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Chaosium Digest Volume 36 Number 03

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 · 1 year ago

Chaosium Digest Volume 36, Number 03 
Date: Thursday, April 25, 2002
Number: 3 of 3

DER HEXENHAMMER (pt. 3)
by Mervyn Boyd - jack@ktana.freeserve.co.uk

Witch-finders & The Inquisition
The Inquisition was established by a series of papal decrees between 1227
and 1235. Pope Innocent IV authorized the use of torture in 1252, and Pope
Alexander IV gave the Inquisition authority over all cases of sorcery
involving heresy. Inquisitors were charged with stamping out witchcraft -
however inquisitional procedure demanded a confession as proof. Confessions
were often exacted by torturing the defendant. Torture, however, was
euphemistically called "the question", and according to inquisitional
doctrine it was applied only once. Since this was a loophole, the idea was
to have a never ending question put to the presumed witch. In other words,
the torture never ended until the witch confessed or had died from the
ordeal. Torture methods were many and varied. Examples being:

The ones previously mentioned at the beginning of the scenario, thumbscrews,
the Iron Maiden, the rack, stoning, the Heretic's Fork; an iron rod with
several points at each which were rammed deep into the flesh under the chin
and into the bone of the sternum, the fork prevented all movement of the
head and allowed the victim only to murmur. The Spider, a multi-clawed
gripper which was heated until the iron was red and used to mutilate and
tear a woman's breasts off. Knotting, wherein a stick was tied to a woman's
hair and twisted tighter and tighter. Not only would the hair be ripped out,
but the scalp would often be torn open, exposing the skull-cap. Blooding, it
was commonly believed that a witch's power could be nullified by blooding.
Convicted witches were slashed over the nose and mouth and allowed to bleed.
Sometimes witches blooded this way bled to death. Burning at the stake was
by far the most well-known punishment for witches. Sometimes uncooperative
witches were burned with green wood, which took longer to kill them. Others
were inverted, their legs spread apart and sawed down the middle. Owing to
his inverted position, which assured ample oxygenation of the brain and
impeded the general loss of blood, the victim did not lose consciousness
until the saw reached the navel, or sternum. Sprenger has used tall these
and others at some point during is career.

Pervert in the Bushes
This event can be thrown in at any time of day. If the keeper decides to use
it a relevant investigative character receives a phone call from a concerned
neighbour, who explains that there is a man across the road acting
suspicious. The caller (Estelle DiMarco), she says he's lurking in the
bushes watching the house next door, and has been there several hours now,
and what should she do. This is Sprenger... waiting, watching his next
victim, calculating Oh, one more thing. Estelle's address: 1228 Lancaster
Road.

By the time any character arrives, or if a squad car is simply dispatched,
Sprenger will be long gone - having been scared off by Estelle who disturbed
her curtains for a better look.

Interviewing Estelle
The white-haired and elderly Estelle peeks out from the curtains when the
players knock on her door. She lives alone and is quite weak and feeble and
easily scared. She asks who it is before opening the door; demanding to see
ID. Gaining her confidence, she opens the door gingerly and invites them in.
The first thing she does is to point to the spot where she saw Sprenger in
amongst the dense foliage. Whoever takes the lead in questioning her
receives a 1/2LUCK check. Failure results in confusion and no real
description save for he was white. She didn't get a good look due to the
bushes obscuring her vision. Success on the other hand nets the following
description: "White, Average Height, Stocky or Well built, Balding with a
full beard and moustache. He was also wearing a shabby rain coat." If the
players request an artists rendering of Sprenger, they get a general
likeness of him, otherwise they'll just have to go on her description. If
Estelle is shown the image from Illinois then she gives a positive ID.

The neighbouring household which held Sprenger's interest is unaware of his
activities, and once told will anger Peter Armstrong (husband), worry the
shit out Susanna (wife), and concern Sarah (daughter, who by the way,
follows the Wiccan way). Diligent investigation discovers Sarah's bedroom
faces the bushes. Anyone wishing to stake the place out this night is in for
a long night. Sprenger has been chased off - he won't be back. For now Sarah
is safe thanks to a gray-haired old lady.

Investigation of the spot where Sprenger stood gains a couple of clues.
1d3+2 cigarette ends are easily found. No matches though. Must've used a
lighter. Eagle eyed investigators see with a SPOT HIDDEN check a partial
boot print. Size 11s by the looks of it. Tracks are easily lost in the
bushes. Taking a plaster cast of the imprint is difficult so a DEXx4 check
must be succeeded.

Lab tests on these reveal the brand of cigarette is the same as those found
in Miriama Spence's grave. Saliva and DNA samples extracted from the
cigarette ends also match. Patience and persistence coupled with a LIBRARY
USE check reveals the partial boot print to belong to a common domestic
hiking boot.

1d3+1 days later
To get involved with this, a relevant investigating character really needs
to be working late one evening. A failed POWx1 roll ensures this when
Captain Dreyfuss orders the character to catch up on paperwork. Or, due to
the circumstance of the case the relevant player gets a phone call at home
from the late shift. It's about 11.45pm when a woman and two men enter LRPD
HQ and ask for assistance. Role play the interrogation for effect. Note:
Bruce and Moses will hold information back, particularly that of firing a
gun when they account for their actions. PSYCHOLOGY checks enable detectives
to sense the deception. Laura-Lee, will, however openly say Moses fired a
gun. Oops, sorry Moses.

All in all, this is what can be learnt: This is Laura-Lee Wilkinson, owner
of a local occult shop. She had just locked up and was on her was to her
car in a nearby car park when Sprenger rushed her from behind and pulled
her, kicking and screaming, into an alleyway. The two men were near by, and
witnessed the event. They hurried to the scene and saw Sprenger struggling
with Laura-Lee. Moses shouted a warning and pulled a .38 auto and fired into
a dumpster, while Bruce picked up a broken chair leg before running to her
aid. By this time Sprenger had nearly bundled her into his black Toyota van,
then WHACK, Bruce smacks Sprenger in the head with his chair leg. Moses then
began to run up too. That's when Sprenger dropped Laura-Lee and jumped into
his van, closing the door before pulling away bleeding from a gash in his
temple. Moses then fired again at the fleeing van puncturing the rear door.
That's when they brought her here.

Other Info.
* Another physical description of Sprenger is given. White, Late 30s early
40s, 5' 10", Well built, Receding brown hair, Full beard and moustache. He
was also wearing a shabby rain coat, and spoke with an accent -possibly
German. The lead investigator has his LUCK chance to learn that the attacker
has a scar bridging his nose. If the characters have a photo of Sprenger,
then he will be positively identified.

* Fortunately, Bruce had the presence of mind to take note of the license
plate number as he sped away. Following this up, it appears that
the van is registered to Anthony R. Williams of 214 East Street, Maumelle (a
few miles north-west of Little Rock). Paying Anthony a visit, he will deny
owning the van, but will confirm selling it about two years ago to some guy
for 300 bucks cash. Digging out the record of sale we find the name that
Sprenger gave is Heinrich Kepler who lives at a location which turns out to
be a tenement building in Little Rock run by a coke dealing slum lord.
Checking it out is a dead end. Nobody remembers anything. It's really
doubtful that Sprenger was really ever here anyway. If the players don't
come to the conclusion, a half IDEA check suggests that the probability of
the name being false is high. Running Kepler through FBI / Police databases
is fruitless. A phone book search comes back with zero Keplers in Little
Rock. A wider search can uncover 1d4+1 Keplers outside Little Rock - all of
whom check out. None of them are the guy we're looking for. An All Points
Bulletin can be put out on the van. See later.

* Firing guns in the street is pretty much illegal without good reason, and
Moses can be cautioned on this event. Confiscating his weapon and
forensically checking it has these results. The gun is clean. It is not
listed as having been used in any prior robberies or murders. It is
registered to Moses Wolfe, and he does have a license for it. Both men also
are free from police records, as is Laura-lee.

Going to the crime scene, the players can find assorted clues to help in
their investigation. In the alleyway they can find the first bullet (in the
dumpster) and both casings from Wolfe's gun. Further up the alley they find
a blood stained chair leg. (DNA and blood typing prove the assailant to be
our killer.) Thorough investigation of the scene turns up some black paint
scrapings on a wall. Could be from a black van. Checking all the CCTV
footage from Laura-Lee' shop to the alleyway takes time and shows Laura-Lee
as she makes her way to her car. In pursuit of her is our man, Sprenger,
although only a LUCK roll will have him showing his face, otherwise it's
always be obscured in some way. Checking her car is fruitless. It has
nothing to provide, and nor will her place of work and residence, although
her shop does get set fire too later in the week. I wonder who?

Sooner or later
Within a day or two of his failed attempt at abducting Laura-Lee, Sprenger
is at it again. This time with success on his side. Prowling around town
late one night he spots a potential victim What's she doing? It's not
natural to be lurking in a graveyard at close to midnight. Sprenger stops
and watches, finally coming to the conclusion that she's either communing
with the dead, or trying to raise them. With relative ease, his latest
victim is overpowered and bundled into his van and secured.

37 hours later she is reported missing by her parent. Lara lives with her
mother. Again, for reasons of the plot the call is put though to a relevant
investigating character. This victim is Lara Crosby, a 17 year old female.
She was last seen about 10 pm 37 hours ago by her mother (Carol) as Lara was
heading out. She often "haunted" grave yards at night, especially the old
one at Saint Andrew's Church, because there's plenty of nooks and crannies
and it's creepy at night. Investigating the new abduction, investigators
learn that Lara was a very strange and unusual person. Interestingly, she
was not a witch or had any real interest in the occult.
Speaking to Carol, investigators find that Lara is a single child, has no
real friends, and has been into death ever since she was five when she
brought a dead cat home and hid it until it began to stink out the house. A
battery of child psychologists couldn't help. A search of her room is
largely unsurprising. It's painted solidly black, with a black carpet, and
has black lace draped in imitation of spider webs. The air is musty and the
room is tidy. A few sickly wilting plants sit on shelves, and are
meticulously cared for so that they are permanently on this side of death. A
collection of books and photo albums and VHS tapes are stacked on other
shelves between two animal skulls; their content dealing with death. Books
of medical procedures, photos of road-kill, gravestones, funerals.
Hand-written prose is inserted into the albums - all dark, twisted, morbid
and lurid. There are also hand-drawn charcoal sketches of emaciated corpses,
the Grim Reaper, body part cross-sections, and the like.

Sitting on a desk is a computer with audio/video software installed. Booting
it up, the players see the wallpaper is of a graveyard scene at night.
Obviously manipulated to give it a misty appearance with a full reddish
moon. IDEA rolls can identify the cemetery as St. Andrew's - about a mile
away. On the hard drive players find assorted MPEG files of graveyards at
night in varying states of manipulation; and WAV files of Lara reciting her
poetry. The computer also has internet access and some of her favorite
places include sites that contain pictures of death, decay, and accident
victims. There's no email to read. The recycle bin is full and has flies
buzzing round it - unwanted edited footage. In the desktop tray players find
with a SPOT HIDDEN check a little downloaded application called Death Clock.
The timer is running. 120 hours, 43 minutes and dropping. A search through
her belongings uncovers a couple of syringes and bottles of insulin. There's
nothing more of interest, except that there is no camcorder to be found.
Carol can confirm Lara took the camera when she last saw her.

A search of the St. Andrew's cemetery requires SPOT HIDDEN and TRACK rolls.
The first enables sharp eyed characters to find, glinting at the base of a
tombstone, a dolphin shaped hair clasp with a few strands of black hair.
Carol can identify it as a present she gave a year or so ago. DNA testing
and comparison with hair taken from a brush in Lara's bedroom match. There
are also scuff and drag marks where it appears an assault took place. Boot
imprints can be taken and they similarly match the one taken earlier. They
head towards the main gate, then stop. Another SPOT HIDDEN check finds a
tire tread imprint in some mud which can be lifted. No camera can be found.

An APB on Sprenger's Van
Once the players put out the description of Sprenger's van, their wait is
not long. Three days later a patrol car spots it in Sweet Home (just outside
Little Rock to the South East). It's parked in a Wal-Mart car park. Don't
worry, Sprenger hasn't abandoned it. He's off doing something or other and
won't be back for some time - time enough to tow the van away and have it
impounded for a forensic search, although it'll probably be a better idea to
set up an observation post and wait for Sprenger, he'll be a no show for at
least four hours. Sitting it out the players can then follow him to his hide
out or arrest him there and then.

A cursory search of the van right now requires a PICKLOCK check to get
inside. On the exterior, players find scratches as though it was scraped
along a wall . One of the rear doors has a puncture - could be a bullet
hole. The driver compartment is littered with trash, and placed on the floor
is a bag containing duct tape, canned food, Marlboro lights cigarettes, and
other stuff. The ashtray is full with cigarette stubs. The storage
compartment is grimy, and has been modified so that a person could be
securely manacled as the handcuffs attest. Dumped in a pile in the corner,
the players find lengths of rope, cable ties, some duct tape rolls that are
nearly finished, some oily rags, and a few small cloth sacks. An IDEA roll
suggests that they could fit over the head. Assorted hair strands can be
found inside. A tool box and also be found. A more extensive search recovers
a bullet that has lodged in the foam padding of the drivers seat. The use of
Luminol or some other reactant shows blood smears. Sprenger's fingerprints
can be found everywhere, as can the prints from his victims.

Interviewing Staff in the store, one of the checkout ladies can ID Sprenger
from a picture, or description and can confirm that he bought a carton of
300 cigarettes, a couple of rolls of duct tape, a can of lighter fluid, some
canned food, and some other stuff but she can't be sure what it was. He paid
with cash. That was about half an hour ago. CCTV shows Sprenger clearly.

Towing his van
Eventually Sprenger comes back. He'll obviously notice his van missing. As
he decides what to do, he conveniently overhears two people talking: "Yeah,
the cops were here and took it away". Now Sprenger knows they're on to him
for sure. Time to pack up and leave. He attacks a victim of opportunity and
forces her to drive out of Sweet Home, onto highway 65, out to mile marker
six, before kicking her out to thumb a lift home. He then makes his way to
his base of operations - a disused steel works, to burn any evidence there,
including Lara. May God have mercy on her soul. He then heads to wherever.

A detailed forensics sweep of Sprenger's van recovers blood smears, prints
(from Sprenger and his victims), and the bullet. Analysis of dirt and mud
collected from the van comes back indeterminate. An unusually high
concentration of steel particulates and shavings are embedded within the
tire tread, which suggests that the van has passed through a place, probably
on more than one occasion, which sees a lot of steel usage. An entomologist
can identify dead bugs collected from the windshield air intake, and other
places. After a while he can identify the locality that they came from. The
best he can say with certainty is the country side, most probably to the
south. So where in the countryside sees a lot of steel usage? Up-to-date
trade directories offer no clue. A good map of the area might, if it's old
enough (LUCK roll) show the location of the old Macfarlane steel works.
Failing this an INTx2 check might allow local characters to remember it, if
they've lived here long enough.

The car-jacking victim manages to flag down a lift and is taken back to
Sweet Home to report the robbery. As the investigation takes shape there,
she describes Sprenger. The lead player of the investigating team has
his/her LUCK chance to be informed of what she has to say if APBs are posted
on Sprenger. The fact that she was forced to drive in a particular direction
and kicked out should tell the players something. Why drive that way? Why
kick her out at that point? Why let her live?? Concentrating on that
location and looking at maps the players can notice that it's pretty
desolate out there. Not much there except for the old Macfarlane steelworks
that shut down almost 15 years ago.

Following Sprenger
In the hopes of discovering where Sprenger is operating from, the players
may opt to trail him. In order to remain unnoticed the driver requires an
INTx3 check. Failure results in Sprenger having a 50% chance in spotting his
pursuers. He receives a +25 bonus if they are in a standard police car or
similarly marked vehicle. Remaining oblivious, Sprenger leads the players
southbound on highway 65 to mile marker 7 before turning off towards the old
Macfarlane Steel works.

Spotting his tail, Sprenger checks his speed and slows down regardless,
while keeping an eye on the wing mirror. He'll attempt to wave the players
past. This is his test, if the players don't pass by, he'll rightly suspect
that they are tailing him. To further this assumption he'll indicate and
pull to the side of the road and stop. If the players similarly pull to a
stop behind Sprenger, he'll know for sure they're on to him. Time to make a
decision: Give up or gun the engine. With an open road in front of him,
Sprenger chooses to flee. He floors the accelerator and screeches away, but
not before the players get out to talk to him. For reasons known only to
him, he heads for the Macfarlane Steel works. Wouldn't it be best to zip on
by and head for the next town? Maybe he feels safe there. Maybe he's got a
plan...

The chase scene
Sprenger does his best to evade capture, but if the players are able to keep
pace, he'll try to disable their vehicle by forcing them into a ditch,
telephone pole or whatever. It's up to the players whether they try similar
tactics or just open fire. If for any reason Sprenger is cornered and
there's no way out for him - he'll simply surrender. He's not stupid. He
won't fight to the death even though he'll begin to regenerate after death.

The effects of what happens in the chase is left to the keeper. DRIVE rolls
with MODIFICATIONS must surely be had. Depending on the desired effect,
damage can vary from dents and scrapes, to broken tail lights, or ripped-off
bumpers. Anybody who fails their drive roll begins to lose control of their
vehicle (a fumbled roll involves an automatic crash or effect). A secondary
drive check at half chance (due to the speed involved) recovers control,
otherwise something like this occurs: Stalling the engine, Skidding off the
road, Spinning out of control, a tire bursting. Use your judgment. Damage
to players is also left to the keeper. If the chase is still on going after
15 minutes, Sprenger heads for the Macfarlane Steel works. He speeds through
the derelict buildings, heading for the main plant, where he hopes to take
Lara hostage.

Successfully tailing Sprenger without being noticed, he leads the players
directly to the steel works. He drives into the main foundry, wheels his van
round, gets out, then heads though some doors, down some stairs to a
sub-level of storage rooms to the torture chamber to continue extracting a
confession from Lara. Sprenger should have a LISTEN check to hear the
characters approach, if applicable.

It has to end somewhere
However the characters come to be here, they soon make their way to the
torture room where Sprenger is rousing Lara from unconsciousness or
frantically unshackling the last manacle to use her as a shield. She is
dirty, extensively bruised and mindless. She stares blankly at him, barely
aware that she has visitors. She drools.

The players should notice with a SPOT HIDDEN check that the door to the
makeshift prison is a thick security door, with a heavy duty padlock
attached. The padlock is a key turn type, not a snap lock. The padlock is in
Sprenger's possession. Beyond is a dank windowless storeroom measuring
roughly 20 feet by 20 feet. Ample light is radiated from a single light
bulb, powered by a car battery.

They see a tray containing an array of surgical looking implements; a
couple of wooden chairs, complete with restraining straps. A couple of car
batteries lie about and are attached to probes which Sprenger uses for
electrocution purposes. Hanging from the high ceiling pipes are a couple of
chains and handcuffs, and heavy duty canvas sacks large enough to hold a
body. In the corner is a large tank of grimy water. Tool boxes of assorted
rusty tools sit on shelves, as do rolls of tape, and wire. A small wire cage
contains some mice and a bowl of dog food. Boxes of other odds and ends,
which may or may not be of use to Sprenger are also at hand.

Sprenger will make sure he keeps the players at bay by threatening the life
of Lara. Players should lose sanity if Sprenger kills Lara. 1d4+1 sounds
good. (Anybody who loses 5 and goes insane for a while should pick up a
psychosis of the event. For the rest of his/her life he/she will wonder if
something else could've been done to prevent Lara's death. Psychotherapy may
also be needed). Sprenger jabs a rusty spike to her throat angled upwards
to penetrate the head. He orders the players to remove the clips from their
guns and eject any remaining shells, and to throw their guns over there, and
to move deeper into the room, to some pipes and handcuff themselves
together. If they say they don't have cuffs, he'll motion to some handy
plastic cable ties. Sprenger receives a PSYCHOLOGY check to realize if the
players are lying or holding something back. You might want to give him a
SPOT HIDDEN also to see those other concealed weapons.

Once Sprenger is sure the situation is in his favour he'll drag Lara to the
door, drops her then darts out the door, which he closes and padlocks shut.
By the time the players free themselves and from the room Sprenger'll be
long gone. But before he goes he has just enough time to slash the tires of
the other vehicles.

Ignatius Sprenger
STR: 16, CON: 11, SIZ: 13, INT: 17, POW: 14, DEX: 14, MOVE: 8, HITS: 12

WEAPON ATTK% DAMAGE

Fist 70 1d3+1d6db
Grapple 80 varies

Skills: Drive 70%, First Aid 80%,Library Use 80%, Occult 90%, R/W English
100%, R/W Latin 100%, Psychology 75%
Equipment: Watch, Gospel, Crucifix, $43.87, Black Toyota van (keys),
Extensive witch Torture Kit (some store bought, some home-made)

Arresting Sprenger / Interrogation
Approaching Sprenger in the Wal-mart car park with the intent of arresting
him is easy. When faced with a guy holding a gun, he simply gives up. Why
give the players the satisfaction of a chase or a shooting. Players should
remember Sprenger has a victim holed up somewhere, and only remarkable
detective work will find her. Sprenger does not have a lawyer so one must be
appointed by the court. I hope somebody remembered to read him his Rights,
otherwise he's free to walk; and once free he skips town as soon as
possible. If the opportunity for Sprenger to escape presents itself he'll
take it, whether its jumping out a window when he's left momentarily alone,
or removing the hinges from the door.

Whenever Sprenger is brought in for questioning the process will be long.
Throughout the interview, he remains stoic. Cold. Silent. Focused. He
speaks only when he wants to, and then it'll be to give his name and to
verify his victims; those being the ones found at Pinnacle Mountain State
Park. He'll assert the fact that he's "brought salvation" (killed) to those
witches - while staying silent about the others and Lara Crosby. After 1d3+6
hours of intense interrogation he'll confess to where the others are;
there's a couple in Burns Park, and Rebsamen Park, the rest are at Lake
Maumelle somewhere.

Sprenger does not rant or rave, or brag about why he's doing it, if asked,
but he does explain that he's a servant of God, dispensing justice to those
who have strayed. Those witches who blaspheme and consort with Evil must be
punished in accordance with EXODUS, 22:18 of the Holy Bible (Thou shall not
suffer a witch to live). As players listen to him they receive a PSYCHOLOGY
check. Success allows characters to believe what he's saying, and to know
that he derived no sexual pleasure from his actions, and nor did he gain any
real satisfaction from it other than the satisfaction in knowing that Devil
worshipers had been brought to justice in the eyes of God, and for that he
believes himself to be innocent - no matter what others say. The law of man
is not greater than the word of God.

When questioned about Lara, Sprenger remains silent, save for: "The
Inquisition is upon her. She is being questioned" Just what he means by
that, Sprenger does not say, although he does look at his watch. Does
Sprenger want to know what time it is or does Lara have 20 minutes to live?
He still won't say where she is.

If alternate ways of persuading Sprenger are used (extended beatings and
torture of the caliber he inflicts), Sprenger will eventually break and will
answer anything put to him, even to the location of Lara. Pushing him
further, Sprenger may even say that he is immortal and was born in 1656 and
has been blessed by God to carry out his mission to eradicate the world of
witches. However the interrogation plays out is left to the keeper to decide
upon.

Forensically testing Sprenger's clothing and shoes enables the players to
find some clues. The boot prints match any plaster casts taken at other
crime scenes. In the boot soles are fragments of steel shavings.
Metallurgical analysis match the fragments from the van's tread. Sprenger
has a pack of Marlboro lights cigarettes in his pocket. DNA samples match
samples taken from elsewhere. A few stray hairs adhering to Sprenger's
clothing matches Lara's hair.

The Scenario's Conclusion
Completion of this scenario really comes about with the rescue of Lara
Crosby. Whether Sprenger is killed, imprisoned for life with no chance of
parole, is executed after 14 years on death row, or is committed to a
psychiatric hospital for the criminally insane is academic. He'll eventually
escape or come back to life to carry on with his quest. As for the players;
well that's another case solved. Time for the next one.... Any sanity
rewards are left to the keeper.

Wanted Bulletin
SPECIAL BULLETIN
ILLINOIS STATE
POLICE DEPARTMENT

Case Number: I45-2574-9-A

$35,000 REWARD

Description
Name: Unknown
Sex: Male
Age: Early to mid 40s.
Race: Caucasian
Height: 5' 10"
Weight: 250 lbs
Eyes: Brown, dull & lifeless
Hair: Receding brown hair with gray flecks

Distinguishing Features: Full beard and moustache
Scar bridging ridge of nose between eyes.
Strong German Accent
Wanted For:
The Illinois Bureau of Crime are looking for this man in connection with the
abduction, brutal torture, and murder of several women. The murders stopped
shortly after his image was displayed on the TV and newspapers. It is
believed that he may have moved on.

Contact information
For further information, or if you have information, contact M/Sgt Benjamin
Harris at 312-555-3543 (office), or after hours at 312-555-2695 (mobile), or
E-Mail: info@isp.state.il.us






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