
A zombie, a gaunt adult male with gray, mottled skin, a sunken face, stringy dark hair, and a torn brown jacket hanging from his narrow frame lurches into the street outside Doober’s home, its clothes torn and its attention fixed on the nearest living movement. The quiet neighborhood suddenly feels exposed.
Doober crosses the yard and vaults the fence into Diane’s backyard, landing hard among overgrown grass and scattered patio furniture. The fence gives him only a thin barrier.
Inside the nearby house, Diane remains unaware, separated from the street by walls, windows, and the backyard’s narrow strip of open ground.
The zombie reaches the fence and grabs the top rail. Wood creaks under its weight as its head jerks toward the house beyond Doober.

Doober
The fence will not hold it for long.
A dull impact rattles the boards. Inside, a faint movement crosses near the back window, but Diane has not yet seen the danger pressing against her yard.
✓ Quest Accepted
Secure Diane behind a defensible barrier
“i back up to warn diane by knocking on the window while still facing the zombie”
SUCCESS (Good Agility, rolled -1)

Doober backs across the grass toward the rear window without turning away from the zombie. His heel catches a broken patio slat, scraping his ankle, but he stays upright and keeps the creature in sight.
His shoulders reach the glass. He raps hard against the window, the sharp knocks carrying through the quiet house while the zombie wrenches the fence rail behind him.

Diane
Doober? What is happening?
Diane appears at the window, alerted by the knocking. Her gaze follows his warning toward the fence, and her face tightens as the zombie’s hands rise over the boards.

Diane
There’s someone outside!
The fence gives another strained crack. Diane remains behind the closed window, now looking directly at the danger, while Doober’s ankle stings beneath his shoe.
“i single her to open the window and when she does i say get ready to go only what you can carrie and i move closer to the zombie and i advance towards the zombie with ease showing how well i know a sword”
SUCCESS (Great Tactics, rolled +0)

Doober gives Diane a sharp signal through the glass. She unlocks the rear window and slides it open, leaving a clear way inside, though the zombie’s cracking fence has cost him precious seconds.

Doober
Get ready to go. Take only what you can carry.

Diane
I’m ready. Give me a second.
Diane turns from the open window and moves into the house to gather essentials. Doober draws his heavy longsword, its durable steel steady in his grip, and steps toward the fence.
Family ties keep pulling Doober’s attention toward Diane, and distrust makes him reassess every angle, but his tactical training reads the zombie’s balance and reach with practiced clarity.
His headshot expertise sharpens the approach without turning it reckless. He advances with easy, disciplined footwork, sword held ready as the zombie hauls itself over the weakened fence.

Diane
Doober, I have the bag. I’m coming to you.
The open window stands behind him, and Diane has her bag. Doober reaches the fence line with the zombie directly ahead, but the exact contents of the house remain unchecked.
“i thrust the sword forward and i chop its head off killing it and say follow me”
FAILURE (Great Tactics, rolled -2)

Doober thrusts the heavy longsword forward, then chops for the zombie’s neck. His attention flicks toward Diane at the window, but distrust makes him adjust for the creature’s crooked reach.
The blade bites through the zombie’s shoulder instead of its head. The durable steel holds true, but the awkward angle twists the creature sideways and tears the weakened fence farther open.
Headshot expertise keeps Doober from overcommitting. He wrenches the sword free as the zombie stumbles through the broken gap, leaving the open window and a clear route around the fence behind him.

Doober
Follow me.
Diane clutches the bag and climbs through the rear window. The zombie turns toward her, off balance but still moving, while the collapsed section exposes a faster path along the house.

Diane
I’m right behind you!
Family ties pull Doober’s gaze back to Diane for one dangerous instant. The zombie’s misshapen advance has revealed the usable opening: the side passage is clear, but the fence no longer protects them.
“i rush the zombie with absolute focus and kill it instantly”
SUCCESS (Good Strength, rolled +1)

Doober rushes the zombie with absolute focus, the heavy longsword driving forward in both hands. Family ties tug his attention toward Diane, but distrust keeps his angle tight and controlled.
The zombie lunges crookedly through the broken fence. Doober’s headshot expertise corrects the sword’s line at the last instant, turning the charge into a precise killing strike.
The durable blade lands cleanly at the head, and the zombie drops instantly beside the ruined fence. Doober’s momentum carries him down hard, scraping his palm against the boards.
His shoulder slams the ground, leaving his arm aching, but the sword remains intact in his grip. The passage along the house is clear, and the immediate threat is over.

Diane
Doober, are you hurt?
Diane steps fully through the window with the bag clutched close, then stops beside the opening. Her eyes move from the fallen zombie to Doober’s scraped hand.
“ill be fine as i grab a advil from the medbag and take it and say lets go its not safe here”
SUCCESS (Great First Aid, rolled +1)
Doober retrieves Advil from the ambulance medbag and swallows it with a careful breath. The bag’s organized supplies make treating his aching shoulder and scraped palm quick and practical.

Doober
I’ll be fine. Let’s go. It’s not safe here.
The medicine settles as Doober closes the medbag. His shoulder still strains when he rises, but the immediate pain becomes manageable, and his grip on the longsword steadies.

Diane
All right. Where are we going?
Diane tightens her hold on the bag and moves beside him. Doober’s attention lingers on her for a vital second, family ties overriding his instinct to leave the exposed yard immediately.
Behind them, the zombie’s body lies motionless beside the ruined fence. The side passage remains open, leading away from the street and toward whatever shelter they can reach next.
“i put my sword in its sheath and keep my keep which ever shoulder is hurt and reach out with the other arm to diane to grab her hand and speed walk away”
SUCCESS (Good Agility, rolled -1)

Doober keeps his aching shoulder tucked close and guides the heavy longsword into its sheath. Its durable steel settles securely, leaving his other arm free.
Headshot expertise keeps his movements precise even while family ties pull his attention toward Diane. He reaches for her with the uninjured arm.
Diane takes his hand immediately. The medbag hangs safely with its organized supplies secured, ready for further treatment if his shoulder needs it.

Diane
I’ve got you. Let’s keep moving.
Doober speed-walks with Diane through the side passage, protecting the hurt shoulder while keeping their joined hands steady and the fallen zombie behind them.
They clear the ruined fence and move farther from the exposed yard. The sheathed sword stays secure, the medbag remains useful, and Diane keeps pace beside him.
Doober leaves side passage behind and arrives at a house in the out back woods.
“we quietly and quickly and persistently move along the streets making our way to a out back woods and i take us to a house and begin unlocking the very complex lock on the house which is the size of a full one story house and made of metal and have diane close to me watching out for any move met”
SUCCESS (Good Agility, rolled +1)

At the edge of the back woods, a full one-story house rises behind tangled brush. Its walls, roofline, and sealed entrance are made of dull metal, blending into the gray trunks and damp undergrowth.
Doober keeps low and moves quickly along the quiet streets until the trees conceal them. Diane stays close at his side, scanning the road, windows, and shadowed gaps for movement.

Diane
Nothing moving. Keep your eyes on that door.
The entrance has no visible handle, only a complex mechanical lock set into the metal. Doober works it patiently, shielding the mechanism while Diane watches the woods.
The final catches release with a heavy internal clunk. The metal door opens inward, revealing a dark, orderly interior and a second advantage: the lock can be secured from inside.

Diane
It’s solid. We can disappear in here for a while.
Diane slips through first while Doober remains near the threshold, listening. Beyond the doorway, the house is still, dry, and large enough to offer shelter without exposing them to the road.
“hear take the medbag and sort it out while i make sure we wernt followed”
SUCCESS (Good Perception, rolled +0)

Diane takes the ambulance medbag deeper inside and sets it on a broad metal counter. She unfastens every compartment, laying out bandages, medicine, tools, and sealed supplies in clear rows.

Doober
The house is quiet, and the lock is secured behind us.
Doober checks the entrance, then the windows and adjoining rooms. Distrust makes him repeat each angle instead of accepting the first scan, while headshot expertise keeps his attention trained on places an attacker would appear.
He circles the sealed house and listens through the metal walls. No footsteps, voices, shifting brush, or movement follows their route; the woods and street remain empty.

Diane
The medbag is sorted. I know where the first-aid supplies are, and nothing looks damaged.
Diane closes the smaller pouches but leaves the emergency supplies accessible. She places the bag beside the entrance, organized for a quick grab while preserving its medical inventory.

Diane
I don’t see anyone outside. We can use this room as a base for now.
Quest Complete
Secure Diane behind a defensible barrier
Attribute Upgrade: Agility Good→Great
“i cover the house in brush and levies and i come inside and i lock up the door and move to the table to start treating myself and see if diane can find any other injuries on me after she cheeks me i cheek her for injuries”
SUCCESS (Great Survival, rolled -1)

Doober drags brush and wet leaves around the metal house, breaking up its straight walls and dulling the entrance from the woods. Shelter fortification turns the cover into a deliberate concealment rather than a careless pile.
The work strains his aching shoulder whenever he reaches and lifts, while his scraped palm stings against each branch. Distrust makes him circle the house twice, checking that no bright metal or clear path gives it away.
Satisfied that the camouflage blends with the brush, Doober comes inside, pulls the metal door shut, and locks it. The completed cover hides the structure from ordinary sight, though the effort leaves his shoulder tight.
He moves to the table and opens the ambulance medbag. With careful movements, he cleans and checks his scraped palm, then examines the shoulder that aches whenever he raises the arm.

Diane
Sit still for a moment. I’ll check the places you can’t see.
Diane checks his shoulder, arm, back, and sides, finding no injury beyond the scrape and the minor strain. She leaves the supplies arranged within reach on the table.
Doober then checks Diane from head to toe for cuts, bruises, or hidden pain. She has no other injuries, and the locked, camouflaged house settles into a usable temporary base.
✓ Quest Accepted
Assess the danger outside
“i go get diane something to eat i grab a granola bar and a cup of water from the shelter which is full of supplies to last a long time and has gear and a good sleeping area”

Doober rises from the table and crosses to the shelter’s supply area. The organized stores fill sturdy shelves with food, water, tools, spare clothing, and equipment beside the good sleeping area.
He selects a granola bar and a sealed cup of water, keeping the movement easy so his aching shoulder is not strained. His cleaned palm stays clear of unnecessary pressure.

Diane
You found something to eat?
Diane looks up from the arranged medbag as Doober carries the food back. The shelter remains quiet around them, its supplies secure and its sleeping area ready.
Doober sets the granola bar and cup of water within Diane’s reach. The simple meal is intact, clean, and immediately available without disturbing the shelter’s larger reserves.

Diane
Thanks, Doober. I’ll eat here while you finish checking the shelter.
“i dont want to make you feel uncomfortable but i would like to sleep in the same bed or at least room so i can keep you safe but i wont if you dont want me to”
FAILURE (Good Willpower, rolled -2)


Doober
I don’t want to make you uncomfortable, but I’d like to sleep in the same bed, or at least the same room, so I can keep you safe. I won’t if you don’t want me to.
Diane pauses with one hand on the medbag. Family ties make Doober wait for her answer instead of assuming closeness, while distrust keeps his attention on her expression and the room’s secure exits.

Diane
I know you’re trying to protect me. But sharing the bed would make me uncomfortable right now.
The answer lands quietly but firmly. The shelter fortification gives Diane a safer alternative: the sleeping area can be divided from the main room, with the locked door and supplies close at hand.

Diane
I’ll take the sleeping area, and you can stay just outside it. That way you can hear anything, but I still have some space.
Diane gathers the medbag and moves toward the sleeping area, leaving the door open. The arrangement changes the shelter’s use: protection remains shared, but the bed is no longer an obvious place to press the question.
“i don't want to make you feel uncomfortable but i would like to sleep in the same bed or at least room so i can keep you safe but i wont if you don't want me to”
SUCCESS (Good Willpower, rolled +2)

Diane places the medbag beside the sleeping area and pulls a blanket from the neatly stored bedding. She leaves the door open exactly as promised, keeping the shared room visible.

Diane
You can stay here, Doober. Just keep to your side of the room, and let me know if you need anything.
Diane settles onto the bed while Doober arranges a place just outside the sleeping area. The position gives him a clear view of the entrance and lets him hear the shelter’s metal walls.

Diane
Thank you for asking instead of assuming. I do feel safer knowing you’re nearby.
Diane keeps the medbag within reach and checks the open doorway once more. The locked entrance, concealed exterior, and shared room create a practical watch arrangement without crowding her space.
Outside, wind brushes the camouflaging leaves against the metal walls. Inside, the shelter holds steady, but the unfamiliar building still offers rooms and supplies neither of them has fully examined.

Diane
Before we settle in, should we check the rest of the house together?
“i already did when i cleared the house put you can explore if you want to i know you like to do that just don't leave the house ill stay here and get ready for bed and make sure my arm doesn't move as diane sees more blood on my leg and sees a descent sized cut on my ankle and i start to make a splint for my arm and say unless you dont feel safe enough then ill show you around”
SUCCESS (Great First Aid, rolled +4)
Doober tells Diane she can explore if she wants, but asks her not to leave the house. He stays behind to prepare for bed and keep his arm still.

Doober
You can explore if you want. I know you like to do that. Just don’t leave the house. I’ll stay here and get ready for bed.
As Diane looks him over, she spots fresh blood on his leg and a sizable cut across his ankle. Family ties make Doober pause over her concern, but the fortified room gives him a steady place to work.

Diane
Your ankle is cut. Sit down and let me help before you try to sleep.
Doober opens the medbag and treats the ankle, cleaning and dressing it with practiced care. The supplies make the work efficient, while the stable shelter supports his arm as he builds a firm splint.

Doober
Unless you don’t feel safe enough, then I’ll show you around.

Diane
I feel safe enough for now. Your ankle is bandaged, and that splint should keep your arm from moving. I’ll check the nearest rooms while you rest.
The treatment is complete: his ankle is secured, his arm supported, and the medbag remains open beside the bed. Diane discovers a hand-drawn floor plan tucked beneath the shelter’s supply inventory, giving them a safer way to track the house.
