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Skip Navigation LinksHere There Be Monsters>Vignettes>Venus Malefica
Birth of Venus Malefica
This is an investigation procedural to prevent a great esoteric and infernal evil. It features one of the most dangerous foes of the Here There Be Monsters setting, Tudor Brezak, and some of his closest cronies. It provides an epic conflict for very experienced Hunters, and perhaps even serve as the crowning glory to end a campaign with.
Summary
A powerful Warlock named Tudor Brezak is hatching his latest nefarious plot, facilitating the birth of a Cambion (half-Daemon half-human). If not prevented from happening, such a childe of two dimensions represents a continual threat; it must not come to be.
Unfortunately Tudor Brezak is himself extremely potent, and is supported by Bound Daemons, the Cult of the Red Hand, and the Witch Verity Blake who is the unwitting dupe Tudor has seduced and impregnated with the Daemon-seed.
This is a Hunt for only the best and bravest.
Setup
This adventure takes at least a couple of sessions to set up. The GM needs to introduce the Cult of the Red Hand and establish that they are a creditable threat. This might be done in a serial fashion, one week after another, or interspersed over the course of a longer running campaign.
The exact form and nature of these set up adventures is largely immaterial. The Cult operates in cells which are visited and contacted from above in their hierarchy, and thus when one cell is rooted out it doesn't have much net effect on the Cult as a whole. Left to their own devices, when not working in direct pursuit or direction of the inner leadership, individual cults vary in their activity levels, but at their worst pull off classic "satanic cult" shenanigans up to and including human sacrifice.
Albert ("Albair") Armos, a highly placed member of the cult's inner circle is provided to be the face of the Cult of the Red Hand for the purposes of leading up to the main event. Albert was tasked to prepare the location for a major ritual, and whenever he is taken down by the Hunters information is uncovered that leads into this vignette.
Tudor and Verity are coming to the Hunter's general region to conduct the final ritual which will culminate in the delivery of the Cambion, on some significant date such as a solstice, year end, Easter, etc as serves the plot. Dates and details can be provided as serves the GM's needs.
The Carrot
The standing Bounty on Tudor Brezak is approximately thirty million dollars American, and is backed by the UN directly. Just for icing, Verity Blake has a five figure Bounty on her head in the US, as does Albert Armos. The extra added dimension of the Daemonchild angle would require a formal threat assessment to evaluate a payout, but an extra eight to ten million bucks would be the likely range based upon past cases. Add in some cultists with records and pet Daemons, and you're looking at a massive reward.
The Stick
If the players refuse to take the hook, the Cambion can return as a threat another day. In the short term, the presense of Tudor Brezak and his Daemon servants in the area also provides ample opportunity for various tragedies and incidents.
The Setting
Technically, this scenario can go down anywhere within the region the Hunters consider to be their "turf", whether that be a city, state, nation, hemisphere, or the entire globe. For convenience sake the description assumes it is somewhere within a greater metropolitan area in which the Hunters live and work.
The People
TUDOR BREZAK
TUDOR BREZAK
CHARACTER SHEET
HERO DESIGNER FILE
TUDOR BREZAK Pic
Tudor Brezak (HDC)
BARAERAZIL
BARAERAZIL
CHARACTER SHEET
HERO DESIGNER FILE
BARAERAZIL Pic
Baraerazil (HDC)
AURHABAZU
AURHABAZU
CHARACTER SHEET
HERO DESIGNER FILE
AURHABAZU Pic
Aurhabazu (HDC)
MICHAEL BLAISE
MICHAEL BLAISE
CHARACTER SHEET
HERO DESIGNER FILE
MICHAEL BLAISE Pic
Michael Blaise (HDC)
ALBERT ARMOS
ALBERT ARMOS
CHARACTER SHEET
HERO DESIGNER FILE
ALBERT ARMOS Pic
Albert Armos (HDC)
JOE CULTIST
JOE CULTIST
CHARACTER SHEET
HERO DESIGNER FILE
JOE CULTIST Pic
Joe Cultist (HDC)
VERITY BLAKE
VERITY BLAKE
CHARACTER SHEET
HERO DESIGNER FILE
VERITY BLAKE Pic
Verity Blake (HDC)
DR. JONES
DR. JONES
CHARACTER SHEET
HERO DESIGNER FILE
DOCTOR ALLOSIUS JONES Pic
Dr. Jones (HDC)
  • Tudor Brezak: classified as a Tier 2 threat by the UN; a dangerous Warlock in league with Infernal powers who has been plotting, scheming, and wreaking evils for at least three hundred years. He is believed to have either founded or else taken over leadership of the Cult of the Red Hand centuries ago. He is alleged to be responsible for the deaths of at least eighty three Hunters, law enforcement agents, champions of religious organization, and other "combatants", and literally thousands of innocent civilians. Known to have been part of the Axis in World War II. He has rebuffed twelve separate concerted attempts to capture or kill him over the last six decades. On the original UN Permanent Sanction list (though not its League of Nation predecessor). Carries a UN-backed Bounty of over 30 million American dollars; most Hunters consider even this exorbitant sum not worth the danger.
  • Baraerazil: a Bound Slayer Daemon that Tudor bound in Japan in the WW2 era. A dangerous hand to hand combatant who has slain over twenty thousand people during its service to Tudor. Extremely dangerous, Baraerazil has a UN-backed Bounty of four million American dollars, if destroyed independently of Tudor.
  • Aurhabazu: a Bound Possessor Daemon that has served Tudor intermittently for centuries, but in its most current service for a couple of years. It has been Possessing Michael Blaise for most of the last year. Aurhabazu has a UN-backed Bounty of 600,000 American dollars, if destroyed independently of Tudor.
  • Michael Blaise: an experienced and respected Hunter that fell under the power of Aurhabazu, Tudor's Bound Possessor Daemon. A potent Occultist, Michael represents a powerful asset for Tudor.
  • Verity Blake: Originally a Hermetic apprentice in the Bostonian Rite Order of Wyrms, apprenticed to Master Jeremiah Stone. In 1997 Jeremiah Stone was found slain by magic in his Cambridge sanctum, his esoterica stolen, and his corpse horribly defaced. Divinitory magics eventually revealed a horrific scene in which Verity conducted an infernal ritual, sacrificing Jeremiah to dark powers. Jeremiah's fellow Order members pursued her to no avail, and a Bounty of $25,000 was issued by the US government. There have been no direct reports of her involvement in anything since then, but analysis has pegged her as a possible perp in a few cases involving unidentified dark haired female infernalists. She has no known affiliation with the Red Hand or Tudor Brezak.
  • Albert Armos: pronounced "Albair". Originally from Montreal, Albert has been a known affiliate of the Cult of the Red Hand for over three decades, and has been indentified by Section M analysts as almost certainly being part of the inner circle of the cult.
  • Cultists of the Red Hand: though only a single write up with options is presented for the Cultists of the Red Hand, each member of the cult has their own history and motivations, and GM's are encouraged to extemporize and individualize to whatever level of detail enriches their campaign.
  • Doctor Allosius Jones: A legendary Hunter, Dr. Jones has faced Tudor three times before and survived. He is considered to be the leading expert on Tudor Brezek, and though he is out of the country on yet another adventure, with a little effort he can be reached by the players via phone to give some advice.
The Spiel
This is a 3-Act Play starting when the Hunters finally take down Albert Armos:
  • Act 1: The Investigation - Albert's Penthouse - Cultists
  • Act 2: The Arrival - The Regent Hotel - Verity Blake, Tudor Brezak and Crew
  • Act 3: The Ritual - Rooftop of the Emerald Tower (downtown) - Tudor Brezak, Cultists, Lots O' Daemons
When the Hunters take down Albert Armos if he is taken alive he will eventually divulge information allowing the PC's to skip Act 1 if they prefer. Otherwise, clues found on his person will lead the Hunters to Albert's current residence in the city, a classy and sumptuous highrise five-room penthouse downtown; when and if the PC's go there Act 1 begins.
Act 1: The Investigation - Albert's Penthouse
Albert's Penthouse is an elegant and trendy highrise dwelling that any upper middle class yuppy would be proud to live in, complete with euro-modern furniture, sleek lines, and uselessly odd artsy decorations. However, a large armoire in the bedroom opens to reveal a very tidy and well organized shrine to diabolic powers, and the drawers contain several tomes and grimoires of Hermetic and Infernal purpose. The nearby minimalist writing desk has a sheaf of very well organized notes, and a signet kit with maroon wax and a seal bearing a left hand with a calligraphic double "A" on its palm.
The notes are meticulously scripted in a very small and tight hand, spelled out in Hermetic symbols rather than letters. A successful KS: Hermetic Lore resolution allows a Hunter to read the notes, otherwise they will need to be translated. There are also some illustrations and references to one of the books in the armoire, which if followed up on depicts a gory ritual that seems to consist of a pregnant woman being cut open and a baby Daemon being pulled out of her rather than a normal child.
Any number of useful clues or hints of past encounters, or seeds for further adventures can be inserted herein, but for purposes of this adventure the important clues to be delivered to the PC's follow:
  • Details of a complex ritual aimed at delivering a Cambion, a half-human half-daemon, into the world by sacrificing a pregnant woman. Contextual comments associate the initials "V.B." and a delivery date in the immediate future (the significant date the GM has chosen) to this core premise.
  • A diagram of a large summoning circle and pentagram, an altar, and positions for thirteen participants; five at the star points, five to wheel around the summong circle counter-clockwise, one at the head of the altar, and two at the side. Next to the head is initialed "TB" {Tudor Brezak}, and one of the side positions is marked "AA" {Albert Armos}. The other positions are likewise initialed {Make up cultist names and initials if necessary}.
  • An arial photograph of a skyscraper's roof, with a rough approximation of the summoning circle drawn on it with permanent red marker, attached to a note that says "location available, security dealt with". The shot is too tightly cropped to allow an immediate identification.
  • A reservation under the name "Brian Danube" for suite 903 at the Regent, an expensive downtown hotel, starting three days before the ritual date, and running for two days afterwards.
If the GM wants to spice up the encounter with some action, a coded knock at the door can occur. Peeking through the security peephole shows a few normally dressed and serious faced people at the door. The are cultists who, unaware of Albert's capture or demise, are calling on some matter or even just showing up for a weekly "study session". They will be quite suprised by the Hunters if contact is made. It would be ill advised to allow any of them to escape, however the cultists aren't necessarily Sanctioned and the Hunters are unlikely to know for sure regardless so they have to be careful about just arbitrarily attacking if unprovoked.
The GM should also consider placing some mystical "booby traps" around the Penthouse (Hermetic wards and so forth), assuming one or more of the Hunters can deal with such things.
Act 2: The Arrival - The Regent Hotel
Assuming the Hunters can put it together, someone or someones important is expected to visit on a particular date and stay at the Regent Hotel in suite 903, a three bedroom suite with kitchenette and a grand balcony overlooking a choice view downtown. Unknown to the Hunters, the visitors are Tudor, Verity, the Possessed Michael Blaise, Baraerazil, and any other Pacted Daemons owing Tudor tasks the GM opts to have lurking about.
Bold Hunters will likely choose to set an ambush in the suite, and spring it upon whoever shows up. This might work, but it should be very unlikely. At a minimum, Tudor will sacrifice all of his other available assets to protect and escape with Verity (his ability to levitate or teleport would come in handy here). Should the Hunters get lucky and take out Verity quickly and the GM allows it to play out, Act 3 doesn't occur. Tudor might go on a vengeance spree or go after the Hunters directly, but typically he would just cut his losses and move on to figure out the next plan. It is more likely that an ambush would turn into a very ugly fight, either resulting in the death of one or more Hunters, or a mutual retreat.
More cautious Hunters will likely choose to set up observation of the suite, perhaps bugging it or using supernatural means. The planning and execution of such surveillance can be quite fun and involve all manner of roleplaying, infiltration, and skullduggery such as renting one or more adjacent rooms or a room in another building with clear line of site on the suite, and so forth. The payoff for such efforts could be listening in on Tudor's discussions and deception of Verity, finding out that Michael Blaise is actually a Possessed Hunter, and also getting a rare insight into the mind of one of the most dangerous men alive (building him up as a new reoccurring big-bad). One or more cultists will visit and inform Tudor of Albert Armos's death or capture (and possibly some missing cultists from Act 1, causing Tudor a fit of anger and allowing the Hunters to vicariously get in a little gloating.
Tudor will make arrangements for another cell of cultists to be called in from a nearby city to make up the needed numbers with a few to spare, and the cultists depart. Verity will be concerned about the plan coming undone (she can't get unpregnant at this point, after all), but ultimately Tudor will decide to press on with the ritual despite the risk that Hunters might be on their trail (saying "Ive killed dozens of such meddlers my sweet, and if any show up to bother us, I'll feed them to Baraerazil for dinner.").
Interlude
Between Acts 2 and 3, Tudor will Pact enough Daemons to bring his current count up to eight (his max). Due to the ritual being conducted on a high rooftop he opts to summon an old stand-by for him to fill out his remaining slots; Zazabu Daemons.
Zazabu Daemons are dangerous flying daemons that feed on the flesh of living creatures. Horrendously dangerous, they have superhuman strength and durability and can easily kill with their sharp teeth, claws, and barbed skin. Zazbu can spit forth gouts of indigo flames over a 100 yards long, that burns so intensely that almost nothing can survive it. Zazabu can pass unseen if not attacking.
ZAZABU DAEMONS
ZAZABU DAEMONS
CHARACTER SHEET
HERO DESIGNER FILE
ZAZABU DAEMONS Pic
Zazabu Daemons (HDC)
Act 3: The Ritual - Rooftop of the Emerald Tower
Hunters that made contact with Tudor and lost the trail can follow up on analysis of the rooftop picture of the location found in Act 1. A variety of means can be used to accomplish this ranging from renting a helicopter and flying around looking, consulting an expert or supernatural guide, getting access to government satellite photos, using psychic farseeing abilities, casting a spell, or browsing to google maps and spending some time dragging the map around to find a match.
If the Hunters skipped Act 1 and lost the trail in Act 2 they are kind of in a jam. The GM might allow some clever attempt or idea by the Hunters, or sheer luck, to pick up the trail again. Alternately on the night of the ritual as the party gets started it can cause a mystical disturbance detectable from within a few miles by those with Supernatural Awareness, allowing the Hunters to act fast and get to the scene before the end of the ritual; you should put a very immediate clock to such an outcome, which makes for a very tense adventure.
Hunters that have put Tudor and crew under observation have the luxury of simply following them to the site so long as the Hunters can avoid letting their quarry realize they are being followed. Tudor and crew will be transported in a large black Hummer H2 driven by a cultist. The Hunters don't have to wait until the bad guys are at the final scene if they don't wish to of course and can attack whenever it seems prudent, in which case the final encounter plays out as a location fight or a running battle wherever they happen to be.
Baring all variations and unforseen circumstances however, the assumed scene of the ritual is atop a fifty story skyscraper downtown, called the Emerald Tower. The cultists have paid off the building's security, unlocking roof access on an elevator from the underground parking and securing the elevators exclusive use. A pair of cultists will be left to guard the garage elevator door.
Cultists have already drawn the circle and pentagram on the room when Tudor and crew arrive, and they immediately begin preparing the ritual and start without undue fanfare as soon as everyone is in place. Verity believes she is going to deliver and raise the Cambion herself thus gaining great power and is therefore entirely cooperative, but Tudor of course is actually going to sacrifice her at the culmination of the ritual and pull the childe out of her forcibly in a grisly and fatal C-section.
There can be any amount of lead up, consisting of chanting, but eventually (when dramatically appropriate) Verity starts an intense labor and the culmination begins. The completion of the ritual after this point should take between 1 and 3 Minutes as the GM prefers, but no more than that. The threat of it succeeding needs to be serious.
All in, there are a minimum of 12 cultists, eight Pacted Daemons under Tudor's command, and unless they were taken out in an earlier act Baraerazil and the Possessed Michael Blaise.
The Hunters can intercede at any time. Tudor will pause for a moment to consume a Potion of Iron Skin, but will continue to call out the invocation to finish the ritual regardless of what is going on. The other cultists will attack the Hunters. The danger of the ritual being completed remains until either the Hunters prevent Tudor from continuing to chant (in which case the Daemonchilde will be delivered naturally, leaving Verity drained but alive), or Tudor isn't stopped and completes the sacrifice, or Verity is killed before the Daemonchilde can be born (perhaps the most expedient approach).
Outcomes
There are many different directions this hook could go based upon the Hunter's decisions, actions, and lack thereof.
Regardless of the specifics, either the Hunters prevent the ritual or they don't. Either way, Tudor will immediately seek to escape, with the Daemonchilde if it is alive. A touch and go running battle might ensue if the Hunters give chase.
No statistics are given for the Deamonchilde itself; the assumption being that directly after delivery it is too weak to do anything as of yet. However, a GM can certainly go a different direction and have the Cambion be dangerous immediately. If the Cambion survives, it makes a great hook for another adventure aimed at dealing with it. The Cambion is female named Venus Malefica, and will age preternaturally quickly to become a striking raven haired beauty with powerful innate abilities and a malign nature.
Tudor will almost certainly survive unless the Hunters are unusually capable and lucky, and can be used as a new reoccuring villain, particularly now that he has a reason to bear a grudge against the Hunters. On the off chance the Hunters succeed in taking Tudor down, in addition to collecting the very fat Bounty on his head they should also all take a Positive Reputation (or improve an existing one) among Supernatural circles as word of their deed will spread and win them instant respect.
Information
At various points in the adventure, resourceful players should attempt to get more information on what is going on. Following are some resources to assist the GM in this eventuality.
Official Information
The UN Bureau of the Accords Supernatural Personages Database has the following Dossiers that Hunters can access:
  • Dossier: UN-SP-000033: Tudor Brezak
  • Dossier: UN-SP-002064 : Bararaezil
  • Dossier: UN-SP-000034 : Cult of the Red Hand
If the Hunters have any contacts with one of the government organizations (FBI Section M, Mi-13, the UN Bureau, etc), they might get the following tid bits:
  • Tudor has been quiet for a little over a year, no known activity.
  • 19 months ago a Daemonologist suspected to be Tudor from preliminary reports killed a two man team of FBI Hunters outside of Topeka, KS investigating an outbreak of cattle deaths and reports of several large flying fire-breathing Daemons.
  • Dr. Allosius Jones is considered to be the foremost expert on Tudor Brazek, due to having survived three direct encounters.
When the Feds become aware that the Hunters have a possible Tudor Brezak situation on their hands, they will take it seriously unless the GM prefers to run the scenario in a vaccuum. The Hunters will be actively contacted and warned to proceed with caution, and unless the GM prefers otherwise they will offer up some limited support to help keep local authorities in the dark, grant access to some analytical support, or provide some other material aid as appropriate. This can also be a good opportunity for a GM to bring in other Hunters, as the Feds can put the word out that a big Bounty is at stake.
Dr. Jones
If the Hunters seek out information in official channels, word of it will get around to Dr. Allosius Jones, and similarly the Hunters will become aware that Dr. Jones is noted as an expert resource on the subject. Either way, while Dr. Jones is out of the country on another adventure, it can be arranged for the Hunters to talk to him via satellite phone if desired.
Dr. Jones doesn't know anything about what Tudor is currently up to, but he can give the Hunters his first hand perspective on what sort of person Tudor is and what they might expect from him. This is a mechanism for the GM to build Tudor up a bit, inform their own portrayal of Tudor later on, while creating a little dramatic tension; it should be a fun roleplaying opportunity.
The Rumor Mill
The word on the street about Tudor Brezak is hardly common knowledge, but those with an interest in dark magic have probably heard something about him. However the quality of information available is pretty low as he's basically a boogeyman, and all manner of true, untrue, and ridiculously untrue tidbits swirl around. The central theme is that Tudor is one of the worst of the worst, even his name strikes fear in those who know of him, and the Hunters will be considered crazy for even thinking about going after him.
Clumsy attempts to find out more about Tudor Brezak or the Cult of the Red Hand in this fashion might tip off the local cult cell that the Hunters are coming after them and know about Tudor's involvement, which might have an effect on the central plotline.
Michael Blaise
If the Hunters try to id Michael Blaise, they might eventually discover that he's a well respected Hunter, primarily active in Montreal, Quebec, and the New England area, and he has been missing for most of a year. They'll have to figure out that he's Possessed on their own, as its off the grid.
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