Article: 76375 of rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!Austria.EU.net!EU.net!Germany.EU.net!howland.reston.ans.net!gatech!purdue!news.bu.edu!news3.near.net!netnews.whoi.edu!stout.whoi.edu!user From: cvl@gause.whoi.edu (Craig Van de Water Lewis) Newsgroups: rec.games.frp.dnd Subject: Thieves Book II: Mundane Items Date: Thu, 27 Apr 1995 10:19:27 -0400 Organization: Woods Hole Oceanographic Institution Lines: 514 Message-ID: NNTP-Posting-Host: stout.whoi.edu I downloaded this from the net many years ago, and apologize wholeheartedly for not attributing it to the original author, whose name I do not know. I claim no authorship for any of this work, but any who pass it on should consider it copyrighted material. ____________ Synopsis of Thief Items Picking Pockets arm sling (3cp): Using this item, the thief feigns having an injured arm to put the target at ease: after all who would suspect one-armed man of picking pockets? This item reduces the chance of picking pockets by 5% but may also decrease the chance of being discovered (depending on situation). wired cane (oak 3gp, bronze 5gp, ivory 10gp): A rigid wire and leather wristband straps this cane to the wrist, allowing a pick pocket to feign infirmity until close enough to strike. Then by bumping into the target, the cane-bearing hand can perform the pilfering and return to the cane before it is noticed. The item is functionally identical to the arm sling. mini-blade (5cp): This is a generic term for a very small, sharp, blade which can be held between the fingers. A thief using a mini-blade only has to make one pick pockets roll to access a purse with drawn and tied strings. Without a mini-blade, two rolls need to be made to untie the strings and remove contents. sharpened coin: same as mini-blade razor ring: A hollow signet ring with a flip-top and a sharp blade within. (iron: 2gp; silver: 10gp) *rosin (1cp) and powder (1cp): Rosin can be applied to fingertips to make them more sticky and better able to pick up change; powder is applied to the edge of the hand to facilitate moving the hand in and out of a pouch. Rosin and powder together give a +5% chance; separately each gives a +2% bonus to picking pockets. (price given for one dose of rosin and powder) Opening Locks (and Finding/Removing Traps) lockpicks (30gp): Lockpicks are the most important component of the basic thieves kit; most adventuring thieves also carry a few files, wire cutters, etc to deal with traps. mini-lockpicks (50 or 200gp): Miniature lockpicks are more easily concealed than normal lockpicks. They come in 2 sizes (50gp and 200gp): the more expensive ones are smaller but also impose a -10% penalty on the open locks roll. acid (50gp per vial): This acid is powerful enough to eat through a lock if the lock fails its saving throw (13). If the save is made, the lock cannot be opened but it will be ruined (and unopenable) if a second save is failed. chisels (3 for 2gp): Chisels are used to force small locks. The base chance for success is equal to the open doors percentage, but a thief may add one- fifth of his open locks chance to the base chance. Using a lock chisel and hammer takes 1 turn and is fairly noisy. wire cutters (1gp): Wire cutters are used mainly for dealing with traps; the thief disables the internal mechanism or cuts tripwires. metal file (5sp): With a file (or hacksaw) one can try to saw though the lock apparatus. Usually only small locks can be cut though this way and cutting though a lock takes 3d6 turns. hacksaw (6gp; blade 6sp): Hacksaws can be used like files, although they can also be used to cut around a lock. Cutting around a lock takes 2d6 turns. magnifying glass/lens (100gp): A lens will add 5% to a thief's open locks/ find/remove traps chance if the inner workings of the lock or trap are exposed to view (which does not happen often). oil and funnel (3cp): Applying oil to a lock negates any penalties caused by rustiness or disuse. Locks in dungeons rust due to moisture and may be harder to pick than new locks of the same quality or make would be. It takes 1 round to apply the oil and d6+4 rounds for the oil to sink in. Using oil to lubricate a lock helps the thief (+10%) open it silently; deactivating locks or traps silently can be done normally with the thief suffering a -10% penalty. The task will be accomplished silently (if at all) on any roll except 01-10%. In this case a loud snap will be heard when the lock/trap is sprung. safecracking set (25-500 gp): This set is composed of drills for cracking though combination locks: without these tools it is impossible to do a combination lock. The quality of these sets is variable: a cheap set may be purchased for 25 gp but more expensive sets (with power drills and diamond tipped bits) could go for as much as 1000 gp. The thief may make a detect noise roll (done at half chance without a stethoscope) to analyze the safe. If the thief succeeds in his detect noise roll, he can use his full open locks chance to deal with the safe. Failure means that the thief gets half his open locks chance and critical failure means his chance is quartered. The better safecracking sets may be improved in the following ways: 1) reduction of weight 2) bonus in item saving throws 3) slight (5-10%) bonus in safecracking percentage 4) miniaturized (lighter and more concealable). Moving Silently footpad boots (8gp): Footpads add +5% to a thief's move silently chance but due to their lack of traction subtract 5% from his climb walls chance. Detachable footpads are often donned by cat burglars after they climb though the window. leather straps (3sp per pair): "Strapping" is a technique that thieves use to get them over sections of floor that have squeaky floorboards; it does not add a general bonus to move silently rolls. The thief uses straps of stiff, hardened leather to distribute his weight over a wider area; this negates penalties caused by bad floor conditions. It also reduces movement rate to half of the thief's normal move silently rate (i.e. 1/6th of normal). Hiding in Shadows darksuit (30gp): A darksuit is composed of black or very deep blue clothes which can be carried about easily or worn under normal clothing. If the suit is worn it adds 5% to hide in shadows chance in any area which is shadowy, has a light level equal to dusk or early dawn, or equivalent. woodland suit (35gp): This has a similar basic design to a darksuit but is made of light clothing dyed in irregular patterns of greens and browns. It adds 5% to hide in shadows chance when the thief attempts to conceal himself in any outdoor woodsy setting. charcoal (2cp): Blacking up the face with charcoal adds 2% to hide in shadows chance for concealment in shadows, dim light, etc. *tar makeup (3gp/20 applications): This makeup has the same functional effect as charcoal (+2% bonus hide in shadows) but is more appealing to high level thieves who consider themselves too cool to use soot out of pipes or charcoal. plant dyes (5cp): Analogous to the use of charcoal in dim lighting, a thief can use plant dyes (crushed leaves, berries, etc) to disguise his exposed face and hands in outdoor settings. weaponblack (2gp per vial): Weaponblack does not affect a thief's hide in shadows chance unless the thief is attempting to backstab with a shiny (silver) or glowing weapon. Weaponblack negates any penalties imposed by having such an obvious weapon; the penalties differ according to the situation but they range from -5% (silver) upward. As a rule of thumb, the penalty is -10% for every 5 ft of light radius of the weapon; all these penalties are negated by the use of weaponblack. Detecting Noise listening cones (2gp): A listening cone adds 5% to a thief's detect noise chance if he/she is listening at a door or some other surface. stethoscope (50gp): This is a specialized listening device used by thieves cracking saves; use of a stethoscope gives a thief a full detect noise chance against a safe. Climbing Walls clawed gloves (20gp) and overshoes (15gp): Clawed gloves or boots add +5% to climb wall rolls except on smooth surfaces; wearing both gloves and boots adds +10% The use of clawed gloves reduces silent movement rolls by -5%, the use of clawed boots by -5%, and the combination by -10%. climbing dagger (5gp): The use of these daggers adds 5% to climb walls rolls (2 are needed), but their main use is to anchor a housebreaker harness. These daggers cannot be thrown but can be used in melee as -1 daggers. grapples (3gp): The use of grappling irons and rope adds +40% to the normal climb walls chance. A grappling iron can be thrown up to 30 ft vertically. Grapples are noisy but special padded grapples can be used which half the noise made but are thrown at -4 to hit. An average wall is AC4. special function arrows: These arrows can be used instead of grapples to attach ropes to walls or other structures. Either a one-rope or two-rope method can be used to send the rope up. With the one rope method the archer attaches a single climbing rope to the arrow; there is a reduction in the range of the arrow (half). In the two rope method the thief threads a light string through a loop attached to the arrow and holds both ends of the string. After the arrow is securely lodged, the thief uses the string to draw his rope up; twice the rope is needed to attain the same distance and it takes 1 round to play out 20 ft of rope. wood biter 8sp +3 for tree branches, wooden walls stone biter 1gp +2 for stone parapet and stone wall top stone biter "adamantite" 7gp +4 for stone parapet and stone wall top,+1 to wooden wall minor grapple 6gp +2 to stone parapet, tree branches +1 to all others major grapple 10gp +3 to stone parapet, tree branches +2 to rocky ledge, wooden wall +1 to stone top wall Using the one rope method gives a -2 to all modifiers except with the major grapple. climbing spikes (iron) (5sp): Hammering in these spikes takes d4 rounds with a small hammer and is a very noisy operation. Spikes cannot usually be hammered into very smooth surfaces (except ice). In general spiking is used as an insurance policy against falls, but a spike used to arrest a fall has a 10% chance per character supported on climbing line (15% on ice walls) Burglary crowbar (6sp): This tool can be used for forcing windows, levering open locked chests, etc. Use of a crowbar adds +10 to a bend bars roll the thief has to make when trying to force some portal. The crowbar may also be wielded as a normal club. glass cutter (100gp): (used with tar paper) housebreaker's harness (25gp): This harness can be worn over clothing or leather armor and is principally used by thieves breaking into the second story. If the thief is climbing a wall using a rope, the rope can be run through one or more of the rings of the harness thus removing any chance of falling from letting go of the rope. Once the thief has reached the point where he hopes to effect a break-in, two of the straps can be fixed to either side of him with climbing daggers or wedges. This provides the thief with a firm base and allows him the free use of his hands to open a lock, check for traps, etc. Equipment can be hung off straps attached to the harness. keymaking set (50gp): This kit allows a thief to make duplicates of keys he already holds in his possession or from impressions of keys made using a wax pad. Duplicating a key takes d4 hours and requires one out of two open locks rolls. If the thief made his duplicate from a wax pad, there is a -10% penalty to the rolls. limewood strips (3cp/10): These strips are slipped between a door and its door frame so the thief can raise a latch on the other side of the door and open it normally (possibly after picking a lock). A normal latch can be opened but a bar is too strong for a limewood strip to lift. Lifting latches requires a successful open locks roll. metal strip (25gp): This is a specially crafted thin strip of metal used to lift metal bars which are too strong for a limewood strip to lift. Some bars may still be too tough to lift with a metal strip; lifting bars requires a successful open locks roll. sharkskin (12gp/1 sq ft): Sharkskin can be used as a form of hanging board; a square of material affixed to a surface with hooks pointing downwards can be used to keep tools and such in place. Good for a thief whose hands are busy doing other things. tar paper (1sp): Tar paper can be used when breaking though a window. The thief slaps the paper on the window before breaking it to muffle the noise and keep all the fragments from flying out (a move silently roll determines how quietly the break is made). If a glass cutter is used in addition to tar paper, the glass can be quietly pulled out of the window. wax pad (3cp): Wax can be used to duplicate keys or possibly even heavy seals on letters. A forgery roll is required to duplicate seals or insignia. Evasion aniseed (2 sp): A small quantity of aniseed extract can be used by a thief to ruin any effort to have dogs track his scent. Dropping a vial of aniseed at a suitable place (before crossing river, etc) will ensure that the dogs' sense of smell is utterly ruined for d4+1 hours if they reach that spot. A saving throw vs poison will enable a trained dog to evade the aniseed to some extent but the sense of smell is still lost for d4+1 turns. Slow or neutralize poison spells will eliminate the effect but the dog will still have to pick up the trail further along, somehow, to continue tracking. caltrops (1gp/10): The base number of caltrops used is 10 thrown down in an area of 25 square feet. Anyone entering that area must make a save vs. para. A failed save means theat the character has stepped on one, suffering d4 points of damage and must halt movement. If half the number of caltrops is used (5/25 foot area, the save is made at +4; for every extra five dropped in the area the save is made an additional -2 (up to -6). A character moving at less than one third his normal movement rate does not need to make a save. A fresh saving throw must be made for each 5 foot section in which caltrops have been dropped. If a pursuer steps on a caltrop, one round must be spent removing the caltrop from the foot. The pursuer must make a second save vs. para to see if he is temporarily lamed; a failed save indicates that the pursuer can only move at one third movement rate for 24 hours or until the damage is magically healed. catstink (40gp/vial): Even the best trained dog (watchdog or tracking dog) finds it impossible to avoid being distracted when there are cats about. Dogs who smell catstink will not do anything other than try to get at the source of the smell, no matter how well trained. Spells (slow or neutralize poison) are only useful if the dog is wholly removed from the smell. Even then the effect of the spell will not be evident for 1 turn. Catstink can also be used to delay dogs tracking a thief as he attempts to make an escape. The smell of catstink can be picked up by dogs up to 200 yards away or as far as half a mile if they are downwind of it. dog pepper (1sp): This may be dropped on the floor, like aniseed, to put the dogs off the scent when pursuing a thief. It is less effective than aniseed, however, the pursuing dog being allowed a saving throw vs. poison to avoid the effect of dog pepper absolutely. If the save is failed, the dog is unable to continue pursuit for d4+1 turns. Dog pepper may be scattered into the air, a small packet holding enough to fill a 10 ft cube for d4 rounds. A dog entering the area during this time saves at -2 to avoid the effect of the pepper. If the pepper is thrown right into a dog's face, (called shot) the animal must save at -4 or become hysterical for an hour. marbles (1sp/bag): Marbles can be unleashed on a stone floor to slow pursuers to half movement; if the pursuers wish to move at full speed, they must make a dex check. If the check is failed, the pursuer slips up and has to spend a full round getting up again. A bag of marbles (30) will cover a 10'x30' area. Diversions (5gp each) *bamsmacks: These tiny segments of bamboo contain an ordinary salt. When a string on the bamsmack is set on fire, the device splits with a large bang. *gigwhorls: These tight wound tops have a lock and spring mechanism. When thrown they hit the ground and whirl in a loud, clattering fashion. They provide 1 round diversion, once per encounter, only on creatures unaware of the user. whistler: This consists of a small tube which is filled with 2 chemicals; the gas produced escapes through a whistle. The whistle takes 3 rounds to become loud and generally lasts for 4-16 rounds once activated. stink-bomb: This device produces colorless gas which smells like rotten eggs. It takes 3 rounds to activate once chemicals are mixed and will dissipate in 2-8 rounds under normal circumstances. Annoys dogs. rose-bloom: This gimmick is similar to stink bomb, but smells like roses. Also annoys dogs. glowing liquid: (red, green, blue) This viscous paint looks eerie, and is mildly toxic. It lasts 4-16 rounds after being mixed and resembles a weak faerie fire. smoke bomb: (red, green, blue) This is the daytime equivalent of glowing liquid. The smoke does not obscure vision but looks dangerous. Smoke clouds are 1' diameter. coughing box: The box activates in 3 rounds, and produces a wracking coughing noise for 2-8 rounds. small rocket: This rocket optionally includes a fuse for 1 round. It flies upto 60' with minimal payload; however there is a chance of failure and the rocket cannot be aimed with any accuracy. Do not get it wet. blinding powder: (includes blow-tube) Deploying the powder requires a called shot etc, and a successful hit causes blindness for 2d4 rounds, save for 1/2. sneezing powder: (includes blow-tube) This powder requires only a normal roll to hit. The victim has to save vs poison or is unable to attack for d4 rounds. itching powder: (requires place pockets) Itching powder acts in d3 rounds. The victim is affected by irritation (W-2) if he fails a save vs spells, unadjusted by dex, wis. The thief can cause penalties on save by accepting a -5% place pockets penalty per -1 to target's saves. touchpowder: This powder must be mixed before placing on object. It takes 1 turn to dry and lasts for 1 hour before becoming useless. The coating can be noticed by careful observation and counts as a trap. If touched, the powder explodes with a bang. The target must then save vs spells: if a 1 is rolled, target takes 1HP damage. A failed save stuns target for 1d2 rounds. This powder cannot be coated on objects and thrown. Weapons death knife (10 gp): A death knife can appear to be a bladeless knife but it is more often disguised as something more innocent (comb case, etc). The blade of the knife is within a barrel inside the handle and is spring-loaded. The knife is triggered by pressing a catch on the handle; the blade shoots forward with considerable force. The weapon requires a dagger proficiency to use and does 2-4/2-3 dmg. folding bow (45 gp): A folding bow divides in half when unstrung making it a much more suitable size and allowing concealment. The joint in the middle of the bow weakens it, however, reducing the effective ranges to 4/8/13 (for a short bow) and also making it -1 on all damage rolls (but any hit causes at least 1 hp of dmg). pin ring (iron: 2gp; silver: 10gp): This simple weapon is a ring with a flip- up lid, below which is a needle capable of delivering a dose of poison to the target. With simple pin rings the victim receives a bonus of +2 to any saving throw against its effects because the administration of the poison is haphazard. More refined designs give only a normal saving throw or possibly a saving throw with a -2 penalty. An attack with a pin ring is usually a called shot because it must strike exposed flesh. sword stick (25 gp): This is a slender rapier-like blade concealed within what appears to be a walking stick or a cane. This weapon requires a proficiency in foil, and does d6/d6. It takes one round to ready it for use. wrist sheath (3sp): This small leather sheath is made to hold a knife or dagger and is strapped to the forearm so that the weapon can be flipped into the hand by an arm movement and the blade readied for action. This allows the thief to conceal the weapon yet have it ready for combat. *garrotte (3sp): This weapon can only be used on a backstab or if the target is surprised. It does d4/d3 dmg and after the first hit does automatic dmg until dislodged. The garrote can be dislodged by a successful bend bars roll or by hitting the thief (done at a -2 penalty). *blade boots (15gp): These are close combat weapons which do d4/d3 dmg and require a proficiency to use. Poles blade pole (5sp): This item is simply a small blade wedged into one end of a pole which is used for cutting objects at a distance. It allows the thief to cut wires and remain away from any traps that are sprung. climbing pole (1sp): This is a stout, strong, pole, 10 feet long or so, with notches cut at regular intervals (every 2 feet). By leaning the pole against a wall, a thief can climb up the notches. Most thieves will not bother using such an item unless the wall is very smooth or has embedded shards in the mortar. hooked pole (1sp): This pole may be used like the blade pole for pulling trip wires at a distance. It is more commonly used to catch onto items so they may be retrieved. Items can be stolen from houses with open windows if a successful pick pockets roll is made. mirror pole (20gp): This uses mirrors at both ends of the pole, set at a suitable angle so that the thief can peer, periscope like around corners using this instrument. Miscellany disguise kit (20 gp): This kit contains the base makeup, fake hats, fake beards necessary to perform the disguise proficiency. hollow boots (15 gp): The heels of these boots swivel to reveal a small hollow compartment within the boot. The compartments are small and will typically only hold one gem of moderate size or up to four small ones. There is not an externally built up heel, but a thief wearing these boots suffers a -5% penalty to any move silently rolls he has to make. A variant of these boots allows a thief to conceal a mini-blade in the heel; these boots do not give a move silently penalty. false scabbard (5 gp): Thieves can employ scabbards which are slightly longer than the swords which fit into them, leaving a length of scabbard at the end which is a separate hollow compartment. Usually this can be accessed via a sliding panel at the end of the scabbard. liquid gloves (25 gp/dose): Liquid gloves are often used by thieves trying to deploy itching powder, etc. The thief smears a liquid on his hands which forms into a thin sheath which protects him from irritants (and contact poison). The sheath lasts for d4+4 turns before dissolving. hand lamp (10 gp): This is usually a small metal pot about the size of a night light candle. It has a hinged flip up lid with a mirror on the inside. The mirror directs the light, and the lid also works as a snuffer when closed. The lamp provides enough light for the thief to work by while not shedding enough to give the thief away. The light is unlikely to be visible at all further than some 20 ft from the thief and even at this range it is very, very, dim. hand warming lamp (2 sp): This small lamp is oil-burning, with a reservoir of oil and a small wick sunk into an earthenware shell. It is used by the thief to warm his hands, if cold would otherwise impair his talents. marked cards (5gp) and biased dice (5 gp): If the gaming proficiency is applicable, the use of suitably marked cards or dice allows a -3 modifier to the d20 check or if a thief so choose he can make a place pockets roll to "draw" a suitable prop (fixed card, etc) at the correct point in the game. If the cards or dice are examined by a proficient gamer, they will be revealed to be biased. water shoes: (5gp) Water shoes are simply large, wicker work basketlike devices which are worn over the feet (and come to mid calf height). The thief balances in an upright position and propels himself across the water with a paddle or oar. The DM may insist on a move silently check at some stage. If anything happens to startle the thief, a dex check is called for to avoid falling over in the water. Movement rate is 1" on surface of water, and the thief loses DEX modifiers on AC and saves. *earblades (1sp): These are mini-blades which are hidden behind the thief's ears. If the thief is unfortunate enough to be hanged, the blade might be used to score the rope and sever it. There is a 15% chance of discovery and a 50% chance of severing the rope. Most thieves wear 2 earblades to make sure they have a blade near the rope. crawling coins (25gp): These weird coins are available in any denomination. In reality, these devices are strange bugs, which look like coins and have an iridescent coloring. The bugs crawl around (on their stomachs like snails) when disturbed by hitting on shell. Normally they feed on leftovers and eat very little. They are toxic if eaten. Thieves Equipment Pick Pockets Cost Weight (lbs) arm sling 1cp (clothing) wired cane (oak, bronze, ivory) 3gp/5gp/10gp 2 mini-blade 5cp ** sharpened coin 1 coin ** razor ring (iron, silver) 2gp/10gp ** rosin 1cp ** powder 1cp ** Open Locks (and F/R Traps) Cost Weight thieves' tools 30gp 1 mini-lockpicks (small) 50gp * mini-lockpicks (miniature) 200gp .05 acid (1 vial) 50gp 1 chisels (3) 2gp 1 wire cutters 1gp * metal file 5sp * hacksaw 3gp 1 hacksaw blade 6sp * magnifying glass/lens 100gp * oil (1 vial) 6cp * funnel 3cp * safecracking set var (25gp) var (5) Move Silently Cost Weight footpad boots 8gp 3 (clothing) leather straps 3sp 1 Hide in Shadows Cost Weight darksuit 30gp 5 (clothing) woodland suit 35gp 5 (clothing) charcoal (bundle) 2cp ** tar makeup (20) 3gp * plant dyes 5cp * weaponblack (vial) 2gp 1 Detect Noise Cost Weight listening cone (brass) 2gp * stethoscope 50gp * Climb Walls Cost Weight clawed gloves 20gp 1 (clothing) clawed overshoes 15gp 1 (clothing) climbing dagger 5gp 1 grappling iron 3gp 2 arrow, wood biter 8sp * arrow, stone biter 1gp * arrow, stone biter (adamant) 7gp * arrow, minor grapple 6gp * arrow, major grapple 10gp 1 climbing spikes (10) 5sp 4 Burglary Cost Weight crowbar 6sp 4 glasscutter 100gp 1 housebreakers harness 25gp 2 keymaking set 50gp 6 limewood strips (10) 3cp * metal strip var(25) var(*) sharkskin (1 sq ft) 12gp 1 tar paper 1sp * wax pad 3cp * Evasion Cost Weight aniseed (vial) 2sp * caltrops (10) 1gp 1 catstink (vial) 40gp * dog pepper (packet) 1sp * marbles (bag) 1sp .5 Diversions (5gp) Cost Weight bammsmacks 5gp * gigwhorls 5gp * whistler 5gp * stink-bomb 5gp * rose-bloom 5gp * glowing liquid 5gp * smoke bomb 5gp * coughing box 5gp * small rocket 5gp * blinding powder 5gp * sneezing powder 5gp * itching powder 5gp * touchpowder 5gp * Weapons Cost Weight death knife 10gp 1 folding bow 45gp 2 pin ring (iron/silver) 2gp/10gp ** sword stick 25gp 4 wrist sheath 3cp ** garrotte 3sp 1 blade boots (clothing) 15gp 2 Poles Cost Weight blade pole 5sp 5 climbing pole 1sp 15 hooked pole 1sp 5 mirror pole 20gp 5 Miscellany Cost Weight disguise kit 20gp 1 hollow boots 15gp 3 (clothing) false scabbard 5gp 1-2 liquid gloves 25gp * hand lamp 10gp 1 hand warming lamp 2sp 1 marked cards 5gp ** biased dice (bone/ivory) 5gp/20gp ** water shoes 5gp 1 earblade 1sp ** crawling coins 25gp .02 Notations: var= The price or weight of this item is variable and highly dependent on the quality of the item purchased. The number given in parentheses is the cost or weight of the average item. *=0.1 lbs **=0.01 lbs -- Craig Van de Water Lewis Woods Hole Oceanographic Institution Redfield 222; Woods Hole, Massachusetts 02543 PH: (508) 289-4814 Fax: (508) 457-2169 Email: cvl@gause.whoi.edu