OOC:
Gerald was 4 turns (24 paces) away at the start of his turn.
Pace is 6 per turn if not running. Running gives +1d6 and -2 to actions.
Using his wild die as the run (since that d6 wasn't needed) means he moved 11 (now 13 away) and shot.
Gun range is 5/10/20 with 0/-2/-4 range modifiers. 13 is outside medium range but within long range, so -4. Net result is -6 to the roll, or 3, which just misses.
The gun fires, an explosion in the night, and the bullet whines past a graverobber's ear.
The graverobbers, who are about to jump Ataan, hesitate, uncertain if bringing clubs to a gun fight is how the night was supposed to go, but too tired to run away.
Everyone gets another action. (Thats two for Praise God.)
Distance
PG: 36 paces
Cecily: 24 less 1d6
Gerald: 13
Ataan: 6
You can move 6 paces on your turn and act. If you are running, roll a 1d6 for the extra movement, taking a -2 on actions that round.