Three options available (At the time I started this, sorry Desocupado (And you can carry three cans per slot)), who does the die favor this time!? Clockwork Knight wins the roll!
Cherie has decided she likes this feeling of safety, and will stay here until she's down to her final 3 cans of food out of her current 13. She begins her rest on day 3, hour 7.
By day 3, hour 14 she wakes up from her sleep and begins passing the time. She hears screams of terror to the south, but ignores them. She hears someone breaking furniture, and ignores it. She idly wonders if the screaming followed by smashing means the undead overran another fortified store.
At Day 4, hour 2 Cherie hears something bashing at the barricaded glass door and shelf. She flicks her flashlight on to give herself more range and steps back, aiming her rifle.
A zombie master. At 120HP it's extremely durable, but it moves at only 0.5 speed. If it's the only zombie out there, Cherie should have little difficulty. (I apparently fucked up my picture here. Use your imaginations bros!)
A zombie biker smashes the shelf blocking the entrance and moves forward. Cherie begins jogging backward to keep her distance and continues firing. She eventually kills the zombie master and the undead biker just as she reaches the back of the shop. She takes a cursory look outside and doesn't notice any more zombies, so she rearms the bear traps, boards up the glass door again, sprays stenchkiller wildly around outside, and shoves a new shelf into the doorway. The dawn of a new day begins, and Cherie gains a point of Light Eater.
Day 4, hour 7. Cherie hears the roar of motorcycles to the southeast.
Day 4, hour 17. Cherie hears the sounds of fighting nearby to the southeast.
Day 4, hour 18. Cherie hears screams of terror to the southeast.
Day 4, hour 19. Cherie hears someone bashing the barricade. Cherie readies herself for combat.
A zombie master and a shambler. In 9 shots she kills the both of them. She begins to return to doorway to start barricading when a second shambler enters the shop. 5 more shots and it's dealt with.
As Cherie begins setting the bear traps outside, she's shocked to notice the corpse of a woman named Brenda Black in one of them. Brenda apparently was carrying a bear trap of her own and 2 cans of food, which Cherie greedily snaps up.
At day 5, hour 1 Cherie goes to sleep.
At day 5, hour 2 Cherie is woken up by something bashing the barricade.
Brenda Black looks none too pleased about Cherie taking her cans of food. Cherie is bitten once in her groggy, sleepy state, but finishes Brenda once and for all. 3 more hours pass as Cherie fixes the barricade and replaces the shelf and finally goes back to sleep. The sun rises as Cherie sleeps, and she gains a point of Hauler.
Day 5, hour 16. Cherie wakes up and decides to continue her trek to the underground CHAR facility. She uses her medkit to restore 9HP, takes her 6 remaining cans of food, 42 more hunting rifle bullets, and a flashlight with fresh batteries and heads outside. A fresh dead policeman is lying in the road, an undead rat is caught in one of the bear traps, and a man named Gordon Pitt died in one of the others. He was carrying an edible bag of groceries, so Cherie helps herself.
Corpses litter the road as Cherie heads south. She hears fighting in the distance, but keeps moving.
District B4 at last! Cherie notices the telltale red and black of a CHAR office nearby. Since the Prisoner Who Should Not Be said to look for an iron door in a CHAR office in B4, Cherie may as well begin looking. CHAR bought up most all office space available in the city before the zombie apocalypse, so this may take a while.
Three corpses lie just inside this building. Cherie quickly runs inside and finds nothing else. On her way back out, she meets...
Survivors! The first living people she's seen in a few days. Rick Cordell the policeman is fairly badly hurt, and carrying a fully loaded shotgun and miscellaneous odds and ends. Jesus Oswald has a bag of groceries and a can of food, and is using a golf club as a weapon. He is also undamaged, as you don't fuck with the Jesus. Rick says he saw a "Pvt Eddy Patterson" to the east about an hour ago. Soldiers? Could they be restoring law and order? Maybe Cherie won't have to do something here at all! She heads past the survivors to investigate the building to the east.
A soldier! He seems to be sleeping peacefully enough, and Cherie certainly isn't inclined to attack him just for his armor and weapons. She continues her search. The rest of the building is filled with smashed furniture, and in the far back, some groceries and 2 cans of food. Cherie eats one of her cans and picks up a replacement and moves on.
Back outside, Cherie arrives in time to see a shambler advancing on Rick and the Jesus. Cherie casually heads south and continues the search.
6 corpses are strewn around the entrance to this office building. Cherie goes deeper.
Guarding guard may be guarding, but Cherie has heard stories about the CHAR guards after the outbreak. Killing anyone who enters the offices as soon as they're seen. Cherie suspects all the bodies surrounding her were from guards like this and not the undead. Cherie lines up a shot and fires, killing him in one hit. One more murder is added to her list due to not waiting to make sure he's hostile, but what's one more murder for Cherie? Survival is too important to take a chance on a man with a shotgun.
In the rooms to the north and south of the guard, Cherie finds shotgun shells, 2 cans of food, and a bag of groceries.
In the next two rooms, Cherie finds planks of wood, a shotgun, a zombie-tracking device, and black ops GPS. Black ops? Cherie doesn't like the sound of that.
In the next to last room Cherie finds 3 more dead bodies, many bandages, a medkit, 4 cans of food, and more shotgun shells.
In the final room, Cherie spots another sleeping CHAR guard. The fools were sleeping at the same time! And this idiot was sleeping deep enough he didn't hear a gunshot just down the hall! Cherie racks up another murder. Two more black ops GPS units and a grenade are in here. Cherie considers taking the grenade, but decides against it for now. Speed and a hunting rifle are serving her well. With no sign of an iron door, Cherie moves across the street to the other CHAR building.
One corpse so far in this building, and Cherie spots a dark-eyed shambler. Somewhat deadlier than your normal shambler, but nothing much for Cherie. She finds more shotgun shells, medical gear, and food in the building, but no iron door. She does find the corpse of a CHAR guard in the room the dark-eyed shambler was hiding. At least it looks like the zombies aren't friendly to CHAR. Cherie is heading south along the road when she hears motorcycles roaring in from the west. Great, one more complication. Cherie finds two damaged zombie masters while looking for the entrance to a particularly large office building, and finishes them easily. Fortunately for Cherie rifle bullets are plentiful on corpses scattered around the area, and she replenishes her stash easily.
Cherie finds the entrance to the office building, after taking down a skeleton, red-eyed skeleton, and shambler. While moving down to check out the other side of the entrance lobby she nearly runs in to a dark shambler, the toughest of the shamblers. She starts to run around the lobby firing at the beasty when the sun rises! Cherie takes a second rank of firearms. She finally takes down the dark shambler and a curious skeleton that wandered in on the fight.
Cherie inspects the first set of rooms. Shotgun shells, a dead body, black ops GPS. The items that Cherie has gotten used to finding.
In the next set of rooms, Cherie finds survivors! Maria Finch, using a revolver and wearing a biker jacket, and Mary-Ann Gates, using a shotgun and wearing CHAR guard armor. Cherie lets them pass, and in the back room they came from Cherie finds a third woman named Belinda Ulrich with a hunting rifle, sleeping. Cherie continues her search.
A badly injured CHAR guard spots Cherie and starts to raise his shotgun. Cherie kills him in one shot before he can move. Cherie finds a dead survivor in the room with him, and loots some more extra food. Against her better judgement Cherie is beginning to get tired, and considers barricading herself in the room where the guard was. It's an ugly idea with so little room to move, but it is tucked away in a corner fairly well, and the idea of running around while tired is unappealing.
Cherie decides to barricade herself in one of the wider rooms. If zombies break in she'll have more room to escape them, and be closer to the exit. She carries some of the extra cans of food in to the room with her and barricades the door as much as she can. This could be her final sleep before tackling the great unknown! WHAT WILL HAPPEN IN THE CONTINUING ADVENTURES OF CHERIE BROWN!?
Not really a choice bit here. Didn't expect the search for the iron door would go this long, and it looked like a sleep was a good idea. Cherie's in a pretty good way here, but there are still things that could take her down. Didn't expect to make it nearly this far though, so we shall see.