Professional Documents
Culture Documents
.klt H.nl lv i " 11 ,1111 I \ lit." lilt 1.... 11.1111 Ill . . l\: lk 'c k pl.lIl '" .tll.' (" 11)1) -; h. 1I I tl r I lL I .... 1.I1ld llib .Ill' I I ~)() -; 1~1.111 I{\.'~ III tid... I Ill' Il'nn
"\.,111 II I (. ll11ilJ lI l r1."\)I\· . . \·11I .... \ IUI) .... llllll . lilt ...... lr.tdl ' l1Ud\\.· ... l llllr!t l j" H Ill' 1 ) 1.1\111 .~ : .':..!.IIllV .. llh.ll .... u . . vd \\ilI11 1Il'l1" klll d
]lVIIIII ·. .., i) 11 I 'l ilt.' II ' \1 ( ·1 1111 . . publ1, .11l! II) t It I:~I! I,d!~ ' . Ij Ipl '. ll l\.1 III r...... lw 1\\ () \ I( /11V I /I"/)~ '.I/I,tI Ill' ( ),/1/1 ,I rILl III Illl' pullill .1111 III
( (1(/1/11 I,:: .\ I. Il I! h· ....... Till .... I .... III I[ .1 11\ l·ll>l..:d pI! Idll(l !, IJ .1 (' IJl\ , I I (l UI lUI H..: 11 [ ... ,ILil ll,! :lll' . .... l ·lld . 1 ..... . \ ....,1 . [( I [Ill ' :h. kl1l· ........ ,il)( I\'l'
International Journal ofOcean Engineering March 1996
RSVWallaby 36
m race Under Pressure is a Cthulhu Now™ scenario
set in the near future. On tlle ocean floor, a young
group of engineers and scientists will encounter
something far beyond their experience. Quick thinking
and adaptability are the keys to surviving the scenario, for
on Ule dotted ones. The base flaps fold inwards and then
slot together, emerging on the opposite sides. Elsewhere
on the cardstock are the two modules currently being used
with the Wallaby, the auxiliary sub bay (#41) and the
decompression chamber (#42). These can be cut out and
without thought and a bit of luck, the crew of the RSV placed on the deck plans next to any two of the module
Wallaby may be doomed. locks on the lower deck ring (#34). In addition,]oey-l and
This adventure is a departure from normal CoC fare , ]oey-2, the two minisubs, are present and should be cut out.
and represents a challenge to both you and the players. The They can be placed on the deck plans in tlle sub bays, #24
objective is not to foil an evil plot, or to destroy a horrible l.
menace. Rather, it is simply to survive. The crew of the RSV Finally, there is the Pagan Publishing Fuggly Flee-O-
Wallaby, you see, is entering an area of terrible danger. Meter! This nifty ruler is scaled for the cardst.ock investigators
While on their first shakedown run with the prototype and shows movement rates under a variety of conditions
research vessel, they have strayed too close to a place they (running, swimming, crawling, etc.) within a single round.
shouldn't have: the sunken island of R'lyeh. An important portion of the adventure will involve combat
Over the course of the scenario, strange things will inside tlle Wallaby between the crew and a number of Deep
begin to interfere with the run . A group of Deep Ones have Ones, and round-by-round movement will be needed .
become aware of the Wallaby 's presence, and are scouting Deep Ones move slightly faster than humans; you should
it out. They will immobilize the Ship to prevent it from move them an inch or so farther per round than their prey.
escaping. At the same time, anotller group seizes and sinks Once you've made tlle copies, look over tlle deck
the support ship on the surface. The crew of the Wallaby plans and the key carefully. You need to familiarize yourself
will shortly be stranded, cut off from Ule outside world, a with tlle facility and tlle locations and functions of important
thousand feet down. No light caresses these depths; fmding areas. The key also has a lot of information about the
tllemselves enswirled in an inky malevolent darkness, with capabilities of equipment. A number of rooms and items
strange beings trying to bring about their demise, the crew will come to prominence later on in the text, so make sure
must become skilled practitioners of the fine art of displaying you know where they are and what they do. Also note
grace under pressure ... where each hatchway goes to for between-<leck movement.
It is standard practice on board the Wallaby to leave tlle
hatches closed except when passing through them.
PREPARATION As you read the scenario, you will undoubtedly realize
that irs linear - rhe players go in one end and come out the
In the center of this book are several pages you need to other. There l!; a lot for the players to do, but Ule major
remove, located between pages 10 & 11 of the text. Three events and the ending are pretty much dictated by the text
sheets contain deck plans for the RSV Wallaby, to scale with and by you. There's no way for them to avoid the destruction
25mm miniatures. A fourth contains a numbered key to go of the Wallaby. What they Q!ll do is survive; and the more
witll tlle plans. The back sides of Ulese four sheets contain characters that do survive, tlle better tlle group has done.
a total of 8 pre-made characters for this adventure which The trick with "Grace Under Pressure" is LO run it in
your group can use (instructions are also given in the text such a way that the players never glimpse this linearity
for your players to make up tlleir own characters instead). because they're too busy having fun and getting scared.
If you're going to use the pre-made characters, you' ll need This isn't as hard as it sounds. The players will be kept busy
to photocopy them so tllat the maps and key can be used organizing their actions and responding to threats. As you'll
in play. read in the "Staging Notes," we've run this scenario almost
Two of tlle map sheets fit together to form the lower a dozen times and not once during play has anyone caught
deck plan. The other map represents the upper deck of the on to the fact Ulat Ule Wallaby can not be saved.
ship and can be set nearby the others. You shou ld also In order to keep the tension and the action steady, we
photocopy pages 2, 4-7 & 14. The tasks on page 7 and tlle strongly advise iJlat two Keepers work together to present
seismograph strips on page 14 should be cut apart. Pages this adventure. If you haven't run a game w ith another
2 & 5 will help set the scene and show ule players how to Keeper before, don't worry; it isn't hard, and irs a lot of fun .
create investigators for tllis adventure (if your group isn't The basic way it works is iJlat while one Keeper is talking
going to use tlle pre-made characters); it will speed play up to the group and being descriptive, the other can slip
greatly if you make copies of those pages and the key sheet around the table to handle questions, call for die rolls, etc.
for each player. The two Keepers should switch back and forth in doing
Also in the center is a sheet of ca rdstock. On this sheet these tasks. In addition, whenever the group splits up, each
you'll find a number of stand-up crew and Deep One Keeper can deal with one group. Notes in the text give
figures to cut out and assemble. Cut on the solid lines, fold suggestions for making tltis technique work for you.
PAIIIDlMAH MBlE
Paul is French by birth, but has ived in Australia since he was eight. Ha is good friends with Donny Stewart. and is on this mission 10 monitor
the heatth of the crew members and the safety of the craft's life support systems. Ha is tall and somewhat chubby, and is rather close-
mouthed except with Donny. Paul laughs a bit too much and drinks a bit too much but is a good physician and a useful member of the
crew.
Position: Project Leader and chief facility engineer. Knows the Position: Dive Chief and underwater equipment expert, medic.
ship inside and out. Can fix just about anything. Nominally the Lives in the water more than out Extremely competent and careful
supervisor for the run, but has worked with the other project but demanding. Is responsible for maintaining diving gear.
members long enough that this part of the position isn't really submersibles, etc. (Pre-Made: Terry Lipinski)
important. (Pre-Made: Donny Stewart) Skills: Diving, Electronics, Electrical Repair, Facility Systems.
Skills: Diving, Electrical Repair, Electronics , Facility Systems, First Aid, Medicine , Pilot Minisub, Navigation , Pilot Wallaby,
First Aid, Mechanical Repair, Pilot Minisub, Swim. Swim.
Make test runs and videotape sea ffoor topography with programmable probes
The Wallaby carries three programmable probes. each the size and shape of a large football. Each is equipped with tiny baUat'y-powered
impellers. video and sonar array. and guidance system. A set of simple instructions - consisting of where to go. what to film. and how
to return - can be entered into each probe by hooking them up to the ship's computer. They are located in a storage rack at 1'31 on
the map. Today's test run is simple: the probes are to videotape a selected section of the sea floor covering 200 square meters and
return to the ship.
Programming the instructions requires a total of ten minutes and three Computer Use skill rolls .
• Once the probes are released they will return in half an hour. Someone will need to be at the sub bay (#24) to retreive them at this
time. They require no other supervision.
Monitor and film hard suit test run with the RPS
This task involves two pieces of sophisticated equipment. One is the hard diving suit (the Wallaby carries two, at #33), which allows
divers to operate at extreme depths without worrying about pressure changes. The other is the large egg-shaped RPS , or Remotely
Piloted Submersible (stored at #31). Two people are required for the task. One will pilot the RPS using the joystick controls and video
camera monitor at the terminal (*23). while the other goes in the water wearing the hard suit and performs some simple movements
and manipulations. The equipment winch (#32) is needed to raise and lowat' both the RPS and the hard suit-encased divat' into the water.
If the task is executed properly it will take an hour.
• The r¬e pilot at the terminal needs to make two rolls. in either Pilot Minisub or Facility Systems.
• The diver has to make two Diving rolls and one Facility Systems roll to properly test the suit.
support but won't give orders. The ship serves another nitrogen narcosis, it does mean that everyone talks with a
purpose as well: it will be the subject of an attack by Deep squeaky voice. Mention this to the players just for color,
Ones who will kill the crew and set the Ship aflame just although it won't make a difference in the adventure . If you
when things are at their worst down below. don't want to bring this up for fear of disturbing the tone
A difficulty worth noting is that pure oxygen is poisonous (since players will doubtlessly try to talk in a squeaky voice
below 30 feet. The only source of pure oxygen on board the whenever they have something clever to say) feel free to
Wallaby is in the life support system tanks (#26 on the map). assume some other inert gas is being used instead.
Before being Circulated, this oxygen is mixed with otller Finally, every time a character goes in the water, they
gases to make it breathable. If, for some reason, a crew need to make a Diving roll. If they fail by 20 percentiles or
member wants to breathe directly from the life support more, divers next to them can make Spot Hidden rolls to
oxygen tanks (perhaps the facility is flooded and it is the notice the diver's misattached equipment. If they don't. see
closest source) they will go into convulsions and die it, the character will begin to drown almost immediately
painfully. All other sources of oxygen on board are already (see the "Drowning" Sidebar on page 10).
mixed.
Also, most people suffer from a malady known as
nitrogen narcosis when they get below 100 feet or so,
leading to hallucinations and disorientation. This is avoided
PREPARING FOR THE TASKS
both in real life and in tlle scenario by mixing the breathing As described in the log entry, the adventure begins on the
oxygen with helium instead of nitrogen. While tlUs prevents evening of March 14,1996. There are a number of tasks tlJal
RI
I Whammy #3 occurs here:
Once the seismographic data is taken back on
folds and impossible crevasses. Certainly, the crew will
want to examine this strange anomaly closer! The chance to
make a Significant discovery during this initial sllakedown
board a nd entered into the geologist's programs, run of the craft is too great to pass up. The Wallaby would
results are spit out quickly. The whammy turns up here, and emerge with a golden reputation that would draw the fmest
it's a big one. Hand out the seismograph strips from page 14, minds of the fIeld (and their grant funds).
so the players can arrange them like a compass. What they'll The players should rOle-play this out. Some crew
IAI
~
WhanmlY #4 occurs here:
The next time they use the Wallaby, though,
to be started again .
Faced with this, the obvious thing to do is for a couple
of crew members to head on with the minisub and start
something does happen. After a few minutes of examining the anomalous area while the otllers repair tlle
travel, the starboard impeller will suddenly make a hideous impeller.
wrenching noise and tllen cut out. Immediately, tlle ship
swerves to starboard, as only the port impeller is running.
The ship will make a tight circle until it is shut down.
To find out what has happened, the crew will have to
INVESTIGATING THE ANOMALY
examine the impeller. The easiest way of doing that is by By whatever means you can effect, at this point a handful
taking the hatch down from the module ring (#36) into the of people should be making their way through the darkness,
pontoon . Since the pontoon is filled with water for ballast, cramped within a tiny minisub. The exterior lights of the
diving equipment will be necessary. Joey only extend about twenty meters; beyond that there is
The electromagnets that drive the impeller can't be nothing but the lightless deeps of the ocean and the silence.
reached underwater without flooding them and the circuitry
that runs them . But, a visual inspection of the impeller
blades themselves will inunediately locate the source of the
I---DUAl·KEEPER NOlES-~
At this point, separation of the Joey group from the Wallaby
problem. There is a quantity of muck and debris that has group is critical, and this is really the part where the dual-Keeper
fouled up the blades. Should tlle grill at the front of the technique shines. Both groups have strange and unsettling
inlpeller tube be examined, it will be found to have been experiences during this period, which each Keeper can
smashed in. If a Facility Systems roll is made, a possible orchestrate on his or her own. The two groups should be
allowed to contact each other by radio, in character. Needless
explanation can be offered: perhaps tlle muck closed over
to say, players tend to act hysterical when radioing back about
the grill completely, so that the action of the impeller one threat or another. Radio reports are also good to fill time
created a vacuum that pulled a loose corner of the grill when one group is between threats; convincing the crew of the
inwards. Wallaby that the Joey group has found an unnatural sunken city
Removing the debris reveals that it consists of a great is usually good for quite a bit of role -playing and theatrics.
deal of muck and clay, as well as several broken sections of
strange black coral. This coral is unfamiliar to any of the The crew aboard the Joey can stay in touch with the
crew members who might know about such things. The Wallaby, so they aren't totally cut off. Should they want to
pieces are stout and grJarled, suggesting that they originally radio back and forth they may do so without any problem.
formed in branchlike irregular lengths. Presumably, these
pieces broke off from somewhere close to the surface and
eventually sunk down here, just in time to be picked up by
AI
I ~
Whammy #5 occurs here:
After about fifteen minutes of travel, call for Spot
the Wallaby. Hidden rolls. Those succeeding notice something
If anyone thinks to ask, the clay among the debris is not curious. Back on the surface, it is common at night for the
NE
SE
SW
NW
HI
I ~
Whammy #7 occurs here:
About this time, the crew of the Wallaby gets a
players may protest at this, but ship's hatches don't lock
(unless you weld them shut).
STR 19 14
IIEP lH SlATS
Good Average Poor
9
Weapon Attk%
claw
Damage
25'1'. 106+104 bangstick 50%
__
sub and making strange gesrures. Suddenly, one side of lhe
hull buckles (from a Shrivel spell). Seams burst, rivets pop,
Bas. % Oamag.
406
Ba •• % Damage
expolsives Geology 506+6"
CON 15 10 7 trident 25% 106+1+104 "heavy drill 35'1'. 206 srnvents Throw varies
OEX 16 11 8 "cutting saw 45% 108+104 (103 to 204)
SIZ 21 16 11 Armor: 1 point of tough. pry bar/cutter 25% 108 oxygen tank
POW 16 11 8 rubbery skin cutting torch 35% 106+104 explosion special 306+6"
HP 18 13 9
"(-106 per ten feet away)
"pneumatic tools
Move 10 9 8 SAN: 01106
DEMISE &ASCENT
Illat no one is ignored or bored. As the group in the sub and
those aboard the ship are making their discoveries, keep
both groups active and tense . If one goes into combat
At this point, everyone that survives should be aboa rd and rounds, try not to slow the other down.
making final preparations to escape. You should be We always run this adventure with two Keepers,
prOViding a countdown to tlle arrival of tlle Star-Spawn to allOWing us to keep things flowing between the groups
keep thlngs at a fevered pitch . When tllere are about two with much more realism. While this may not be possible for
minutes remaining, the Star-Spawn will be visible as two you to arrange, keep it in mind when you approach the
dim glows off in the distance, approaching swiftly. With game. You will need to split your time among the groups
some creative time'-keeping, it should be possible for the effectively to make the scenario work well.
crew of the Wallaby to witness tlleir arrival just as they are Detailed description really helped. Remember the
departing for the swface. Those in a decompression chamber setting: the bottom of the sea, utter darkness, utter silence,
won't be able to see what's going on, but they will certainly utter isolation. Once the action reaches R'lyeh, things get
feel it. weird. Th.e crew of the Wallaby is experienced with
The two Sta r-Spawn reach the Wallaby. With slow, underwater work, but this is like nothing they've seen
ponderous deliberation they rend the ship, tearing great before. The phosphorescence in their wake where none
gouts in its hull. Huge bubbles flee to the surface as sparks should be, the coral that couldn't live down here, and the
and flaring light from electrical systems light the scene of the awful alien nature of the city itself should be enough to
Wallaby's demise. Dozens of Deep Ones swarm about the disturb and frighten them .
legs and torsos of the Star-Spawn, seeming to rejoice as rhe In one sesSion, over fifteen fumbled rolls were made.
ship meets its end. The tiny escaping vehicles used by the Both minisubs were wrecked twice, requiring extensive
crew are ignored - given, of course, that Illey have turned repairs. When one of the repairs fumbled, it left the sub
Il,eir lights off and aren't otherwise drawing undue arrention inoperable (though it provided spa re parts for the other
to themselves. one). Fumbles were made on Spot Hiddens, quickly leading
Drained and disbelieving, the surviving members of the players to think they were under seige by giant squids.
the crew begin the tense journey to the surface. Once Illey Fumbles were made in piloting, diving, swinuning ... you
arrive, they bob about on or just below the surface. If they name i~ they fumbled it. Despite thls, the players won. They
are in the decompression module, they will be especially reached the surrace without a single casualty (though they
vulnerable to the tossing waves . were injured and half-insane). If they could do it despite all
After several hours of near-constant tumbling and this, surely your group can! In fact, we've never had a
bruising, bring in an Australian coast guard helicopter, session where someone didn't make it to the surrace. Once
ostenSibly assiting in the search for tlle Howard. It will only 1 player survived from a group of 8 , sometimes it was
quickly summon a culler, the Kilimanjaro, to come and pick everyone.
"Grace Under Pressure" was awesome. I thought you might like to were when Arthur (the project leader) and I were alone on the upper
know what happened this weekend because we did a few things deck and we got the mayday from the Howard. Jeff made some
differently. Overall, it was very effective. and we had a great time. pretty awesome sound effects over the walkie talkie, and OU' blood
Well. we ran the game in an Edwardian house in Hayward, CA. curded. As soon as the walki&-talkie went dead, we looked at each
There was a huge sliding wood penel that we closed to separate other and screamed in unison. We had lost contact with Joey 1
the dining room and the living room. The living room was the lower when it crossed into the "anomaly." and we were trying to go find
deck of the Wallaby and the dining room was the upper deck. We it when the deep ones (unbeknownst to us) had thrown a bunch of
turned off all the lights, and used only green and pink glow sticks coral into one of our engines. We were all alone, and something
for illumination. On the upper deck we also had a special mag light was scraping across our hull. ..
with a yellow light on one end and a red light on the other that The second, and probably worst, experience was when the
flashed intermittenUy like the light on a police car. A special closet Spawn were coming after us. Bruce said, "I don't know what it is,
was one of the Joeys. and whenever we went out in our diving gear, but ifs real big on the sonar." We quickly figured out that we could
we went outside and walked around the house. "checking the sub." attach the air bags to the decompression chamber using the arms
When the minisub crossed into the anomaly, the players went of the minisub (we had only five minutes before the Spawn could
upstairs to the big open hallway. reach us). We each grabbed something: I grabbed the black box
Jeff (my husband) and Chris Hockabout (our bud) ran the game and the video tapes. As I ran to the chamber, everyone called to
with walkie talkie headsets. The "creW' had their own set of two me. "Sieve! Sieve! Hurry!" because it was set to go any second. I
walkie-talkies so that whoever remained in the Wallaby could could feel the '1>oom ... boom ... boom .. ." of giant footsteps oorning
communicate with whoever was in one of the Joeys, etc. The towards the sub. As I ran down the corridor to the ballast past all
Keepers carried pen lights to reference the adventure. while we the portholes, huge dark shapes eclipsed the windows.
had only the sticks. We only had four players, so Jeff played Craig "00 you Iook?" asked ClYis with an evil smile.
the Computer Guy and Chris played Bruce the Communications "AAAAAAAAAAAAAAAAA!!!' I screamed, looking straight
Guy. I was Steven S. West, the pilot and navigator (initials S.S.W., ahead. "What do you think?"
get it? I know, I know~t was past my bedtime.). The living room had I dove in, and the rest of the crew caught me. I was hurt badly
only the table in the middle and on it the map of the sub. The by a deep one's trident. but Craig the Computer Guy safely
crowning effect was the whale-song tape we played on a boom box operated the minisub (it was the most tense roll of the evening) and
hidden in the middle of the house. All the pinging and ctying and we shot to the surface to be picked up by a ship.
the lone flashing lights, not to mention the isolation of the closed- What a night. We started at 9:30 PM and ended at 3 AM.
off dining room, just heightened the events of the game. Thanks for the terror.
The two most sanity-blasting experiences I had (as a player) Maria Douglas
Damage Bonus
2 3 4
0
7 8 9 10 11 8 10 11
Current Date 12 13 14 @ 16 13 14 15 16 17
17 19 21 18 19 22
24
Phobias
COMBAT SKILLS
Weapon Shots Attk% Impale Damage HP Ammo Weapon Shots Attk% Impale Damage HP Ammo
D Fist/Punch _ 1_ ~ JL ~ D G[al1l1 le _ 1_ ~ _ 5_ ~
D Ki,k --L ~ _ 5_ ~ D Head Butt _ 1_ ~ _ 2_ ~
0 0
permission grantad to photocopy lor personal use only - copyright e 1993 John Tynes
Name Daniel Redgard Position Computer Specialist
Damage Bonus
0 I 2
2 3 4 5 5 6 7
0
7 8 9 @ II 8 9 @ II 12
Curren[ Date 12 13 14 15 16 13 14 15 16 17
17 18 19 20 21 18 19 20 21 22
22 23 24 25 26 23 24 25 26 27
Phobias
Phobias
Insaniries
PRESSURE Schools & Degrees Melbourne Technical University - Ph.D., Ocean Engineering
DONNY STEWART'
Unconscious= 0 1 Dead. 0 1 2
18 IDEX : 12 11 1NT : 16 11 Idea : 80 1 Damage Bonus
2 3 4 5 6 3 4 5 6 7
+106
Ico~ 13 1Ipo~ 13 1ILUC< 65 1
7 8 9 10 11 8 9 10 I1 12
17 11 APP : 12 @ 14 15 16 13 14 15 16 @
Currene Date
Phobias
Insanities
ARTHUR HALE'S
Unconscious: 0 I Dead- 0 I 2
ISTR : 15 11 DEX : 13 11 1NT : 14 11 1dea : 70 I Damage Bonus
2 3 4 5 6 3 4 5 6 7
+104
Ico~ 14 11APP : 12 11po~ 12 11 LUCk : 60 I
7 8 9 10 11 8 9 10 11 12
Current Date @ 13 14 15 16 13 @ 15 16 17
Phobias
Insanities
0 1
Damage Bonus
2 3 4 5 6 3 7
+1 04
@
Ico~ 13 [IAPP : 1 0 [Ipo~ 11 [ILuck : 55 [ Currene Date
7
12
8
13
9
14
10
15 16
8
13 14
10
15
11
16
@
17
Phobias
COMBAT SKILLS
Weapon Shots Attk% Impale D amage HP Ammo Weapon Shots Attk% Impale Damage HP Ammo
PRESSURE Schools & Degrees Melboume Technical University - Ph .D., Marine Biology
TERRY LlPI
Unconscious- 0 1 Dead. 0 1 2
ISTR: 12 11 DEX : 14 11 1NT : 17 11 1dea : 85 1 Damage Bonus
2 4 6
3 5 3 4 5 6 7
0
I co~ 13 11APP : 14 1Ipo~ 14 1ILuc< 70 I @
7 8 9 10 I1 8 9 10 11
Current Date 12 13 (8) 15 16 13 14 15 16 17
Phobias
Insanities
COMBAT SKILLS
Weapon Shots Attk% Impale Damage HP Ammo Weapon Shots Attk% Impale Damage HP Ammo
D Fist/Pu nch _ 1_ ~ --.1.L ~ DG r'l1l1 le _ 1_ ..2L ~ Special
DKi,k -L .....2L _ 5 _ --.1.I2L O Head Butt _1_ ...J..L _ 2_ -.!QL
0 0
permission granted to photocopy for personal use only - copyright 01993 John Tynes
GRACE Name Darryl Belmont Position Communications/Sonar
Phobias
Insanities
COMBAT SKILLS
Weapon Shots Attk% Impale Damage HP Ammo Weapon Shots Attk% Impale Damage HP Ammo
O Eisl/l'unch _ 1_ ...ML --.lQ.... ....1.QL O~[al2l2l~ _ 1_ ~ -L Special
15
AUX. MINISUB BAY
IOEY-l IOEY-2
STAND-UP
ASSEMBLY
Cut out the two blocks of stand-up
figures. Once you have each block
removed, separate the individual
figures by cutting on the long solid
lines.
At the base of each figure is a line,
half-dotted and half-solid. Cut along
the solid half at the base of each
figure. Then fold inward along the
rest of that line, and along the
central dotted line.
The two places you cut in the base
of each figure can than slot
together, supporting the figure .
~
(j
'\ 1
FOId here
Slot bases
together ~
at fold/cut
I.---(Wal~----------.
3Flee~()~SNleley
I_-~I\ (1i)1s le11.gli) x 2 ) - - •
I--'O'lee (1i)1s lell.gli) x5)---"'!l....