Like a mechanical monster coming to life, the door to the Town Hall was raised. (Updated Thread's first post, placed in the Town Hall's map.) The loud creaking sound as it scraped upwards drowned out the low moans of the coming dead. Fortunately it wasn't over, the dead kept coming as the group tried to make their escape inside. Something was wrong, the door only raised about a half of its way until it started closing again.<br/><br/><strong>-Warning- -Warning- -Bio Hazard Detected, Initiating Lock Sequence-</strong><br/><br/>The Reinforced Blast Doors were closing up again by itself, they had to be quick to be inside, but it was slow, so there was enough time for everyone to get in. Unfortunately the door was too slow that 4 Zombies were able to crawl from the small opening and pursue the group. Before the door had completely closed itself from the outside, they would hear an immediate gunshot followed by another from the outside. It was the same set of Sniper fire that had started the night. It seems the thing that was watching them before realized they had escaped.<br/><br/>As the doors completely shut, emergency lights flickered slowly to existence and illuminated the Entry point and the Foyer further in. Aside from the four zombies and their eerie moans, the Hallways were silent. too silent. Perhaps all the occupants of the Town Hall had already went inside the bunkers. The entrance to the Bunkers was in plain view and were closed most obviously but a familiar security console lay beside to open it. It was funny how the bunkers were made in case of an emergency, drills were carried out monthly through out the town in case an unfortunate incident would befall on the twon. but in those drills, they always told the people that they didn't need to know the code to enter the bunker for there will always be a team of highly trained elites outside those doors waiting for survivors and helping them inside the safe room. Irony didn't come to much as a surprise as the so called elites were nowhere in sight, probably run off into the safety bunkers aswell. There was loud clanking from the closed door, as the zombies fruitlessly tried their best to get in. The group was safe for the time being, aside from the four zombies that had followed. They were actually safer than before.<br/><br/><strong>4 Zombies (Gun to melee range) = Easy Difficulty</strong><br/><br/>Door Options:<br/>-<strong>(Impossible</strong>+<strong>Gather Information</strong>+<strong>Charisma)</strong>= if you roll a successful check. Your character would have known the code to the security doors. and get to open without hacking. (your choice of freedom on how, an ex government employee, hacked the government database beforehand, etc.)<br/>-<strong>(Impossible</strong>+<strong>Computer Use</strong>+<strong>Int)</strong>= if you roll a successful check. Your character will be able to hack it and succeed.<br/>-<strong>Finding a key card that is somewhere in the Town Hall.</strong><br/><br/>Should the remaining 4 Zombies be dispatched, The Foyer will be Designated a<strong>Safe Zone</strong>. From other things,<strong>Safe Zones</strong>replenish your health and stamina. But in order to actually replenish it, the team will have to stay there for quite awhile.<strong>Safe Zones</strong>is the [Free Form] version of the game. Discuss, Plan, Plot, Converse or Do Small talk with other Characters (IC). The game will eventually move forward into everyone's discretion should they leave the room. Note that by leaving the<strong>Safe Room</strong>would be negating it being a safe room anymore and the team have decided to start the second chapter of this game. The Foyer will be the only<strong>Safe Zone</strong>in the Town Hall, opening any rooms surrounding it will Nullify the Foyer as a Safe Room indicating that the Team is ready to explore the Building and should you retreat back to the Foyer, it wont be a Safe Zone anymore, just a normal room.<br/>