"In this sort of thing," Willard notes dryly, "security is probably lots of monsters.  But you knew that, right?"<br/><br/>The elevator comes to a jerking stop at the floor of a large, rough-hewn chamber carved out of the living rock.  It looks like a pretty standard industrial mine, complete with the shadowy, boxy forms of equipment lying just at the edges of the circle of light cast by the lamps next to the elevator.  Your new geologist friend sways for a moment as if he's suddenly unsteady on his feet, puts out a hand to prop himself up against the elevator door.<br/><br/>"Oh, damn...does anyone else feel that?"<br/><br/>'That' would be hard to describe.  He may suddenly be sensing what you already feel--the innate wrongness of this place.  And if it's strong enough for a mortal to pick up on it...that can't be good.<br/><br/>"I'm okay," he adds, straightening up.  By the tone of his voice, he isn't.  But it's a very macho thing to do, so he's fronting.  "Guess now we go and find the ritual or whatever it is before Nyarlathotep or Azathoth or something comes to say hello."<br/><br/>After a few moments of searching, you find three tunnels all heading in the same general, slightly downward direction.  Flickering orange or reddish light in the distance and the low rumbling of some chant or other is more than enough cause to determine that 'yonder lies peril'.  But before you can collectively head that way, a number of shadowy forms rise up out of the floor to bar your way.<br/><br/>"Oh.  Great."  Willard sounds almost bored.  "Well, I think we just found what happened to the workers who died in that quake."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Battle!</div><div class="spoiler_body">These particular mooks are AC 7.  There are a lot of them--it's a Large mob--but they're fairly weak.  24HD total and they make 1 attack on each of you every round with a +1 bonus.  Remember that your Fray Die always goes off.  Go to town!</div></div>