Assault on Precinct 73

Background
SFPD's Precinct 73 has seen better days. A lone building out in the desert, it's more of a graveyard for some to be pensioners and drag racers sitting in the drunk tank. With the new administration, the new police force, and the new San Frederico, the SFPD deserves a new police station. Everything's been moved over to the new station, bar one last officer, a drunk sleeping in the cells, some cult freak and some scraps of evidence that the Downtown boys will be picking up shortly. Turns out that at least two of those factors may end up being an issue.

The Hall of the Bear is currently down a member, who is presently detained at Precinct 73. Pulled over on a weapons charge, The Bear wants their lieutenant back, and will do anything to do so. Of course, as it usually goes in this city, there's a bigger picture going on. Delta 45 has an important piece of information sitting in the locker that they desperately need back. The Bear Attack, simply a smokescreen to draw attention, is just there to avoid a crackdown on the group. Prepare for a long night, because this siege is lasting all the way past sunrise.

The Hook
You've been sent to the precinct to check in one the lone officer there, Officer Coltor. Ms. Coltor will tell you that she's been hearing some spooky shit happening around the station over the day. Stuff like knocks, banging, shadows, etc. She'll ask you to patrol the station and see if anything is amiss, while she keeps her gun trained on the front door. Whether you choose to stay together or split up, you'll get a fair share of haunted house style spooks: knocks in the night, shadows out the corner of your eye, stuff of that sort. Eventually, you'll see a rolling chair slide across whatever hallway you're in. If you choose to enter the room it came from, you'll see a pitch black room, that'll be filled with Cubs if you turn on the light or walk into the darkness. Triggering this event will also trigger Officer Coltor screaming in the lobby, potentially splitting your party.

If You Stick Around...
If you choose to stick around and fight, you'll be fighting against six Cubs armed with basic level weapons like switchblades and billy clubs. The fight will be an easy one, as these are extremely low level mooks. After defeating them, you'll hear another shout and a gunshot coming from the lobby. Maybe you should run out there and check on Officer Coltor. If (when) you do so, you'll see Officer Coltor hidden behind the desk and a Cub hanging out a high window, bleeding out from a gunshot wound.

If You Go To The Lobby...
If you choose to disengage from the gang members, you'll find yourself in the lobby with Officer Coltor taking aim at a gang member attempting to make his way through the high window. Coltor will take a shot, killing the gang member (who will drop a note you can notice with a perception check). The shot will alert the six gang members you would've fought to your location, along with a d4 amount of other trespassers. These reinforcements will also be fairly low level guys, meaning this fight will still be doable but tougher.

Further Into Madness
After reconvening with Officer Coltor, she'll ask you to help lock down the lobby, putting up basic fortifications in front of the doors and windows. After doing so, she'll ask you to check out back of the station while she continues to patrol the front.