"I'm going to have to take this."
Grimacing, the detective unfolds an evidence bag and gingerly pushes the hand inside using his flashlight.
"I have to go. Shows over, I guess. Mr Potts said there was a fight here. Turns out the 'locals' took exception to this guy, whoever or whatever it was. And now they've gone home. I hope you fellas agree and take yourselves home, too..."
He looks around at the investigators.
"You're not going home are you? Bunch of crazy eggs. That's why King chose you."
Stuckey goes looking for the patrolman, leaving the 'crazy eggs' to the darkness of the yard.
It is a relief to walk eastwards, away from the unlit west of town and the fog-filled cemetery. The church at the end of the block is a spooky, derelict looking place. But at least it offers the adventurers a view of the Main Street shopping district with its brightly lit stores and billboards. There's even a drugstore open, where a clerk busies himself with boxes of soap powder. A cheerful scene.
The church's main gate has been locked and bolted from within. A side door seems to be locked. At the west end of the church, steps lead down into the crypt. The gate has been forced open, allowing access to the utterly dark space beneath the church.
OOC:
Recover 2 stability points each for acting within your drive.
Two decisions please, which I hope we can address in the same round:
1. The side door lock can be picked by anybody with points in locksmith (no spend needed). Else it's down into the crypt with you.
2. There are two flashlights --one in each car---please state who is carrying one. Without a flashlight the church interior will be
dark, the crypt
pitch black. Please mention any other gear your character has ready. And any other actions/ ideas you might have prior to entry.