Fast moveCJ: 1 success
Connor: 1 success
Matt: 2 successes
Using the ATZ: FFO Fast movement rules (which I like better than ATZ:BDTZ) both CJ and Connor move the 8” normal move +4” which equals 12” north. Matt with 2 successes could technically move 16” but doesn’t want to leave the group so will only move 12”.
Running straight north leads them right into PEF 2, which resolves as… Oh yay, a police car! Police are in a vehicle, and pass in sight test.
Meanwhile, what about that pesky car alarm?
The car alarm now generates zombies. As this is Day 1 of the outbreak, this urban area is treated as a suburban area (5 or 6 on d6) to generate new zombies. I roll and resolve 3 zombies that appear, one north, at 12:00, one southeast at 5:00, and the last at 6:00 south. They are placed 12” away from the noise that generated them (the car alarm) which means our heroes run right into the 12” zombie!
All zombies congregate on the car alarm as currently Stars are out of sight of any zombies. The two (5 and 6pm) zombies walk around the convention center and move west. The zombie walking north into section 4 turns around instead and heads south towards the car alarm. The two zombies in the street and the one on the west side of the center turn and congregate around the van; probably beating the hell out of it to get inside.
* * *
With Connor’s suggestion, the trio runs down the side of the street, northwards and hopefully to freedom. As they get nearer to the intersection suddenly a car’s headlights come on, and so do police lights and siren. A gruff voice over a PA system says “Hold it right there! Do not move!”
* * *
Now, we need to do a “Meet & Greet” for the police. Over to you folks!