pair of protective goggles from a store. Quinn eyes the school eyewear, carelessly scratched up from student use. They aren't even black... Quinn approaches the tools cabinet, made out of wood – perhaps this cabinet was make in this woodshop class Quinn considers. Quinn opens the woodshop cabinet where tools are kept, expecting to find handsaws, hammers, clamps, wood glue, nails, hand sanders, various grades of sandpaper, and other miscellaneous objects. I wonder what is inside for me to take... hmm. Quinn isn’t being particularly quiet but she’s not being purposefully loud either. ![]()
Neutral Good Human Witch/1
![]() Seeing that the hallway appears untouched, Quinn turns back to her companions and smiles (an uncommon expression for Quinn’s face.) Quinn whispers ”Quick, let’s find some weapons! Let me know if you see some arrows laying around.” Although Quinn knows the likelihood of finding arrows is unlikely. They’d have much more luck at a sporting goods store. Quinn puts her bow away so her hands are free. She sneaks down the hallway and into the first available room she sees. Maybe I can find something that makes noise to draw the zombies away from the door. If there are windows, Quinn glances out the glass panel to observe the outside area. Stealth: 1d20 + 11 ⇒ (17) + 11 = 28 Perception: 1d20 + 7 ⇒ (10) + 7 = 17 ![]()
Neutral Good Human Witch/1
![]() Sad to see you go rungok and I completely understand. Personally, I've limited my games to four (and this is one of the four.) Four games seems to be a good limit for myself. In other news, I'm against police brutality, wouldn't this be a ridiculous vehicle in a zombie apocalypse? How many zombies do you think this machine could take? ![]()
Neutral Good Human Witch/1
![]() Matthew G. Smith wrote: He hurries a bit too much and another zombie begins to slowly move towards the group. The keys snagged in his pocket made a jingle, and more as he quickly searched for the right key. As Matthew searches for the correct key, Quinn takes out an arrow and nocks it into her bow. Maybe this will give Matthew more time. She aims for one of the approaching zombies within 30 feet. (Whichever one is closer or not obstructed from view.) Quinn aims for an eye, enjoying the “justified” killing. She never liked many people at this school anyway – at least the ones that treated her like she was some sort of black-clad freak. To hit: 1d20 + 3 ⇒ (12) + 3 = 15
Compound bow (Archaic): 1d8 + 4 ⇒ (5) + 4 = 9
Arrows: 3/12 Remaining Hitomi Tanaka wrote:
Quinn frowns at Hitomi's 'stealth' but doesn't say anything. Quinn figures it's hard to be quiet when you're so tall. I'm confused, is Dominique securing the previous door? Or the door to the workshop? Quinn follows the others inside the workshop as quietly as she can (assuming nobody else besides Hitomi attracts more undead.) ![]()
Neutral Good Human Witch/1
![]() Quinn continues towards the workshop unless there are obvious dangers. She passes by Dominique who holds open the door for the rest of the group. Outside, Quinn takes a look around. Perception: 1d20 + 7 ⇒ (12) + 7 = 19 As long as there aren't any immediate dangers, Quinn decides to proceed. Quinn attempts to cross the 30 feet towards the door of the workshop unnoticed. Stealth: 1d20 + 11 ⇒ (3) + 11 = 14 After crossing, Quinn tries the door to see if it's locked. She looks back at her companions. Hurry up Matthew. ![]()
Neutral Good Human Witch/1
![]() Quinn scowls at Matt when she hears him drop his broom. Really? Then she glares at each person behind her, daring them to make more noise. A finger is raised to her lips. Quinn sees Elly urge Matt to keep going. Maybe Elly has the right idea? Quinn isn't sure if it's better to take the zombie out now or wait until later. Undecided, Quinn continues forward. Maybe the zombie will forget, Quinn hopes. ![]()
Neutral Good Human Witch/1
![]() Satisfied, Quinn pulls another arrow out of her backpack and nocks it to her bow string. I hope someone else saw how sick that shot was. Quinn smirks to herself. Quinn rolls her eyes and mentally groans at the sight of the zombies. She knows being steathy with this many people is going to be difficult. She motions with her arm for people to follow before continuing forward. Stealth: 1d20 + 11 ⇒ (11) + 11 = 22 Quinn mostly looks forward, but will glance behind herself if she hears anything. She will scowl if anyone makes noise. Perception: 1d20 + 7 ⇒ (6) + 7 = 13 ![]()
Neutral Good Human Witch/1
![]() GM Wolf wrote:
Quinn glares at Mino and whispers: ”Mino! You need to be more careful or you’ll get us all killed!" Did she do that on purpose? Quinn doesn't ask because their situation is already stressful, plus Mino might die soon anyway, Quinn thinks to herself. Dominique Trail wrote: Dom whispers, "Arrow or blade?" Looking at Quinn and the others before acting if someone says blade. Quinn hesitates before whispering back ”Arrow would probably draw less attention but I need to get closer to make the shot. Everyone, wait here and watch my back.” Quinn moves ten feet closer to be within thirty feet of the zombie, her bow drawn. She calms her breathing as she attempts to line up a shot to the zombie's eye. Stealth: 1d20 + 11 ⇒ (16) + 11 = 27 To hit: 1d20 + 3 ⇒ (13) + 3 = 16 (Surprise Round?) Damage: 1d8 + 4 ⇒ (4) + 4 = 8 (4/12 arrows) ![]()
Neutral Good Human Witch/1
![]() GM Wolf wrote: Quinn finds the mother load and gets three lockers, finding books, athletic uniforms, towels, running shoes, a soccer ball, a pair of gloves, Quinn zips open the duffel bag and her backpack to add a few items. Then, Quinn pockets the second pocket knife and the baseball in her other jacket pocket. The baseball could prove to be a brief noise distraction. Quinn’s duffel bag:
+ six water bottles 2 added + six meals worth of food (missing a protein bar) + two hairbrushes + tampons and feminine hygiene pads + 3 packed lunches (one was found previously) Quinn’s backpack:
+ 5/12 arrows + thin metallic pencil case + school planner + lined notebook + a utility multi tool + 3 protein bars + 2 water bottles + empty folded duffel bag “Does anyone need a pair of running shoes or a backpack?” Quinn holds up the two empty backpacks and a pair of running shoes. ”I also found these gloves. Maki, do you want them?” If nobody wants an empty backpack, Quinn asks Hitomi if he minds carrying them in one of the boxes he’s already carrying. Quinn holds up the soccer ball, examining it before handing it to Hitomi Tanaka, ”Maybe you can use this. I bet you can throw it pretty far with your strength. Not now,” Quin adds quickly, “but if we get into trouble.” --------------------------------------- Kimura Maki wrote: She turns to the group after bagging the supplies she could find. "My dad's a police officer. He says I should get to the edge of the city and find a safe place." She sniffs. "I can try to meet him at the Takao Junior High on Friday, hopefully. He says not to go through town. Too many... threats." She still has a hard time disassociating the zombies from the people they used to be, but distancing herself with those words were helping. Threats. That works for her. Edge of the city huh? Quinn frowns. That's quite a distance to need to traverse by foot. She still wanted to stop by her apartment and change out of her ugly school uniform for her more familiar jeans, leather jacket, and combat boots. On foot, it would take a good thirty minutes. By car, maybe only ten and that was assuming the roads were clear. ”Do you have any plans for how to get to the edge of the city?” Quinn casts a doubtful glace at Kimura Maki. Hearing Matthew and Electra, Quinn decides chime in: ”I third the notion of traveling to the workshop next.” Quinn waits for Dominique, Devin, or someone else to go first. Following close behind, Quinn does her best to stay silent. ”Remember to lock the door” she whispers. (I assume they leave the way they came – through the gym and back through the girls’ locker room) Quinn wears hear backpack and hoists the duffel bag over her shoulder, gripping the handle. She holds her bow in her free hand. Stealth: 1d20 + 11 ⇒ (20) + 11 = 31 Perception: 1d20 + 6 ⇒ (17) + 6 = 23 ![]()
Neutral Good Human Witch/1
![]() Devin Cerrone wrote: "Do we have a pry bar or anything we can use to break open the other lockers." Quinn opens the lunch box to look inside, examining the contents. Quinn frowns at Devin's question, What a stupid question. Quinn shakes her head, "No, I don't have a crowbar. Breaking into the lockers would make a lot of noise." Quinn doesn't consider quieter methods of breaking into lockers. In the boys' locker room, following behind Dominique: Stealth: 1d20 + 11 ⇒ (4) + 11 = 15 Perception (looting boys' locker room): 1d20 + 6 ⇒ (4) + 6 = 10 ![]()
Neutral Good Human Witch/1
![]() Quinn moves back towards the group, searching the girl's locker room once more for anything she missed the last time. She'd only searched for five minutes the first time. Perception (looting for supplies): 1d20 + 6 ⇒ (12) + 6 = 18 (Interested in food, black and dark makeup, duffel bags, flashlight, arrows.) To the group, Quinn comments: "The gym is empty but there is a mass of the undead grouping outside the building. Maybe from that yippy dog. Let's hurry and loot the boys' locker room so we can go to the cafeteria." Quinn eyes Dominique. "You feel well enough to lead us to the boys' locker room from the gym? There might be more undead inside," Quinn cautions. Quinn follows Dominique into the boys' locker room from the gym (assuming he agrees.) Her bow is back out again. Stealth: 1d20 + 11 ⇒ (4) + 11 = 15 Perception (looting boys' locker room): 1d20 + 6 ⇒ (4) + 6 = 10 Diplomacy: 1d20 - 1 ⇒ (11) - 1 = 10 Inside the boys' locker room, Quinn whispers: "Everyone, search for food and supplies. We need containers to carry food. Hitomi, do you mind carrying what we find? These items that used to belong to people aren't needed by their original owners anymore, so it's fine if we take them. It's not stealing. They'd want us to have them." Feel free to ignore Quinn's request to help search. ![]()
Neutral Good Human Witch/1
![]() Quinn dexterously sidesteps as Hitomi charges forward. Quinn retrieves her pocketknife from the zombie’s ear and wipes it clean on a pair on gym shorts laying in the locker room. ”That was... exciting,” Quinn offers and she returns the knife to her jacket pocket. Quinn looks over to Matthew and whispers: ”Matthew, if you don’t mind, please examine Dominique. Those zombies... looked different... I’ll scout ahead and secure the room.” Quinn slinks towards the gym door and peers into the gym. Stealth: 1d20 + 11 ⇒ (19) + 11 = 30 Perception (gym): 1d20 + 7 ⇒ (2) + 7 = 9 Quinn cautiously peers into the gym from behind the safety of the door. If there are no immediate threats, Quinn stands there motionless for two minutes. Stealth: 1d20 + 11 ⇒ (9) + 11 = 20 Rolling again because taking 2 minutes to examine gym. Quinn closes the door as quietly as she can and latches the lock. If the lock is busted, Quinn frowns. ![]()
Neutral Good Human Witch/1
![]() Round 3: Move Action: Quinn moves in to where all the action is happening but it's hard to get access since so many people are surrounding Dominique and the zombie. Standard Action: Pocket knife in hand, Quinn attempts to jab it in the zombie's ear. To hit: 1d20 + 1 + 2 - 4 ⇒ (17) + 1 + 2 - 4 = 16 (+1 BAB) (+2 Flanking) (-4 Cover from people/or improvised weap?) If pocket knife treated as knife: 1d4 ⇒ 3 If treated like a small improvised weapon: 1d2 ⇒ 2 (Link) (-4 to hit improvised) Free Action: Quinn hisses: "The brain, destroy the brain!" ![]()
Neutral Good Human Witch/1
![]() Initiative: 1d20 + 0 ⇒ (16) + 0 = 16 Round 2: Free Action: Quinn's eyes grow larger. She whispers loudly: "Shh! You'll attract more of them!" Quinn takes a look around the room, listening to see if more zombies are approaching. Perception: 1d20 + 7 ⇒ (2) + 7 = 9 GM Wolf wrote: The other zombie with Dom dazed goes for a bite. She bites his neck just not deep. Latched onto Dom now makes attacking her more risky. Standard Action: Quinn aims her bow for a shot then lowers it, cursing. "%#1&" She was a coward - afraid she might accidentally shoot Dominique. What's wrong with me? I barely know him. Why do I care? Move Action: Quinn puts away her bow so she can pull out her pocket knife. The pocket knife would prove to be a better weapon for close combat. ![]()
Neutral Good Human Witch/1
![]() Initiative: 1d20 + 0 ⇒ (16) + 0 = 16 Round 1: Move: Quinn tries to move so that she has something between her and the zombies (a locker room bench perhaps?) The intention of her movement is also to try to get a better shot at the zombies. Standard: Quinn aims her bow at the closer of the two zombies and shoots, aiming for the eye socket. To hit: 1d20 + 3 ⇒ (19) + 3 = 22 (Penalty for shooting into combat or cover?) Damage: 1d8 + 4 ⇒ (2) + 4 = 6 Free Action: Quinn remains silent but is concerned for Dominique. She doesn't say anything because she doesn't want to attract attention.
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