Friday, 12 December 2025

Solo Blueholme: Second Delve (part 1 of...)

Illustration by Alec Sorenson

This continues the revived solo series previously explored in this post:

https://aloneinthelabyrinth.blogspot.com/2025/11/solo-blueholme-first-delve-into-stygian.html

...with downtime activities detailed here:

https://aloneinthelabyrinth.blogspot.com/2025/11/solo-blueholme-between-sessions.html

The game was originally begun in the summer of 2024 and has recently been revived. 

THE SECOND DELVE

I've decided Polstrum's remarkable progress score of 25 will be carried over... provided he can reach back down to depth 9. Otherwise progress begins at 15 and will increase or decrease following the usual rules established in Stygian Library. His mission remains the acquisition of Mazirian's Grimoire, while the rest of the party are merely after as much treasure as they can retrieve.  

They gather quite  large party in the Old College library at midnight:
  1. Larkin and mace-wielding Schmidt take point.
  2. Fighters Emmeline and Bastien in second rank, with the halberds.
  3. Sirka alone in the third rank, bearing the phantom tube for added light.
  4. Polstrum and torchbearer Marek in the fourth rank.
  5. Kurdt the thief bringing up the rear.
They step through the Hidden Door.

Turn 1 
Depth: 0
Lantern (remaining): Marek (24 turns); Sirka phantom tube (∞)
Location (detail): Chained Lectern (chained books)

AN ORNATE LECTERN, RAISED ON A SLIGHT PLATFORM. On it, open, is a large book. Each corner of the book’s cover is fastened to the lectern, and the lectern is bolted to the floor. When nobody is observing it, it gives a soft creak or gentle rattle, as if straining against restraints

This extraordinary book contains esoteric funerary rites. As Polstrum reads its pages flick and twist and cut his fingertips. HE actually sustains 1 HP damage and abandons the text. The party search the rest of the room, noting that al the books (all chained to the shelves) are concerned with military protocol. Sirka finds a locked door.
Progress: 15/35

Turn 2 
Depth: 0
Lantern (remaining): Marek (23 turns); Sirka phantom tube (∞)
Location (detail): Chained Lectern (chained books)
Kurdt atempts to pick the lock, watched over by larkin. Schmidt finds a magical spear, which Sirka takes. Kurdt fails to pick the lock, Larkin busts it open with brute force: the party find a shortcut that leads them 5 layers deeper!
Progress: 15/35

Turn 3 
Depth: 5
Lantern (remaining): Marek (22 turns); Sirka phantom tube (∞)
Location (detail): Phantom Data Banks (phosphorescent lamps)

THE ROOM CONTAINS A SET OF SHELVES AGAINST ONE WALL. Each shelf holds a row of glass jars. Each jar has a set of wires emerging from it, linking it to a small machine at the end of each shelf that displays the pressure, temperature, emotional state and acidity of each jar’s contents on a set of dials. 
  • There are 30 jars in total.
  • 24 contain a phantom, the rest are currently empty. Each phantom appears as a condensed mist, thrashing wildly, flickering with colours and patterns, glowing slightly.
  • Opening a jar releases the contained Phantom (124).

In addition, the room has a "relaxed and cool atmosphere", a consequence of the "glass orbs suspended from the ceiling, each of which gives off a soft, blue-green glow"Polstrum draws comparisons with the phantom trapped in his own tube, which he has been using as a desk lamp. This grants him another minor insight into the library (progress 1: it won't impact the score if he make it to depth 9)

Nobody catches sight of the Origami Golem until it is sauntering among the party, which shocks and unsettles the newcomers. Larkin suggests burning it to put everyone at ease, but noth Schmidt and Sirka try to communicate with it.Polstrum has no time for dealing with such "abominations before the Law" but is wary of its possible capabilities, and suggests moving on.

However, as they press forward the curious golem decides to follow.
Progress: 16/35

Turn 4 
Depth: 6
Lantern (remaining): Marek (21 turns); Sirka phantom tube (∞)
Location (detail): Planetarium (vault)

Kurdt is sufficiently disturbed by the origami golem that he takes point, pushing through dusty shelf-lined corridors the party reaches the impasse of a sealed vault.

The location is within a locked vault, behind a strong iron door. A neat sign above the door summarizes the contents of the vault. 

The sign reads PLANETARIUM, causing both Sirka and Polstrum's eyes to widen... however, before Kurdt can get his lockpicks out and start working on the vault door, A FIGHT SPILLS INTO THE LOCATION as a Bandersnatch and an Ink Elemental careen through the bookcases and generally cause havoc. 

  1. Kurdt remains crouched by the vault's door as the party fans out around him, providing space for the jet-black ink elemental and the uncanny bandersnatch to duke it out. Having already lost a comrade (Rupert) to an ink elemental previously, the party are wary of becoming involved in the melee... yet they find their way partially obstructed, unless Kurdt can open the door.

    Sirka launches a crossbow bolt in their general direction: it has no effect. Polstrum removes his scroll of Protection from Evil and casts it on himself. The Bandersnatch grabs at the ink elemental and slaps it, as the ink blots attempt to engulf members of the party.

  2. Sirka reloads her crossbow and Kurdt continues to pick the lock. Marek (of all people) lights an oil flask and launches it at the bandersnatch, igniting the ink elemental instead! Initially the party's efforts focus on the ink elemental (now on fire) and its ink-blot offspring: Larkin honestly believes it's the same creature that engulfed Rupert, and she hopes they might retrieve his inky corpse fro it somehow. The entity absorbs one of the blots to heal some damage. Meanwhile, the origami golem skulks,

  3. Having witnessed the effectiveness of the burning oil from Marek, Sirka abandons her (recently reloaded) crossbow and instead hurls her brand new magic fire spear at the ink elemental, feeding the inferno which is threatening to burn the bandersnatch too.

    The Bandersnatch crushes the ink elemental, leaving it a burning puddle of gloop. Emmeline halberds the Bandersnatch but does just one damage (note: 2-handed weapons are really rubbish in Blueholme, they only get to attack every two rounds and 1d10 can sometimes come up 1!), while Bastien is just swinging his halberd harmlessly, he requires Larkin's defence from an ink blot.  

  4. Bandersnatch grabs at Larkin's magic scimitar, then grabs at her! Held in its powerful grip she nonetheless gets a swipe at it with her light weapon (a dagger), inflicting 3 damage (of 1d4: under Blueholme rules, light weapons only do 1d4 damage but there's a second chance to hit at the end of the round). While Schmidt battles the last ink blot he is fatally engulfed by it, choking on its inky blackness. Marek scoops up Sirka's abandoned crossbow as Sirka dashes across the hall to retrieve her spear. Larkin misses with her second dagger stab.

  5. Larkin is in luck: the melee round will be her end (the Bandersnatch will inflict 2d6 crushing damage) but Sirka saves her with a deadly spear throw. Marek fires a bolt for good measure, fortunately missing everyone. Polstrum decides to finally use his magic missile to destroy the remaining ink blot: it collapses into an inky pool across the late Schmidt's face. Bastien weeps for his friend, Larkin retrieves her magic scimitar. There is no sound but the laboured breathing of the exhausted adventurers, when a loud CLUNK and a triumphant WHOOP from Kurdt confirms what everyone already knew: whatever D&D edition you are in, Thieves are the absolute worst.    

  

Beware the Bandersnatch by Alec Sorenson

The origami golem is nowhere to be seen: perhaps it disappeared when the fire started to be thrown around. The party carry Schmidt's corpse into the Planetarium.
Progress: 16/35

Turn 5 
Depth: 6
Lantern (remaining): Marek (20 turns); Sirka phantom tube (∞)
Spells (remaining): Protection from Evil (Polstrum, 5 turns)
Location (detail): Planetarium (vault)
A HIGH, DOMED CEILING, ONTO WHICH LANTERNS PROJECT DOTS OF LIGHT THAT RESEMBLE ALIEN CONSTELLATIONS. In the centre of the room, a large clockwork orrery modelling the solar system. A lamp burning in the centre, and long arms that hold model planets, moons and comets in place. The whole thing clicks and grinds as it slowly turns.

Most of the party rests while Polstrum looks at the various books on astrology, though Sirka uncovers yet another MAGIC WEAPON! It's a longsword with an incredibly keen edge, She wonders if she can carry it... then seeing how sad Bastien is over his dead cleric-friend, decides he should have it. He is initially nonchalant but is very quickly enchanted by its obvious power.
Progress: 16/35

Turn 6 
Depth: 6
Lantern (remaining): Marek (19 turns); Sirka phantom tube (∞)
Spells (remaining): Protection from Evil (Polstrum, 4 turns)
Location (detail): Planetarium (vault)
It's Polstrum and Sirka's turn to rest, casually flicking through astrological tomes while the party search the rest of the Planetarium. While they establish that there is no way in or out other than through the vault (at which Bastien stands guard), they find some kind of office hidden among the astrological bookshelves. It's actually the home of some Black Order Librarians, who are likely to reappear next time an encounter is rolled. Note that Librarians can effectively teleport between bookshelves, so they will bypass Bastien's attempt to act as sentry.

The office also contains some interesting items: a magical coat offering protection against electricity, which Kurdt puts on. Emmeline is quite taken by an extraordinary book detailing how to become a cleric:
An initiatory text. The reader can swap their class to cleric at any point once they’ve read it. Their attributes and any permanent features like injuries, mutations and so on remain unaltered. Their experience total determines what level cleric they are, and their new saves, HP, etc. Once the character has become a cleric, they cannot go back to their previous class

 Progress: 16/35  


Turn 7
Depth: 6
Lantern (remaining): Marek (18 turns); Sirka phantom tube (∞)
Spells (remaining): Protection from Evil (Polstrum, 3 turns)
Location (detail): Planetarium (vault)
Polstrum uses the orrery to gain information about the location of Mazirian's Grimoire (+2 progress) before than using it to answer a further question (successful intelligence check). I can't actually come up with anything so just add another +1 to progress... then the Black Order Librarians return!

They ae badly wounded from another encounter with "something unpleasant": I decide that Sirka has worked out how to reset the orrery to thirty minutes ago... enabling the librarians to be healed and, to everyone's surprise, Schmidt to be resurrected! Everyone is astounded! 
Progress: 19/35  

Turn 9
Depth: 7
Lantern (remaining): Marek (17 turns); Sirka phantom tube (∞)
Spells (remaining): Protection from Evil (Polstrum, 2 turns)
Location (detail): Boiler Room (haunted)
Bidding farewell to the grateful Black Librarians, the party leave the vault and try to push deeper down the corridor. They find themselves in a Boiler Room:
A ROOM DEVOID OF BOOKSHELVES. Against one wall, a huge black-iron furnace, over which a tank of water boils. Large pipes channel the steam elsewhere in the Library
This room is haunted by the ghost of a nun who wants only to prevent her sacred book (on martial arts, she was from a martial order) from being removed. It currently sits an a desk five feet in  front of the boiler: the desk is used by Red and Yellow Order Librarians who are not currently home (this is their office).

The nun has the power to extinguish lights and erase texts, and also to whisper: this she does to Larkin, who is unreasonably dismayed when Polstrum picks up the book to investigate. It is evident that Polstrum hears the whisper, too… he hastily returns the book to the desk. Meanwhile, Sirka assists Kurdt in uncovering to expensive looking silver rings, but her attention is soon drawn to the strange book that’s unsettling everyone so…

Schmidt can only stare at his holy symbol: he feels the ghostly presence keenly, perhaps because of his recent brush with death yet is repulsed by the ghost's unholiness. Emmeline is intrigued but heeds the warning of Larkin and leaves it. 

Sirka is less easily persuaded, and I roll against her wisdom to see if she grabs it. Of course, she takes the cool book about martial arts from the desk, and the ghost of the nun extinguishes all the lights. This prompts a cascade of morale checks among the hirelings and followers, all of whom pass (even Marek!)
Progress: 19/35

Turn 10
Depth: 7
Lantern (remaining): Marek (17 turns); Sirka phantom tube (∞)
Spells (remaining): Protection from Evil (Polstrum, 1 turn)
Location (detail): Boiler Room (haunted)
As lamps are lit, 2 yellow librarians and 5 red librarians return. They are poorly disposed towards the intruding party, and are especially put out by the fact Sirka has stolen the only book in the entire room—not to mention the fact they are lighting fires left, right and centre.

Combat ensues: the librarians unleash a volley of magic missiles, wounding the front line and killing Emmeline and Kurdt. Polstrum casts Shield on himself, Sirka uses charm on a yellow librarian. Bastien, Schmidt and Larkin charge into melee while Marek cowers behind them.

Sirka calls a halt to the fray, aided by her charmed librarian. She explains that they are humble researchers but understand how things must have looked! The Yellow Librarian apologises for killing the two adventurers and the Red Librarians mumble similar. Bastien, Schmidt and Larkin are incredulous, but Polstrum rubs his hands with glee. He has never felt more proud of his “apprentice” and is excited to have gained the services of a Yellow Librarian.

The party gather up the dead and make their way to the next location. Morale is low, the party are wounded… yet still Polstrum wishes to press ever deeper. Sirka quite likes the coat she pilferes from Kurdt's corpse.
Progress: 19/35

Turn 11
Depth: 8
Lantern (remaining): Marek (16 turns); Sirka phantom tube (∞)
Location (detail): Holding Pen (negligible gravity)
Spells (remaining): Shield (Polstrum, 1 turn)

The begin to feel increasingly lighter as they draw closer to the phantom holding pen...
WITHIN THIS ROOM IS A HUGE GLASS VAT, LIKE A FISH TANK. Copper tubes connect it to the rest of the Library’s plumbing. A single brass hatch is set in one side; it can be opened from the outside but not from within. The hatch is locked.
The gravity is equivalent to 1/6 of that on the moon, which assists with moving the bodies. While they poke around in the space a bookshelf slides back, revealing passage to seemingly to the library shallows. Knowing that they need to rest—and uncertain that they will be able to rest in the low gravity space—they follow the passage back up to shallower depths.
Progress: 19/35


Turn 12
Depth: 7
Lantern (remaining): Marek (15 turns); Sirka phantom tube (∞)
Location (detail): Tea Rooms (vault)
Between domineering  bookshelves and piles of papers the party find yet another locked door, with the words TEA ROOM etched above the lock. The party would love to gorge on tea and cake, but their librarian guide is quite insistent that they should not force the door, and Sirka is reluctant to persuade her charmed companion to go against their natural instincts. While they debate whether to find an alternative route back something is disturbed... it's a Hungry book!

The party are tired, wounded and impatient: Larkin tosses the entity the cleric book that Emmeline had borrowed from the Planetarium, and the party pass the Hungry Book without incident, heading in the vague direction of the entrance.

The party are wandering a little aimlessly. They're going to lose some progress for that.
Progress: 18/35
Turn 13
Depth: 6
Lantern (remaining): Marek (14 turns); Sirka phantom tube (∞)
Location (detail): Printing Press (lit by lamps)
Fatigue is overwhelming, so Larkin is especially dismayed to see 2 "curious" obsidian marmosets in this chamber, dominated by...
A LARGE, STEAM-POWERED PRINTING PRESS, ITS OPERATION AUTOMATED. It is plumbed into the larger structure of the Library, powered by high-pressure steam piped in from the boilers. It produces replacement pages, important paperwork, etc., which slide from the printing press and into collection baskets. It creaks, clatters and grinds as it works. It’s in constant motion, and the piles of paper it produces build up over time.

The absence of apparent malice on the part of the crystalline simians is of no solace, and Larkin urges the party onward... 
Progress: 18/35


Turn 14
Depth: 7
Lantern (remaining): Marek (13 turns); Sirka phantom tube (∞)
Location (detail): Calculation Engine (Low Gravity)
Polstrum marvels at the scene before him: it is almost the same as the calculation engine the party discovered before, but the room is subtly different... well, aside from the very obvious low gravity.

3 White Order Librarians turn and glare at the intruders, so Sirka and her Charmed Librarian Friend head over to request they stay and rest awhile, to which the librarians agree. On her way back to the party, Sirka uncovers a spiral staircase. She and Bastien investigate while the others rest.
Progress: 18/35
Turn 15
Depth: 7
Lantern (remaining): Marek (12 turns)
Location (detail): Calculation Engine (Low Gravity)
Sharing wine, Schmidt confesses to Larkin that his zealous faith was sorely tested by what he witnessed in their initial foray into the library, but since his resurrection he finds his faith stronger than ever: he feels he was born to be here, to confront the forces of chaos and evil head on. Larkin is disturbed—by his candour and the fact he died and came back to life—but maintains an air of stoic disinterest.

Marek questions how a man of faith can feel so comfortable in such an obviously evil and chaotic place: on cue, Jack the Giant Slayer (an ECAPED FICTION) materialises from out of a bookshelf, waves, and strolls off, towing the family cow behind him before vanishing. Schmidt is unable to reply, for Polstrum already is already admonishing Marek for his pedestrian intellect. The mage sage refutes the claim that the library is chaotic: it clearly has its own logic and order, but one that has not yet fully revealed itself to them. 

"What's more, it is a library: a repository of codified knowledge! What greater triumph of the LAW than the act of recording wisdom!"

Schmidt concedes that while there is no greater good than that which is born of LAW, it does not follow that all that is lawful is necessarily GOOD. Polstrum scoffs:

"Good and Evil are but trifles: inventions of men and women too ignorant to comprehend the purpose of FATE and its struggle against DISORDER. If we must adopt such juvenile terminology then we can say wholeheartedly: that which is LAWFUL must be GOOD! And that which is CHAOTIC must be EVIL!"  

Schmidt makes no reply, but regards Polstrum a little suspiciously. In the depths of the library, Jack's cow moos.
Progress: 18/35 

Turn 16
Depth: 7
Lantern (remaining): Marek (11 turns)
Location (detail): Calculation Engine (Low Gravity)
Bastien and Sirka return, with the former excitedly exclaiming that the spiral staircase leads directly back to the Chained Lectern and the door back to Old College. On hearing this Larkin ponders whether it might be best to return right away... before remembering the 600gp she owes to the Thieves Guild.

Larkin's hesitance to return is apparent, though she has not yet spoken: Bastien groans, but his incredulity is likewise unvoiced, with conversation suddenly postponed: Jack the Giantkiller has return... crying for help.... with a tentacle-faced man partially attached to his head. 
A Neurovore Gourmet—you are what you eat

 

  1. A Neurovore is attacking Jack. One tentacle is attached. They are 30' from the party, with the White Librarians an additional 30' away.
  2. The three white order librarians launch magic missiles at the neurovore (totaldamage 14) and Sirka tosses her magic spear (it misses). Jack fights back with his club, bashing one of the tentacles loose (also 6 damage, 8 remaining). Bastien and Schmidt charge into the fray. Polstrum begins to manoeuvre towards the librarian for safety, with Larkin covering him. Sirka follows tentatively behind Bastien and Schmidt, fascinated by the tentacled creature.
  3.  The Neurovore removes its tentacles from Jack's head and casts charm on Bastien as he enters melee. He commands his new ally to attack Jack the Giant Killer and attempts to flee. The librarians are unable to launch another volley of missiles given the number of combatants currently in melee (I rolled a die to see if they would be willing to launch three magic missiles and hope for the best, 50/50 fell in favour of caution). Schmidt and Jack simultaneously crush the neurovore's head with their blunt weapons, while Bastien's attempt to slice Jack to pieces doesn't even come close.
  4. The spell broken, and Bastien s immediately mortified by his actions towards Jack, who reacts angrily. Fortunately Schmidt is on hand to intervene. 

While things are smoothed over with jack, Sirka searches the Neurovore's body. She finds:

  • a silk handkerchief
  • a pair of six-sided dice
  • a shiny key

The librarians are grateful for the destruction of the neurovore (though of course they could have dealt with it themselves) and agree the party can leave the bodies of Emmeline and Kurdt here for safe-keeping. In part the presence of a Yellow Librarian (one who speaks very highly of the changeling Sirka) ensures the party are well-received (this was a positive reaction roll). 
Polstrum decides they will delve a little deeper, then will return for the bodies and take them back to the planetarium earlier and repeat Sirka's time-travel trick. Schmidt suggests they do that now, Polstrum gets Larkin to pull rank and the wizard's will prevails yet again.
Progress: 18/35 

Turn 17

Depth: 7
Lantern: (remaining): Marek (10 turns)
Location (detail): Spider Trapdoor (Silenced)
Event: Something turns up, wounded or otherwise compromised...

Sirka and the charmed Yellow Librarian take point and lead he party towards a familiar sight (to Sirka):
UNDER THE FLOOR OF THIS LOCATION, THERE LURKS A HUGE SPIDER, AN AMBUSH-PREDATOR ADAPTED TO THE LIBRARY’S ENVIRONMENT. It can lift up a section of floor, and emerge to grab prey, dragging it down to feed. It’s burrow is just big enough to fit itself, and a few prey (either bundled up ready to eat, or still being subdued).
Sirka tries to warn her librarian friend—spying the irregular floorboards—but realises the room is silenced. At that moment, across the other side of the room, a party of bedraggled 8 Yellow Order Librarians appear! Sirka is able to instruct her own party to halt with hand signals, and stops the charmed librarian from advancing by tugging on their robe... but she has to engage in a very demanding mime performance in order to convince the Yellow Librarians opposite of the danger.

I give them an intelligence check (Int 13) to decipher what the weird changeling woman is trying to demonstrated by pointing towards the floor and its unevenness. They pass, and given that they are currently wounded (from an unknown encounter) they each teleport away through the bookshelves.
The party are determined to cross so by drawing up a schematic on torn book pages (to the displeasure of the Yellow Librarian, though charmed), they arrange for Marek and Sirka to present arms (crossbow and spear respectively) while Schmidt and Polstrum sue wooden poles to simulate footsteps across the room. Though silenced, I rule that the Spider can sense movement through other means. if pushed I imagine "Silence" works by tricking the mind of those present into not hearing the sound in a particular area., though this doesn't quite line up with how the spell works. 

Anyway, the plan is for  Larkin and Bastien to charge the creature once it reveals itself, hopefully slaying it following Marek and Sirka's attacks... and soon, the trapdoor spider does appear! 

  1. Marek misses but Sirka's spear and the Yellow Librarian's magic missile strike true. Larkin and Bastien charge forward but the Trapdoor Spider ducks back below.
  2. The spider utilise another trapdoor, surprising Bastien and dragging him into her lair! Larkin has a 50% chance of not seeing this (and hears nothing in the silenced room): fortunately she turns in time to see Bastien go down and a magic missile strike the spider. She kicks the floorboard open, and slices the spider, but not before BAstien is both wounded and paralysed by the spider venom after failing a save vs. paralysis. Schmidt and Sirka charge forward, Marek reloads.
  3. As the spider partially emerges to attack Larkin, the Yellow Librarian once again hits home with a trusty magic missile. Larkin pulls the paralysed Bastien free, Sirka stabs the spider to make sure its dead and once again roots around for treasure.

Polstrum strokes his beard: he wonders how many times the librarians are able to cast this wonderful spell (magic missile) a day... and realises the potency of a charmed librarian..

Progress: 18/35  

Turn 18

Depth: 7
Lantern: (remaining): Marek (9 turns)
Location (detail): Spider Trapdoor (Silenced)
Event: An ominous ticking...

The party rest up while they wait for Bastien to recover sensation in his body. Sirka retrieves a suit of magical plate mail (half damage against weapons), and an enchanted robe from the spider-hole: Larkin swaps her suit of fine plate for this new, magical armour—providing Schmidt with an upgrade. He passes his chainmail to Marek. Sirka gives her magical coat (the one she looted from Kurdt's corpse) to Polstrum, donning the robe of befriend any undead being they encounter by offering a handshake.

While the party play swap-shop, an ominous ticking can be heard from beneath the floorboards...

...nothing happens yet. Next time you would roll on the Random Events Table in this Location, roll twice instead.  

With Bastien mobile again and the party freshly kitted out, they decide it's best to move on. 

~

...and that is more than 4,000 words, so I'm going to call it there and split the delve across posts!


LINKS

All posts in this series::

https://aloneinthelabyrinth.blogspot.com/2025/11/solo-blueholme-between-sessions.html

https://aloneinthelabyrinth.blogspot.com/2024/07/solo-blueholme-session-0-chargen-etc.html

https://aloneinthelabyrinth.blogspot.com/2024/06/blueholme-stygian-library-solo.html

Technoskald's solo play reports of the same (or very similar) set-up:
https://solo.technoskald.me/tagged/stygian-library

Alec Sorenson Instagram
https://www.instagram.com/oddsbod/

Stygian Library on DTRPG (affiliate link)
https://www.drivethrurpg.com/en/product/257113/the-stygian-library?affiliate_id=767873

Hardcover print edition from SoulMuppet
https://soulmuppet-store.co.uk/products/the-stygian-library

My recent elf post, featuring a Blueholme-esque elf class, The Changeling
https://aloneinthelabyrinth.blogspot.com/2024/07/elves.html

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