From: "John & Christy Thompson" To: Subject: [The Chaosium digest] Chaosium Digest v38.01 Date: Tuesday, September 16, 2003 10:38 PM Chaosium Digest Volume 38, Number 01 Date: Saturday, August 30, 2003 Number: 2 of 2 The Treasure Hunt (part 2) Going To Kansas Kansas State lies directly north of Oklahoma. The drive out is largely uneventful, the characters perhaps only stopping to fill up with petrol and wipe dead bugs from the windshield in Garden City or Scott City, before turning eastwards to Healy - where they can stop to stock up on supplies and arrange those last minute things. Pinnacle Rock lies roughly 25 km north of Healy and it'll take a Landrover to get there. The dusty rocky terrain is deeply rutted. It's bouncy as hell. Hope the shocks hold up. A DRIVE roll is required to successfully navigate the terrain safely otherwise the vehicle is immobilised, but fixable, in some manner left to the keeper's devising. Here we are - Pinnacle Rock Dave has quite correctly identified the place for having a network of caves, tunnels and caverns - although he hasn't anticipated it to be populated by a race of degenerate serpentmen. Then, neither did the other people who have tried to plumb it's secrets - and look what happened to them. Sitting there, in the rocky expanse, is a huge craggy rocky butte similar to those found in Arizona's Monument Valley. Dave parks close by and once a makeshift camp is set up he shows the characters a ragged entrance. Despite looking extremely natural, studious Architects or Geologists can see slight irregularities. Something doesn't look quite right. It's something they can't put their finger on. Venturing Inside Sections of the stony inner shell gives way to reveal angular hollows within the semi-mountain. The upper confines consist of various rooms, or chambers that have been definitely hollowed out. Gorman is totally amazed. They span six levels and are connected with stairs. The odd partial engraving can be spotted here and there. ANTHROPOLOGY rolls doesn't quite identify it, but those who succeed a MYTHOS check sense something. At one time the Serpentmen who lived here used this as an astronomical observatory. But today, there is nothing here but empty desolate rock. Uneven potholed stairs lead down. Unless precaution is taken, a DEXx5 roll is required to retain footing on the treacherous steps. The stairs descend 60 feet and 1d6+2 damage is incurred should anyone fall down 'em. Ouch. There is also a failed LUCK chance that he/she badly twists an ankle too, which reduces movement by two. The use of First Aid reduces the penalty to 1 point movement loss. The Hypogeum Of The Degenerates - The Upper Level The Hypogeum is a labyrinthine complex of Serpentman-made chambers hewn out of the living stone. It spans three levels. It has been, and still is being used as a burial site, a temple, and more importantly, a sanctuary enclave for serpentmen. Through generations of seclusion and inbreeding the once proud denizens, who have lived here for well over a thousand years have degenerated, retarded, and devolved into a mere shadow of their former selves. Brutal and barbarous, they have become - having long forgotten who or what they were. Beautiful Architecture; Music; Art; Science, Technology and Magic. All things that make a cultured civilization - lost to the mists of time. Back in it's hey day, the place was truly spectacular, with imposing columns, bas-relief walls, atriums, palatial chambers of intricate decor. Spacious and brightly lit, with strong graphical elements - with statues, carvings and other sculptures. A culture blending science, magics, and machines in the pursuit of boundless knowledge. But now, today, everything has changed. What once was is now no more. With countless years of neglect, walls have crumbled and caved in. Statuary toppled and smashed. Foundations split, and masonry shattered causing cave-ins. The splendor is now one of dankness, darkness, decay, rot, and corruption. The air is humid, dank, and musty. Disconcertingly there is a light source. Some kind of naturally bioluminescent slimy algae coat patches of the interior. Its intensity is no more than one candlepower's worth, it's colour a pale and muted bile yellow. It's not a lot, but at least it's enough to see by. As the characters move about they occasionally hear strange twitters, hoots, and calls from things unseen. This causes a sanity loss of 1/1d3 per 15 minutes to a maximum loss of 7 points. Nobody should go mad from the loss. There are plenty of nooks and crannies available to hide behind should the need arise. Living within the uppermost cavern are a little over one thousand degenerate serpentmen, pockets of which can be encountered at locations which are marked with an X on the floorplan. Generally these groups number 50 to 150. The largest concentration of 500 is marked with an XX. Sharing their space is an overabundance of flatworms, millipedes, blind salamanders, bugs, and other disgusting creepy-crawlies. The cavern complex is extensive and will take time to explore. Despite what we see here, this may easily be only a small part of a larger complex. Without proper caution it's easy to get lost, injured, or worse. Locations marked with 'ST' represent open and unblocked stairs going down. As we can see from the floorplan, there is absolutely no structure remaining to the upper level. We can only imagine what it once must've looked like. Scattered throughout the rubble are primitive stone and bone tools akin to that to stone-age man, shards of pottery, pieces of broken sculpture, and the barest of remnants of bas-relief upon the crumbling, broken walls. Stone steps that lead nowhere occasionally dot the bleak underworld. If the players are careful, a small squad can move about in relative safety if only they do not make too much noise or venture too deep into populated areas. Although it's not necessary, the keeper could check for a random encounter once or twice. They should be used sparingly - just enough to stoke player paranoia, make them feel isolated, and put nerves on edge. That means additional sanity rolls are made. Examples are: · Something drops onto a random character · Shadows are seen moving about up ahead · Characters get the distinct feeling they are being followed · Partially eaten corpse of a degenerate serpentman 2d12 hours old · Lone wanderer · Party of 2d6 degenerate serpentmen attack · The clatter of a small rock-fall is heard close by · A character accidentally walks face-first into spider web. Statistics for Degenerate Serpentmen A typical degenerate serpentman is no more than five feet in height. Their bodies are scrawny and deformed, with disproportionately large-sized heads. In their devolved state, lank unwashed and often matted hair covers their repellent yellow, scaly, and mottled hide. Often they wear nothing more than a loincloth, but sometimes they don't bother with that much. To ensure victory, serpentmen tend to swarm their intended victim/s and beat them to a bloody broken pulp. Seeing a solitary serpent man causes 0/1d6 sanity loss. Groups of them cause 1/1d8, and a swarm of over 20 causes 1d6+1/2d8. STR CON SIZ INT POW DEX MOVE HITS 10 11 7 7 10 13 7 9 WEAPON ATTK % DAMAGE Armour: None Bite 35 1d3* Claws 55 1d4+1 Spells: If a serpentman can roll his INTx1, Stone Club or Axe 45 1d6+1 there is a 15% chance it might know a spell of Stone Knife 35 1d4+1 the keeper's choosing. Spear 40 1d6 Skills: Climb 80%, Hide 85%, Sneak 80% Thrown Spear 35 1d6+1 Degenerate form of AKLO 35%, Higher AKLO Thrown Rock 65 1d4 13%, English 03% * If a serpentman can roll its CONx1 its bite is venomous. Potency equals its CON. Note: With centuries of skulking in dim caverns, the serpentmen have adapted quite well to low light vision. This, however is also a hindrance as the serpentmen can be dazzled quite easily from any half decent flashlight. Any serpentman who fails a POWx3 check scurries away into the darkness. Large numbers can be held at bay, but there's always a chance that batteries fail. The Temple Level Two sets of spiral stairways lead down into to the much lesser used temple complex. The destruction here is by far, much, much less than in contrast to the upper level. Walls here are relatively still intact, with corbelled ceilings and arched doorways. It is still dimly lit however, and incredibly, the walls are still decorated in their rich yellow, brown, orange, and red ochres. The floors are decorated and inset with geometric designs. It all seems to lend itself as a place of learning and/or worship. Here the Oracle-Priests of old led worship and interpreted the dreams of their ruling deity, while dabbling in the sciences and sorceries of nature. The vast majority of treasure and relics can be found on this level. Statuary and sculptures mostly, and assorted treasures of gold, some silver, brass, copper, and flawless crystal. The exact location and value of such items is left to the individual keeper. Central Hall This wide rectangular room echoes slightly to our characters' footfalls. The walls bear painted frescos of a religious nature, and of strange stone towers built on hills. There is extensive pitting and crumbling. Within the rubble our characters find toppled and smashed marble plinths, and a selection of ten-inch bronze-cast figurines. No sanity is lost for viewing them, but MYTHOS checks identify: a Nightgaunt, an Hunting Horror, a Byakhee, an Elder Thing, a Moon-Beast, and a Starspawn of Cthulhu. Each figure weighs several pounds. Corridor Eight alcoves line the walls. Four on each side. Strangely, these alcoves are well illuminated so that flashlights are not needed. Investigating, we find eight white marble life-size statues of regal Serpentmen in religious garb. They have been smashed, except for the third one on the right as we enter from the central hall. The source of light appears to be infused as part of the actual brickwork. A pool of muddy water lies centrally to the corridor. A TRACK or SPOT HIDDEN check reveals a trail of fresh footprints leading out into the dirt beyond. Something barefoot passed through here not more than a few minutes ago. It appears to be dragging its left leg. At the end of the corridor, in a stone lintel, the players may see some kind of cursive engraving. A MYTHOS check identifies it as AKLO - the Serpentmen language. It says: "Gateway to the Temple of Ineffable Holiness. Pray Greatness to Our Savior". Temple of Ineffable Holiness Seven steps lead down. Any footprints the players were following gradually fade as they descend the stairs and finally disappear altogether. This entire chamber has amazing acoustics. Voices and noise reverberate and carry with ease - especially those of a lower register. The chamber, obviously a place of worship is the largest of the level. It is where the denizens used to gather in worship. The walls are covered in an intricate bas-relief. Ornate wooden benches line the floor. Two rows of nine octagonal pillars reach up to the high dark-enshrouded ceiling. Patches of room are bathed in the light as seen earlier, but the majority of it is enclosed in darkness. In one such patch of light, a degenerate serpentman (with the lame foot) can be seen prostrating itself before a large (SIZ 60) statue. It is mumbling something or other. If disturbed, the pathetic half-deaf simpleton rises up with its spear to defend itself. It hisses at the characters. As well as the spear, he carries a leather pouch containing 12 crystal shards. The statue itself represents a crouching being with a fat furry body, with two squat legs, and two long arms. The statue has seen better days. It appears to have been deliberately smashed like so much other stuff. Its wide-mouthed toad-like head, with eyes half closed as if barely awake, can be found on the floor a foot or two away. A MYTHOS check identifies the being as the Great Old One - Tsathuggua (a.k.a. Sadogui, Saint Toad, or Zhothaqquah). Anybody already familiar with him needs no roll, but the realization of this causes 1d4 sanity loss. Trapped beneath the head, if anyone cares to wipe away loose stones and dust is a bizarre-looking triangular metallic object inscribed with strange sigils (AKLO to those in the know). Retrieving it, which turns out to be some kind of book requires a STR resistance roll against the head weight of 25. In the event, however unlikely, that anyone can read AKLO, the book in all essence is a Serpentine Holy Book, which venerates the holy worship of Tsathugggua. It takes 17 weeks to study and comprehend fully / 30 days to skim. Sanity loss 1d4/1d8. Mythos Bonus +4, Spells contained: Contact Deity/Tsathuggua, Create Gate. (This particular Gate spell creates a gate to a temple complex on Saturn, though the planet is referred to as Cykranosh in the spell. It takes an additional MYTHOS roll to know this.) The age of the book is indeterminate, and the strange (unidentifiable) metallic leaf is unblemished, and has the peculiar quality to immediately straighten out crinkle free if folded or crushed. The book is quite hefty, weighing in at 3.5 pounds. Two dark vestibules at the back contain two 20-foot tall statues of Regal Serpentmen Warriors standing to attention in battle armour. They have their right arms bent up in a Nazi salute. They carry strange weapons, including a three-bladed trident. Bronze plaques inset on the base are inscribed in AKLO. They honour these legendary warriors of old. Robe Room The robe room is where the Oracle-Priests would prepare sermons, deliberate on matters, or simply hang their robes. An extensive cave-in blocks the way through. No amount of manpower can shift it. It requires the use of explosives, or dedicated digging or drilling equipment. Explosives might cause another cave in however. There is a secret room adjoining the robe room (not shown on the map) which stores secret archives of the Oracle-Priests. These peculiar-looking green leather-bound books and parchment scrolls contain detailed and hushed up records of Dream Interpretations, and prophesies thought too terrible, or went against orthodox doctrine. Most of these books have been destroyed in a fire by the looks of things, and two dead serpentmen priests add to the decor. The Mortuary In the good old days, when religious practices were strictly observed, the bodies of the deceased were dressed and embalmed in this room just prior to their eternal rest in the catacombs below. From the remaining scattered surgical tools and accoutrements still lying around the players might be able to figure this out with an INTx3 check. An archway leads to a dark spiraling tunnel shaft. The walls of the shaft are inscribed with blessings every step of the way. As the players root about, one random character opens a stainless steel-like cupboard and spots something glinting at the back. Can't really tell what it is for sure, but rest assured it's nothing important. If he/she reaches in, a big ol' hairy spider - the size of a fist - is disturbed. It comes scuttling out from the darkness just inches away from the character's face. A short yelp, and 1/1d6 sanity loss is incurred as the character jumps away in a hurry. Obvious phobia - spiders. Apothecaries and Laboratories These extensive rooms are filled with all sorts of weird and wonderful clutter, from glass vials, beakers, forceps and scalpels, to what the hell does this thing do! There are a few intact glass-like jars hereabouts, which are filled with either a yellowish-brown or bluish-green liquid. Floating within the jars and grotesquely magnified and distorted are a selection of body parts and internal organs. Anatomists of the party might find them strange somehow. They might be human, or maybe not. It might occur to the characters that these rooms might be laboratories or workstations of some kind. Which is true, for it is here that the Serpentmen studied, schooled and practiced the infusion of science and sorcery. All manner of crazy things occurred here, from brewing simple healing salves to seeing what would happen if Proto-shoggoth matter was genetically spliced with Serpentine DNA. Hmm, I wonder! Other smaller rooms from the main are filled with ancient machines of unknown usage - all battered and broken. Never to work again. Searching about, our characters can find the following with SPOT HIDDEN rolls: · On a dusty shelf, an unmarked stoppered vial contains a clear liquid. It is odorless. The liquid is a non-too-virulent dose of Carotid Toxin. Potency 10. This won't kill the character, but it will leave him/her severely ill for the duration. · Dozens of cages contain the skeletons of rodents, and quite possibly genetically enhanced rodents of an unusual size. · Suspended in a blue liquid within a large glass cylinder, a lucky character spies a bizarre-looking harness made of luminous green slime. Anybody familiar with Mi-go technology might recognise it as bio-armour. The suit will expand or contract to fit any sized torso. Its alien weirdness makes it bulky and extremely uncomfortable to wear - especially if it is worn over clothing. The slime provides 8 points of protection against all forms of damage, except psychic and impaling attacks. Each time the armour is removed one point of damage is incurred as it tears away hair and flesh. The armour will slowly degrade because humans do not exude the proper nutrient solutions to care for it. Each week of uncared for use decreases its protective value by 1 point. · Another character might find a warty, doorknob-sized lump of black metal, covered in silver and gold wires. More Mi-go technology. This time it's an electric gun. For humans to use it, the electrical wires must be realigned, which requires TWO successful ELECTRICAL REPAIR rolls, and even then it will only fire on a result of 1-2 on a roll of a d6 - until the character develops the skill to at least 25% proficiency. To activate the device, it must be held tightly and squeezed a certain way. The weapon fires a blue bolt of electrical sparks which delivers 1d10 damage, which causes the target to suffer violent muscle spasms which immobilizes him/her for a number of rounds equal to the damage rolled as the electrical energy arcs over the body. Finally, the target must roll a Hit Point versus damage resistance roll. If failed the target dies of heart failure. Ohh nasty! The base chance of this weapon is 15%. Occult Room This large room is where spells were cast, demons summoned, and despicable blood rites performed. The dungeon also served as a torture chamber. A great deal of pseudo-religious and occult, albeit useless, paraphernalia can be found here. There are nine pillars arranged in a circle that stretch from the floor to the ceiling. In the centre of the room there is a deep oval pit. Amongst the knee-deep ash, a variety of bones can be found - some of them human, some of them not. Above the pit a venting chimney extends into the darkness. Fixed, at intervals, to the walls or the pillars are iron manacles and chains. Counting them we find two dozen sets - two of them still have raggedy human skeletons hanging there. Pentagrams, hexagons, circles and other shapes are engraved into the floor. Four operating tables, complete with leather restraining straps are also present. And not only are they tables, they appear to be multipurpose and can be angled for a variety of purposes - and can double as stretching racks. In two of the corners, there are complicated machines. Both are seven foot tall and are constructed of copper plates. They're on wheels so they can easily be pushed into position. They have switches and dials, but only one of them is surmounted with a dull lack-luster yellow diamond-shaped gem or crystal. Attached to the copper body are electro-shock prod devices. It takes a successful ELECTRICAL REPAIR or a LUCK roll to switch on the only working machine. Electronic warbling and humming is emitted from inside the casing and the gem begins to glow faintly. Touching the electro-shock prod causes excruciating pain, but little damage. The character takes a half point of damage per minute of contact, and suffers terrible wracking pains for as long as there is contact, and for a short time after. There are 1d3+1 skeletal remains of serpentmen here. From the state of things, two appear to have been set on fire for an extended period. If there are more, another has been decapitated, and the remaining one - impaled through the chest with a long iron barbed spike. Libraries The entrance to the library (X on the floorplan) is blocked by an enormous cave in. Experts in the field might notice that it appears to have been done deliberately - though what could've done it remains a mystery. There doesn't seem to be any explosive damage. It'll take at least three hours of hard labour for a four-man team to clear a way through. Flashing their torches around, the characters see the floor is one of polished dark marble inlaid with geometric designs of gold and silver. Busts of venerable Serpentmen stand at the end of racks and racks containing more of those triangular metal books. All are written in AKLO. A conservative guess puts them at 100,000 volumes - give or take. The books cover such topics as Science, Magic, Alchemy, History, Philosophy, Occult, etc. Model The model, now buckled and broken was once that of the solar system and its ten planets. Ten, did you say?!? Yes. Ten. By the looks of the mechanics it seems that it used to revolve. Any astronomers in the party might be able to hastily conclude that the tenth planet would have an orbital period of 3600 years. Map A table measuring 6 by 6 feet shows a bronze-cast 3D-relief map of the world's landmass. Common Room This chamber is essentially a cut down version the Temple of Tsathuggua, and has features akin to that of the Central Hall. Figurine models found here include: Aihais (a lesser servitor race found on Mars), Chaugnar Faugn (Great Old One), Reptile-like Denizen of S'glhuo (Lesser Independent Race), Insect-like Denizen of Yaddith (Lesser Independent Race), Ossadagowah (Great Old One), and finally Sebek (Great Old One). Cells No, not prison cells. These are the living quarters of the Oracle-Priests. These cubicles measure roughly 20x12 feet. One of the rooms has the desiccated corpse of a serpentman. Its crumpled body still wears a faded purple robe. All in all the cells are rather Spartan, having been thoroughly searched a long time ago Perhaps the players might be lucky in finding something of value, such as an. Electro-Whip Essentially a normal bullwhip, but it generates an electrical zap also. Treat as a 110-volt live wire. A fumbled attack results in user either whipping ones-self or a nearby friend. The Room of the Crystal This square antechamber has but two features. The centerpiece of this room is a tall angular crystalline obelisk. It glows brightly and bathes the room in a brilliant white glow, some of which spills out into the common room beyond. The light probably being the thing that attracted the players. At the opposite side of the room is an elliptical mirror of sorts. It shimmers and ripples slightly. It is a dimensional doorway, a gate through which anyone can pass (at the cost of 2 mp) into another chamber, this time round in shape stretching 50 feet across. The meditation and relaxation chamber is brightly lit, and feels very sterile. It's almost like everything is made of pure light. But on closer inspection, everything is made of smooth luminescent flawless crystal - but it has a strange plastic feel to it. The highly polished floor dazzles the senses and reflects everything in brilliant detail. The place is untouched by time. There are no other exits, or windows. Negative feelings and the emotional weight of the world is simply lifted from the players. Wants and desires become practically meaningless. A state of calm and peace is enforced to the point of almost drowsiness. For every 10 minutes that they stay here, one sanity point is regained up to the character's maximum. Players can exchange 10 sanity points for one point of power ONLY ONCE. Burial chambers / Grand Hall of the Dead Leading down from the preparation room to the lowest set of chambers is an ancient and uneven shaft. It is here, among the pits and tombs that the remains of thousands of mummified Serpentmen corpses are to be found, along with their grave goods. But that practice ended long ago. Today the degenerate serpentmen are more content to eat the flesh of the dead, or the sick, or the elderly, or the infirm. Grisly stuff indeed. Every fifteen minutes spent wandering the chilly draughty tomb causes 1/1d3 sanity loss to a maximum of 6 points. There is no map accompanying this level. Archaeologists might notice that the crypt is divided in two parts. The majority is set aside as niches in to which the common folks were placed. The rest contain ornate sarcophagi for the ruling minority of the Oracle-Priests. Characters might also find, at the keeper's discretion, a massive iron door, meticulously inlaid with such blasphemous engravings. Three iron shafts bar the door closed and each are deeply embedded in the nearby walls. Glowing runes and sigils are scrawled across the portal's surface. There is no knob or handle of any kind. Emblazoned just above eye level, identifiable to anyone, who succeeds a MYTHOS check, is an active Elder Sign. What lies beyond is for the keeper to discern. Maybe it leads down into the legendary K'n-Yan, or even Yoth itself - or maybe it holds back a big monster. The door and surrounding rock is impervious to any and all damage. Grave robbers among the party can fill their pockets with what they can find. Items being: exquisite gold brooches, gem encrusted staves, necklaces, beads, rings, and stuff. It can be assumed that each character can pocket 4+1d6x1000 dollars worth of items per trip. With such blatant disregard in this theft there is always the possibility of incurring the WRATH OF THE CURSE. Oooooh! The burial chamber is perhaps the most sacrosanct of all, and wards and protections will be in force. Carrying treasure beyond the seal at the foot of the ramp (heretofore unnoticed - but may be noticed now) has the following effect. The thief suffers nightly nightmares at the cost of 1d3 sanity, and on the seventh night may begin to realize the error of what he's done, and why the dreams are occurring. He then begins to feel that there is 'something out there' searching for him - although what the consequences will be remain elusive. If nothing is done a Child of Tsathuggua comes in the dead of night to slay the thief and retrieve the stolen treasure. The beast instinctively knows where the treasure is. In the unlikely event the beast is slain another will take its place, and another, and another... Each monster attack will occur exactly seven days apart. If the player backs down when confronted with the beast and says it can take the treasure without a fight then the beast will do that. Child of Tsathuggua, Relentless Guardian This enormous, bloated and stinking, greasy hippo-like creature is ebony black in colour, and stands upon four squat mastodonic legs. At least a dozen writhing tentacles sprout from its neck and back, as does a huge pair of tattered membranous wings. Curved serrated fangs extend from bony ridges in its wide mouth, and its numerous eyes, all throbbing and unblinking are milky white. STR CON SIZ INT POW DEX MOVE HITS 20 17 32 13 16 11 7/10 25 WEAPON ATTK % DAMAGE Tentacle 45 2d6 Bite 25 1d6+2d6 Trample 35 2d10+2d6 Armour: Minimum damage is taken from physical, non-enchanted weapons. Fire, chemicals, electricity, and spells harm them as normal. Spells: Contact Tsathuggua, Call Ossadagowah, Contact Formless Spawn. On a roll of INTx1 it may know 1d6 other spells of the keeper's choosing. Sanity: 1d2/1d10 Conclusion & Sanity Gain The conclusion comes about either by the killing of the CoT, or all the players are themselves killed. Sanity Gain 2d10 is good enough. The moral to this scenario is Never Steal What Does Not Belong To You. Role-playing Dave Dave Gorman 38 year old Spelunker Dave is happy-go-lucky and is only really happy delving into dark caves. For a short time after entering the hypogeum Dave will be extremely hyper and excited before calming down. Its the biggest thing he's ever been in. He's not afraid to shout: "Hey guys. Over here. Come look at this" He'll wander about in amazement, open mouthed even taking copious amounts of flash photography. Even he realizes that it must be some kind of ancient dwelling. There is a 45% chance he accidentally splits from the main party and wanders off all alone. The keeper may have his pulped body found later on - or not. Once he begins to find treasure or items of monetary worth, he'll get all excited: "This is it boys. We're gonna be rich. Yahoo". Should he manage to get down to the burial level, he'll not be afraid to crack open tombs and fill his pockets. Even if the players are aware of the seal at the foot of the ramp and tell him about it, he'll disregard their advice and cross over... He's rich now. Who cares about stupid things like that. STR CON SIZ INT POW DEX MOVE HITS 14 13 10 15 13 13 8 12 WEAPON ATTK % DAMAGE Skills: Anthropology 20%, Archaeology 15%, Fist 70 1d3 Climb 70%, Dodge 30%, Drive 60%, First Aid 50%, Handgun 35 -- Hide 20%, Jump 40%, Photography 80%, Shotgun 45 -- Spot Hidden 35% Kick 35 1d6 Equipment: All kinds of Spelunking equipment. No guns. _______________________________________________ Chaos-digest mailing list Chaos-digest@chaosium.com http://www.chaosium.com/mailman/listinfo/chaos-digest