Chaosium Digest Volume 26, Number 11 Date: Sunday, November 29, 1998 Number: 1 of 1 Contents: The Gunther Documents (Cry.Sys) CALL OF CTHULHU Editor's Note: Hello all and a happy gobble-gobble. This week, a fun Delta Green adventure from Cry.Sys. Send in those articles for the next issue! As a public service announcement: Issaries, Inc. is seeking 5 people to run sessions of the new Gloranthan role-playing game, Hero Wars, at Dundracon XXIII, to be held February 12-15, 1999. Dundracon is held at the San Ramon Marriott (in San Ramon, CA). In return for running these "demonstration" games referees will receive free admission to the convention, as well as one priority registration in any other game scheduled by the convention. For more information, mail Stephen Martin at glorantha@hotmail.com. Shannon NEW RELEASES: * Glorantha - _The Book of Drastic Resolution, Volume Darkness_ (Stephen Martin, $15.00) is the third volume of the Drastic 'zine. This issue totals 116 pages AND has an xii page insert! It's all about Troll and Trollkin and also features a special stop at Shadow's Dance and a short return to Skyfall Lake. There are even a few pieces by me in here, describing Uz heroes and a few Uz treasures. RECENT BOOKS OF NOTE: * Elric! - _Elric: The Stealer of Souls_ (White Wolf, $22.99) is the eleventh book in the White Wolf series of Eternal Champion collections. It contains the second half of the Elric! stories: "The Sleeping Sorceress", _The Revenge of the Rose_, "The Stealer of Souls", "Kings in Darkness", "The Caravan of Forgotten Dreams", and _Stormbringer_. Along with volume five, _Elric: Song of the Black Sword_, it contains the entire Elric! cycle (minus two odd short stories which will probably appear in volumes thirteen and fifteen), and is essential reading for any Elric! GM.There's also a short Moorcock introduction and a reader's guide by John Davey, which explains the publication history of the saga. ISBN 1-56504-187-9. RECENT MAGAZINE SIGHTINGS: * Call of Cthulhu - "el dia de los muertoes" is a 10-page Delta Green scenario for Call of Cthulhu by non-other than John "Delta Green" Tynes. Shadis #52 [October, 1998], $3.95 -------------------- From: Subject: The Gunther Documents System: Cthulhu Now The Gunther Documents A scenario for Delta Green By Cry.Sys (Hamdula@Neosoft.Com) Greetings. I suggest this as a short break in the campaigns that you run, or as a campaign in itself--as I plan it to evolve into. I use *'s to denote items that are small handouts of info. This scenario needs a little work, but this is it in it's basic outline. I'll probably add stuff myself during play and rewrite it some. Have fun with it and feel free to email. If you want my PGP public key, check appendix 2. The other scenarios are forthcomming. INVESTIGATORS'S INFO During OPERATION SUMMER BREEZE (Delta Green WW2 operation--June 1, 1945), Delta Green worked to smuggle Karotechia files out of Soviet Occupied Vienna. During this time, a Delta Green agent by the name of Jack Slims was working with the operation, but was a Karotechnia convert. He secretly worked alongside Delta Green during the operation, but was really working against it. A number of files were intercepted by him, before his defection and dissapearance, presumably into hiding. The Investigators recieve information from A Cell about the recently discovered location of Jack Slims, now in his mid 80's. He lives in New York City, New York. Apparently he resurfaced to sell a old german manuscript. A Cell has called apon the Investigator's Cell to visit and interrogate Slims, to discover if the files that were stolen can be recovered. They are then to eliminate the threat of Slims to Delta Green, namely through wetwork. KEEPER'S INFO The files in question are a group of three: The Gunther Documents, The Derdrick Report, and The Hemmerman Process. This scenario only deals with the Gunther Documents. The Gunther Documents are a series of complicated formulas written by Dr. Hans Gunther, a Karotechnia researcher. The other files will be in future scenarios. During December of 1942, Delta Green launched an operation against some Nazis trying to summon Deep Ones off the coast of Cornwall. However, this experiment was to be duplicated three miles from that area as well, at the same exact time. Delta Green did not know this and missed out on stopping this meeting. One of the important scientists at the scene was Hans Gunther. He has studied a German translation of the Necronomicon for a short while, finding the Deep One Contact Spell. He bargained with the Deep Ones, convincing them to help him. His plan was to crossbreed Aryans with Deep Ones, helping make the so-called master race even more powerful. The Deep Ones knew that this meant more breeding stock to choose from, and a chance to repopulate in a more safer enviroment then Massachusetts. They eagerly provided the information Gunther needed. The Gunther Documents explain about Gunther's experiments in crossbreeding with the Deep Ones. He also hints at a idea of a organic U-Boat controlled by hybrids. The manuscript is in German, and is one of a kind. It has a Cthulhu Mythos rating of +4, SAN 1d3/1d6, and a study time of 2 days. It has a spell multiplier of x2, and the spells: Contact Deep Ones, Enchant Stone Tablet. Slims recently surfaced to sell the Documents to a Neonazi group. The group wanted to ensure verification and authenticy of the papers, so were allowed to take half of the papers. The Neonazis were given 24 hours forv verification, then would go to Club Apocaylpse to swap money for the rest of the papers. The price for the papers is $500,000, American. Already you're thinking, this is a very well funded group. That's because it is really a cult, who worship an Outer God known as VaroKaaPerSkaaPioita (speak Finnish? :) ). This Outer God and Nyarlathotep hate each other very much, so Varo is going to try and get the documents before Nyarlathotep's Karotechnia can get their hands on it. Unfortunately, this did not work. Nyarlathotep learned of this and contacted the Karotechnia, who ordered Reinhard Galt to take care of this problem. He used his contacts with a loyal Neonazi group to have Slims killed. However, the nazis did not find the papers in Slim's apartment. Varo's group is unaware of this action. The plan is still on for Varo's group to meet the night after the Investigators uncover Slims body. Official Involvement The Investigators will arrive at Slim's apartment just after the killing, so the police will not be there yet. This is a Delta Green matter only. Eventually police will learn of the crime and lock up the crime scene, but it would not be hard for law enforcment Investigators to get in to the scene a second time (depending on your Keeper I suppose). Unoffical Involvement Besides Delta Green, the Fate is keeping a close watch on the Club, hoping that mistakes might be made so they can get their hands on the Documents. If the Keeper wants to use this plot, a section has been added entitled "The Fate's Attempt" which will be their only try to snatch the documents. Supernatural Involvement Two Outer Gods in a power struggle? Isn't that enough? :P SLIM'S APARTMENT Slim is located on the third floor of an apartment building. On the stairs to the third floor there is a crack addict smoking from his pipe. This is the only person that will most likely see the Investigators entering or exiting, and he is of little importance. Slim lives in a very small apartment, with basically two rooms. The first room is a living room/kitchen combination. The door into the apartment is on the south wall, and the kitchenette is on the west wall. To the east is a tv set, couch, bookshelf, and a door to the bedroom. The north wall consists of a huge window and a desk flush against it. The desk has a typewriter on it and several scattered papers. The bedroom has a small bed, with a nightstand. There is a public bathroom down the hall. The apartment looks well-lived in, so it isn't a temporary setup. When the Investigators find no one answers their knock, they'll probably enter the apartment by force. They have little to fear; most apartments around Slims are abandoned and for the few that aren't, the residents don't want to get involved calling the police. Slim's normally clean apartment has been trashed by Nyarlathotep's Neonazi group search. The papers from his desk are scattered all over the room, the couch is torn up and stuffing spinkled all over the room, the kitchen is trashed and most things broken, and the book shelf has been ransacked. Slim lies on the bed. His hands have been cuffed to the bedposts; the keys lie on the nightstand. The lamp is knocked over and shines a little on the blood-splattered walls, into which a bloody swastika has been smeared. Slim was sliced open from groin to neck, and that's the obvious cause of death. Forensic experts will find he was in failing health anyway, but nothing out of the ordinary. Allow your investigators three Spot Hidden roll to search for clues, but make them search 15 minutes for each chance to roll. The first Spot Hidden will be for Slim's appointment book by the phone--a small matchbook has been left inside it. The matchbook is from Club Apocalypse, and it's also listed on the same page inside the book that the matchbook was holding. The second Spot Hidden will uncover a photograph of Slim and his family, wedged behind the nightstand in the bedroom. It shows Slim, his wife, and a young girl. If the investigators break open or remove the photo, on the back is written: Jack, Martha, and Carrie. A search through the address book will show only a Carrie Slims, residing within the city along with address and phone number. The third Spot Hidden will uncover a slip of paper hidden among all the scattered stuff on the floor. It states: * Meeting at 11:00 pm, NOAR neonazi group. Should have 500,000 for purchase of second half of documents. Contact holder of documents before swinging by club. KEEPER'S INFO: The appointment book should be obvious, pointing the investigators to the Club for the meeting. Even if they don't find the slip of paper, they'll know where to set up a watch. The picture points the way to Slim's daughter, who is holding the second half of the Documents for him. The slip of paper should offer the Investigators more info. CARRIE SLIM'S APARTMENT Carrie Slims lives in a better home than her father, probably because of her work as a lawyer. She has a 2-story house, left over from a recent divorce. The bottom floor has a spacious living room, a bathroom, guest bedroom, dining room, library, kitchen, and a study. The upper floor has two bedrooms, a hobby room, and two bathrooms. Carrie Slims will only be at home from 4:00 pm to 5:30 am--between when she gets home from her firm or the courthouse in the evening and leaves again in the morning. When Carrie is encountered, there are several routes of interrogation that can be taken. Carrie Slims will first be difficult, saying her father died in WW2. She will deny any knowledge of his whereabouts, life, the documents, or hiding out in general. Grant Psychology rolls to notice her nervous twitches and constant playing with her blond hair, signs of tension and possibly lying. If the Investigators decide to tell her that her father is dead, she will break down into tears. With some Fast Talk or Persuade, they can help get her to talk and calm down. Otherwise she will be uncooperative, untill threatened with arrest, and even then investigators will need some kind of roll. If they do arrest her, make them roll Law or something simular. Carrie will be looking out for them to mess up--forgetting to read her rights, having incorrect jurisdiction, etc--so that she can get out of jail. When and if the Investigators get Carrie to talk, they can get quite a bit of information from her, besides the second half of the documents, which is hidden under her mattress upstairs. If the Investigators are extra gentle with her (suggesting she sit down, getting a kleenex for her, something to drink, mainly keeping stress level low), she will be much more open to the Investigators. I'd suggest giving the Investigators two tidbits of information for every successfull Hypnosis, Persuade, or Fast Talk roll they make: * Carrie knew her father was working for a special branch of the US goverment on the Allied Forces side, but her father betrayed them by stealing secret documents for the Nazis. KEEPER'S INFO: Pretty True. * After the betrayal and hiding out, Slim's family convinced Jack against working for the Nazi's but the damage was already done. They still had to hide out, and Jack held onto the documents. KEEPER'S INFO: This is true. * Jack did not speak German, and had no idea what the Documents were about. KEEPER'S INFO: The above is false. Jack told his family he had no idea what they were about so they wouldn't know. It would be to dangerous to let others know what he had. * About 2 weeks ago, Jack showed up on Carrie's doorstep with the Documents, asking her to hide them for him. KEEPER'S INFO: The above information will only be given if Carrie is not frightened of the Investigators. She will also give the second half of the Documents to the Investigators at this time. * From talks with her father, Carrie knew that a neo-facist group was going to buy the Documents from him, probably because they were authentic Nazi papers. KEEPER'S INFO: The above is partly false. Varo's Nazis know exactly what those papers contain. * Carrie's mother died in a skiing accident, but Jack was suspected of the crime. Under the time he was under a false name, so they had to run from the police. KEEPER'S INFO: The above is a red herring. * Carrie thinks her father has made the arrangement to buy the Documents with a Neonazi group. The group is called "New Order of the Aryan Race" or NOAR for short. * Carrie belives the NOAR has a house inside a abandoned--and high crime-rate--part of NYC called LowerTowne. KEEPER'S INFO: Yeah, Yeah, Yeah. I know there is no damn 'LowerTowne' in NYC, but as long as I'm Keeper, I'll decide just how NYC is built, damn it! :P This statement Carrie gives is true. After the Investigators are done with Carrie, it's very likely that she will be mentioned in the report to A Cell. Should this happen, and the Investigators were gentle with her, there is a possiblity she will become a Friendly for DG. Her stats appear at the end of the scenario. KEEPER'S OPTION: THE FATE ATTEMPT If your players are in the need of some action, or perhaps some difficulty, it's time to pull out the Fate. The Fate has been keeping a eye on the situation, but Nyarlathotep has decided not to use the Fate against NOAR at the swap; it will serve mostly as an observation organization. He will use it on the Investigators however. While the Investigators are at Carrie's apartment, a two man team of Fate cronies will arrive at the Investigator's apartment/hotel-room/residency and seek access. They have lockpicks and a crowbar, so that makes most places available to them. Keeper's choice if they can get in, naturally. Once in, they ransack the place. Since by this time the Investigators are just getting the Documents or do not have them, the place will be messed up without cause. The two cronies will wait for the Investigator in his home, hoping to jump him/her and take the Documents. There is a 30% chance that one of the cronies will be excusing themself in the bathroom when the Investigator (s) arrive, due to drinking at the Club. He will enter on the third round in that case (tucking away his conceiled weapon, zipping up, flushing, and putting the seat down [these boys aren't slobs], and running out after unlocking the door). If guns start going off, both will flee. They aren't stupid, since they only have melee weaponry. Their stats are at the end of the scenario. CLUB APOCALYPSE The Club is the Club, flip through your DG manual and read up on it. Should the Investigators choose to have the Club watched, the NOAR's approach will be noteworthy at 10:00 pm. They come roaring in on motorcycles and hogs, stopping at the back end of the Club parking lot and leaving two men behind to watch the vehicles. These two men will chat during the evening untill the other part of the gang returns, on topics from post-modernism to Machiavelli's _The Prince_ to the black plague and its effect on the Catholic church to Albert Einstein's wormhole theory. The leader of the gang is Bubba "BrickDick" Shews, a huge man and one not to be trifled with. He enters the Club and hangs around near a table at the front, waiting for someone to approach him. >From here, it's up to the Investigators. The gang will wait untill 11:30 before leaving. If the investigators want to approach the nazi biker gang, they will be asked what business they have with them. They will not be surprised if someone claims to work for Slims, since Slims was so old. Unless the Investigators made it public knowledge to the police and the media, the gang will not know of Slim's death. If the investigators harrass the gang, the gang will back down, knowing that they don't want to cause trouble inside the Club. They will invite the Investigators outside for a fight, however. If the Investigators identify themselves as law enforcement types at any time, the gang will leave the bar, get on their bikes and roar off. They will not mess with police. THE CHASE Should the Investigators wait to follow them, you should begin the following scene. Require a few Drive Auto rolls to stay secretive. If they fail, the biker gang will notice the followers, and just speed up to avoid them. If this happens, there will be a chance policeman on the spot to pull them over. If the Investigators pull over as well, the police will order them to continue on their way. Should the Investigators lose the bikers, the bikers should still get pulled over for speeding. That way, if your Investigators listen to police band radio, they will know where to go to pick up the following again. After getting pulled over, the gang will pull their bikes onto a faster lane. Require more Drive Auto rolls. If all are successfull, then proceed to the NOAR house section. If they are unsuccessfull and spotted, proceed. The first thing the bikers will do is speed up a bit. Naturally the Investigators will as well, to keep up. Bubba "DickBrick" Shews will then reach into the front of his pants, remove a large brick, and heave it at the Investigator's front window. Call for Luck rolls and Drive Auto rolls. Investigator with the worst Luck in front seat gets the brick to the face. The Drive Auto roll is for controlling the car. If it fails, roll 1d10 1 Vehicle Swerves, 1d3 other drivers ran off road. 2 Car swings out in front of bus. Bus crashes. 1d10 are dead and news rushes to scene. 3 Vehicle slams into car beside it. Car takes damage. From now on, -20% Drive Auto in car. 4 Vehicle's breaks break. Investigators learn this when they try to use them. 5 Vehicles wobbles along road and loses some speed. 6 Spinout. 1d3 damage whiplash. 7 Flying Glass distraction causes crash, inflicting 1d6 to each occupant. 8 Fender Bender, 1d6 inflicted to each occupant. 9 Tire pops from glass, light crash into pole or something simular, 1d3 damage to each occupant. 10 Flying glass damage to front seat passengers, 1d3-1 damage. If the Investigators start firing at any time, the gang will stop fighting and roar their bikes ahead, trying to get back to their house. If not, the bikers will continue to fight will melee. If the bikers continue, those with chains will try and lash out at the side windows of the Investigators' car. After doing this, they'll speed ahead and try to race home, as if the investigators had shot at them. While they race home after being shot at, there is a 30% chance with each shot that they will begin firing back. Fallen comrades on the bikers' side go down. See the stats at the end of the scenario. THE NOAR HOUSE This final section can be broken down into several parts, depending on the Investigator's actions. If the investigators got in a chase/fight, and arrived here, then go to Standoff. If the Investigators got here by following quietly, go to Stealth. The original plan was for a contact of NOAR to arrive at 4:00 am in the morning, with a specially-made mythos artifact. It's a solid gold ring, through which one can push very small objects through and send them to the Court of Azathoth, where Varo will recieve them. The bikers were going to roll up the papers one by one, and send them through the device to Varo for a reward, one Varo planned not to give. The contact is simply a member of the biker group, spending his time out and about making the device. When he sees what is going on in the distance at the house, he will not arrive, instead moving to Brazil to join a nice missionary movement. Standoff The Investigators have angered the NOAR; as they arrive at the house, they drive their bikes into the garage, shutting it before the Investigators can enter. The house is locked up, and the bikers inside go for their gun collection. They will shoot out windows and so on, trying to pop one of the Investigators. Chances are the police will arrive, if they haven't already, to help the Investigators (assuming they identify themselves properly). Imagine a repeat of Waco. When firing at the garage, there is a 40% chance of hitting a gas drum and causing an explosion. There might be up to 1d3 bikers close enough to die by explosion, depending on the Keeper really. Once that happens, the house will steadily burn. Firemen trying to help will be fired upon, and there is enough ammo for a very sustained fire fight. The number of Police that show up is up to the Keeper. This is a very free and easy scene to run; I personally plan to wing it! :P Once the firefight is over--if the papers haven't been sent to Azathoth's court, burned, shot, or taken away--the investigators may retrieve them, pretty much completing their assignment. Stealth So your Investigators decided to be sneaking and cautious eh? Well, from here they have a number of options. They arrive after the gang, who leisurely enter their garage and leave it wide open. Investigators might be able to sneak through the house (plenty of Sneak and Hide rolls to be called up for) and can get the papers while the biker gang watches WMW championship next door (Yes, that's Women's Mud Wrestling championship). Once they have the papers, you can play dirty and choose that time for the contact to arrive and for everyone to head into the house. A gunfight inside the house might be more interesting, and it's up to the Keeper if the Police arrive. Naturally, the Investigators can come up with an array of plans. However, if they call the police themselves, or more backup, just move straight to the Standoff. CONCLUSION Depending on what you did, there are naturally several possible conclusions. For example, if the NOAR get the papers to the Court and are not stopped, all of them will be dead by morning, torn to pieces. There will be a section on the news, but it is of little importance. As a reward, Varo sent Dimensional Shamblers and some other icky things to tear up the NOAR, keeping them silent. As for Slim, unless the Investigators made a big deal of it he is eventually found, and a small obituary is made up in the paper. As for the Fate, they don't interfere in anything after the attempt on the investigators to get their papers. As for Carrie, she could possibly become a DG Friendly. APPENDIX ONE: STATS CARRIE SLIMS: A nice young woman, around 25 or 26. She is a highly requested lawyer, with blonde hair and brown eyes. She might become a DG Friendly if the Investigators play their cards right. STR 10 CON 14 SIZ 11 INT 15 POW 12 DEX 9 APP 14 EDU 16 SAN 60 HP 12 Skills: Law 70%, Whimper, sniffle, and cry 45%, Whack Investigator with heavy briefcase full of legal documents 60% (1d6 damage). TWO FATE CRONIES: Jacques and Fernandez both got assigned this job and would rather be watching the Club. They are simple underlings of no importance, and the Fate didn't want to attract much attention. They drank heavily before leaving for the Investigators's residency, so might need a untimely bathroom break. Use the stats for both, except where noted with slash marks. First is Jacques, second is Frenandez. STR 15 CON 15 SIZ 13 INT 8/9 POW 10 DEX 10/13 APP 9/11 EDU 9 SAN 50 HP 14 Skills: Crowbar 60% (1d8 damage), Blackjack 65% (1d8 damage), Get away when shots are fired 80%. BUBBA "BRICKDICK" SHEWS & GANG: Bubba got his nickname from the conceiled brick in his pants, used to chase off followers. Use the stats for all 10 gang members, except where noted with slashes. First number is gang member, second is Bubba. Only Bubba is the true worshipper of Varo, the rest just follow him out of fear. STR 14 CON 12 SIZ 12/16 INT 10 POW 13 DEX 12/9 APP 12/9 EDU 8 SAN 20/0 HP 12/14 Skills: Throw Brick 85%, Handgun 70% (9mm revolvers and automatics, 1d10), .357 Magnum 1d8+1d4), Shotgun 60% (12 gauge pump, 4d6/2d6/1d6), Machine Gun (Mac-10 1d8. Only Bubba has this.) YOUR EVERYDAY POLICE MAN: Look on Delta Green Page #179, Second Edition. APPENDIX TWO: CRY.SYS'S PGP PUBLIC KEY -----BEGIN PGP PUBLIC KEY BLOCK----- Version: PGPfreeware 6.0 for non-commercial use mQGiBDZey/oRBADjG+YxochVuN8vdiVdZ/AiLnhMg7d2Q5Z8J+OQwTCW8Rrzpagl H4Y6TIwavcf2wWRgtXEq9n0ucAbwtrolZfJBjuK7IBzu0PrK18acVLg3mBDczdAV 4YZQCyS4Nxudzu0UJ+qXAs5tdzqFPE1IwBSZ0TWjQz9xjcWpoR2k2l4ASQCg//hJ QMHZeApWnoysSfc7May7HhMD/2lkQ82Qkuz83KsLMDyujcNDhRjgBer8QT1acl3V ThDpjO1Awjc/fTCn9/VL6AGMcqF2H6AsPTNkWtAxTUozPeeDnPUJxZ6U0BoSrMVN bBbU7lROX4Jdn/o06GI75DbWm9bUKOooJV6GfSVIGT6qtKoYKjXniUAMSwkb7yxZ jef/BACTM3zf1OpMd6L3tl0/BhkdeXzE21Sq+TSkY0ZfUSPHyIXA52/2MA1besKg U1ZmXsysPSM8FWDC9kt6ID7pGkGHM3ny9TzjBLL/a4IXYWvEkRBHhfk5PTQsBX0P lRTKfZROy2mESUtmN5QjKDVxuRuk30cxrXg4/QN5DQErLnlTgLQhRGVsdGEgR3Jl ZW4gPGhhbWR1bGFAbmVvc29mdC5jb20+iQBLBBARAgALBQI2Xsv6BAsDAgEACgkQ JuV330XpLoRYHQCeMrAjPvhkK593dMhhhZlm/Gr/Y3wAoNoSCFYyAlb7ntnI6OUv 9NroPTfouQINBDZey/oQCAD2Qle3CH8IF3KiutapQvMF6PlTETlPtvFuuUs4INoB p1ajFOmPQFXz0AfGy0OplK33TGSGSfgMg71l6RfUodNQ+PVZX9x2Uk89PY3bzpnh V5JZzf24rnRPxfx2vIPFRzBhznzJZv8V+bv9kV7HAarTW56NoKVyOtQa8L9GAFgr 5fSI/VhOSdvNILSd5JEHNmszbDgNRR0PfIizHHxbLY7288kjwEPwpVsYjY67VYy4 XTjTNP18F1dDox0YbN4zISy1Kv884bEpQBgRjXyEpwpy1obEAxnIByl6ypUM2Zaf q9AKUJsCRtMIPWakXUGfnHy9iUsiGSa6q6Jew1XpMgs7AAICCACGJjM6DAzyVpiu 7kBlNOEj5HjbjsLKCfsyqLAqYZWBHEX4o5jx0ZqFKQUyRMfI3ISRkHiT2CZSUuub czWGX9S+Zsl3OMLaKItTSy2dBt8G7xjh0pzyZv02DdQNplnulwo6/3dtEeEwkuDy sudLIr494bOuGB6KlroizyM8ecfWqgEboUYx7c6CAT3ZYbgwwTt8EE3DuCIPhmDP wz/tdkVEfzDyI5enEQZeRCbDaK9HhyeUclJTbBTLKhQb1tQVN4rZNuHqtXM2UGTw tq+5vky1P5LQmfHMkRxLCLH9QZegUyTfKavl0hnU7S74AdqrHQiOJdeLIK79BZH0 k0N6saujiQBGBBgRAgAGBQI2Xsv6AAoJECbld99F6S6EpPEAoOrJVz/5sLNWQ05D 8q+Yabp9RsjSAKDpPWcYiL8nqFnmJXFYSHIkU6NaNQ== =NY/m -----END PGP PUBLIC KEY BLOCK----- --