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Falrinth

Falrinth is a cunning and duplicitous figure within the Temple of Elemental Evil, operating on the third level. Though he holds no official allegiance to the elemental temples or the Greater Temple, he is a key player in the Temple’s politics and intrigue. Known for his opportunism and self-serving nature, Falrinth walks a fine line between ally and adversary to nearly everyone he encounters.

Rogue Wizard and Keeper of the Orb of Golden Death

Though not an official member of the Greater Temple, Falrinth is an important figure in the Temple's web of intrigue. A skilled and ambitious 8th-level magic-user, Falrinth operates independently, serving as both an ally and a potential liability to the Greater Temple.

Errata #13 FR & ENG: Falrinth is an odd one, and I think his character may heve been blurred when Gary handed his notes off to Frank. In the original version of the adventure there was no Zuggtmoy, there was just Lolth. After the D and Q modules Gary fecided that he needed to go in a different direction, so he invented Zuggtmoy to replace Lolth. My guess is that Falrinth's description may be the result of Frank trying to make some old notes mesh with the later version of the adventure, unaware that Gary had changed directions and never intended both demon ladies to be involved.

Falrinth is an 8th-level magic-user, though his connection to his quasit familiar, Kriitch, allows him to function as a 9th-level caster when the familiar remains within one mile. As a servant of Lolth, the Demon Queen of Spiders, Falrinth’s ultimate loyalty lies with her dark schemes, making him a thorn in the side of both the Temple’s leadership and outside forces.

    - Ambition: Driven by a lust for power, Falrinth serves Lolth but is willing to betray anyone, including her, to further his goals.
    - Duplicitous Nature: Falrinth’s lack of loyalty makes him a potential ally or a dangerous foe, depending on the circumstances.

Location and Role

Falrinth resides in Area 337 of the Temple of Elemental Evil's third level. This location connects to the Escape Tunnel, a hidden route used by bandits allied with Falrinth and Smigmal Redhand that leads to the 55. Hunting Cabin - off map.

Connections and Relationships

Falrinth: Rogue Wizard and Keeper of the Orb of Golden Death

Though not an official member of the Greater Temple, Falrinth is an important figure in the Temple's web of intrigue. A skilled and ambitious 8th-level magic-user, Falrinth operates independently, serving as both an ally and a potential liability to the Greater Temple.

"They say the Elder Elemental God whispers in the dark. I’ve heard those whispers... and one day, I will whisper back."

Role and Loyalties:

    - Falrinth is loosely allied with Smigmal Redhand and her bandit crew, including Commander Feldrin, who operates out of the Broken Tower. However, his loyalty to the bandits is thin, as Falrinth is primarily concerned with his own interests.
    - Falrinth also works alongside Lareth the Beautiful, both serving as agents of Lolth, the Demon Queen of Spiders. Their mission, under Lolth’s orders, is to gain control of the elemental nodes or Nexus, though the specifics of their plan remain veiled in secrecy.
    - Senshock Falrinth reports to the Greater Temple’s High Commander but has not been officially inducted into its ranks. He reports to Senshock, the High Commander of the Greater Temple, though Senshock views him as a potential resource rather than a trusted subordinate.
    - Smigmal Redhand: As an ally of this bandit leader, Falrinth works with her crew, though his loyalty is tenuous at best.
    - Lareth the Beautiful: Sharing a devotion to Lolth, Falrinth and Lareth collaborate on gaining control of the elemental nodes for their demon queen.
"Every move I make is a step closer to freedom—from the Temple, from the Eye, from all of it. I’ll see them all burn before I’m bound again."

The Orb of Golden Death

Falrinth secretly possesses the Orb of Golden Death, an artifact tied to the Elder Elemental God and central to the Temple’s power. He keeps the Orb hidden from his allies and superiors, viewing it as his ultimate bargaining chip or tool for personal ascension.

Details on the Orb
    - Connection to the Nodes: The Orb serves as a key to unlocking and controlling the elemental nodes.
    - Secrecy: Falrinth’s concealment of the Orb makes him a target for both the Greater Temple and adventurers.
"The Orb holds secrets even the gods fear to reveal. And now those secrets are mine to command—or destroy." - Falrinth
Falrinth’s Tactics and Abilities

Falrinth is a cautious and strategic combatant, relying on his familiar and magic to outmaneuver opponents.

    - Kriitch the Quasit: Kriitch can assume the form of a giant centipede to spy on intruders. Falrinth uses the familiar’s senses to assess threats from a distance.
    - Escape Tunnel: The hidden passage provides a means of retreat or ambush, allowing Falrinth to control the battlefield on his terms.
    - Preparedness: When alerted to intruders, Falrinth carefully plans his actions, using divination and illusions to manipulate events in his favor.

Leader Politics and Intrigue

Falrinth operates on the fringes of the Temple’s hierarchy, navigating its volatile power structure with cunning and deceit.

"Hedrack and his ilk think themselves untouchable, yet they dance like puppets on strings they cannot see. Strings I can cut." - Falrinth
Relationship with the Greater Temple
    - Senshock’s View: Falrinth is seen as a promising but unproven asset by Senshock. The High Commander’s reluctance to fully induct Falrinth reflects his uncertainty about the mage’s reliability.
    - Potential Risks: Falrinth’s secrecy regarding the Orb of Golden Death and his allegiance to Lolth make him a potential threat to the Greater Temple’s unity.
Alliance with Smigmal Redhand
    - Bandit Operations: Falrinth uses the bandits as pawns, leveraging their strength while keeping his distance from their infighting.
    - Commander Feldrin: The Broken Tower’s commander reports indirectly to Falrinth through Smigmal, though loyalty within this chain is shaky at best.
Collaboration with Lareth
    - Lolth’s Plans: Working together as agents of Lolth, Falrinth and Lareth aim to manipulate the elemental nodes, potentially undermining Zuggtmoy and the Elder Elemental God.
    - Tension: While both serve Lolth, their shared ambition creates a fragile alliance that could shatter under pressure.

Quest: “The Orb and the Rogue”

The adventurers receive intelligence about a rogue wizard named Falrinth who operates within the Temple of Elemental Evil. Reports suggest he possesses a powerful artifact—the Orb of Golden Death—and is engaged in secretive schemes involving both the Greater Temple and the bandits in the region.

Objectives
    - Primary: Confront Falrinth and retrieve the Orb of Golden Death.
    - Secondary: Gather intelligence on Falrinth’s connections to Lolth, Smigmal Redhand, and the Greater Temple.
    - Optional: Infiltrate the Escape Tunnel to eliminate his bandit allies and disrupt their operations.
The Escape Tunnel Ambush
    - Setting: The adventurers navigate the hidden passage found at the 55. Hunting Cabin - off map, facing traps and bandit guards loyal to Falrinth and Smigmal.
    - Key Challenge: A concealed ambush led by Commander Feldrin, who has been tipped off by Falrinth’s spies.
Confrontation with Falrinth
    - Setting: The adventurers find Falrinth in his lair, guarded by Kriitch in its giant centipede form.
    - Key Challenge: Falrinth uses illusions and misdirection to confuse the adventurers, potentially luring them into traps or leading them astray.
The Orb’s Power
    - Setting: If the adventurers defeat Falrinth, they must contend with the dangerous magic of the Orb of Golden Death, which may summon elemental creatures or corrupt those who attempt to wield it.
    - Key Challenge: Deciding the fate of the Orb—destroy it, return it to a safe location, or risk its use for personal power.
Rewards and Consequences

Rewards:

    - The Orb of Golden Death (if recovered).
    - Rare magical items from Falrinth’s personal collection.
    - Favor with factions opposing the Temple of Elemental Evil.
    - Consequences: Falrinth’s death disrupts Lolth’s plans but also creates a power vacuum, potentially strengthening the Greater Temple.
    - If the adventurers fail to secure the Orb, it may fall into the hands of another faction, intensifying the Temple’s threat.

Treasure:

3 ivory scroll tubes (50gp ea.)*: spell scroll of wall of force, spell scroll of dimension door, spell scroll of conjure minor elementals, spells croll of magic circle, spell scroll of tongues, spell scroll of dispel magic, spell scroll of hold person, spell scroll of rope trick, spell scroll of invisibility, spell scroll of mirror image, spell scroll of detect thoughts, spell scroll of detect magic, spell scroll of charm person, spell scroll of burning hands, spell scroll of find familiar, spell scroll of unseen servant

Tome of Leadership and Influence, Vaccuous Grimoire, ink for teleportation circles (100gp), powdered amber (300gp), gold dust (200gp), powdered silver (100gp), jade dust (400gp), spellbook ink (500gp), jade cup (100gp), fire opal (1,000gp)*, star ruby (2,000gp)* tiger's eye (10gp), moss agate (10gp), jasper (50gp), white pearl (100gp), pink pearl (250gp), topaz (500gp), zircon (50gp), potion of speed*, elixir of health, potion of mind reading, wand of wonder*, Orb of Golden Death, 3 iron coffers, 228ep, 310gp, 107pp, ceramic frog statue, portable shrine of Lolth (6,000gp), Falrinth's Spellbooks* mirror of mental prowess.

Falrinth's spellbooks

Each of the three scroll tubes in the cabinet (missing if Falrinth has escaped with them) contains a scroll of seven spells. This is a selection from Falrinth's spellbooks, which he can use to start new ones if necessary. The spells on these scrolls are noted with asterisks hereafter.

    - Book 1: affect normal fires, *burning hands, *charm person, comprehend languages, dancing lights, 'detect magic, enlarge, hold portal, jump, message, Nystul's magic aura, push, *read magic, unseen servant, ventriloquism, *write
    - Book 2: continual light, 'darkness 15' radius, ESP, fools gold, forget, 'irritation, 'levitate, 'mirror image, rope trick, Tasha's uncontrollable hideous laughter, 'wizard lock
    - Book 3: Clairaudience, flame arrow, 'hold person, 'invisibility 10' radius, 'lightning bolt, 'protection from evil 10' radius, 'tongues, water breathing
    - Book 4: dimension door, extension I, fire trap, minor globe of invulnerability, monster summoning II, wizard eye
    - Book 5: contact other plane, wall of force

Quests

Quest: Falrinth Gets a Drink

(For party level 7)

Taverns are not only havens for adventurers but also for schemers and spies. Falrinth, a rogue wizard with tenuous ties to the Temple of Elemental Evil, occasionally ventures into the nearby village of Nulb to gather information and conduct his own shadowy investigations. His independence and secretive nature make him a wild card in the Temple’s intricate web of alliances.

Setup

If the player characters are struggling on the third level of the Temple's dungeons, this encounter provides an opportunity for roleplay, intrigue, or combat. By coincidence, the party may encounter Falrinth at the Boatman’s Tavern and Nulb Market (Area 43) during one of his rare visits to the surface.

Falrinth’s Intentions:

    - Eavesdropping on conversations to gather intelligence.
    - Questioning locals and pirates about the adventurers or recent disruptions, particularly if the PCs attacked the Broken Tower.
    - Investigating rumors about the carnage in the upper levels of the dungeon, ensuring his own secrets remain secure.
    - Companions: Falrinth is accompanied by two mercenaries from Smigmal Redhand’s crew, acting as bodyguards and enforcers.
Encounter Details

Scene Setting:

The Boatman’s Tavern is dimly lit, filled with the acrid smell of cheap ale and the river’s damp air. The locals avoid Falrinth, their glances a mix of fear and disdain. Whispers of his connection to the recent troubles circulate, but no one dares confront him directly.

Falrinth’s Behavior:

    - He is seated in a corner, nursing a drink, his quasit familiar Kriitch invisible but nearby, observing the room.
    - Falrinth appears relaxed, but his sharp eyes scan the tavern for anyone of interest. He listens carefully to conversations, particularly about the adventurers’ exploits in the dungeon.
    - He speaks briefly with a pirate captain or Skole's assistant, asking pointed questions about recent activity near the Temple and the roads.

Player Interaction:

    - If the adventurers enter the tavern, Falrinth’s interest is immediately piqued. He observes them carefully, sizing them up.
    - A DC 17 Wisdom (Insight) check allows a character to notice him watching them, his demeanor predatory yet calculating.
    - A DC 15 Intelligence (Arcana) or DC 18 Perception check might reveal a faint magical aura around Falrinth, suggesting the presence of a familiar or magical protections.
Falrinth’s Actions
    - Non-Engagement Stance: Falrinth avoids direct confrontation unless the PCs appear weakened or vulnerable. He prefers to gather information and retreat to the Temple with his findings.
    - Engagement (Optional): If the PCs provoke him, Falrinth defends himself using illusions, summoning Kriitch in its giant centipede form to attack or distract them.
    - His bodyguards will engage the PCs, allowing Falrinth to escape through the back of the tavern or a concealed passage.
    - Post-Encounter Consequences: If Falrinth escapes, he will redouble his efforts to investigate the party, potentially setting traps or ambushes for them in the dungeon.
    - If captured, Falrinth will feign cooperation but attempt to manipulate the PCs, offering half-truths to save his life while secretly planning his escape.
Key Outcomes
    - Information Gained: The party may overhear Falrinth’s inquiries about the carnage in the Broken Tower or his interest in their exploits, revealing his connection to the bandits.
    - Capturing or intimidating Falrinth could provide clues about the Orb of Golden Death, his relationship with Lareth, or the Temple’s deeper secrets.
    - Falrinth’s Escape: If he escapes, Falrinth will remain a thorn in the party’s side, potentially collaborating with Lareth or Senshock to orchestrate their downfall.
    - Potential Combat: Defeating Falrinth and his bodyguards could yield valuable loot, including spell components, potions, and intelligence about the Greater Temple.
Rewards
    - Magical scrolls and potions from Falrinth’s inventory.
    - A coded journal detailing his inquiries into the elemental nodes and the PCs’ activities.
    - Coins and trinkets from the bodyguards.
Intelligence
    - Insights into Falrinth’s duplicity and connections to the bandits, Greater Temple, and Lolth.
    - Clues about the Orb of Golden Death and its significance to the Temple’s operations.

This quest offers an opportunity for intrigue, roleplay, and tactical combat, allowing the adventurers to engage with one of the Temple’s most enigmatic figures in a setting far removed from the dungeon’s oppressive corridors

Quest: Falrinth's Journal

Unravel the schemes of the rogue wizard Falrinth and prevent the full restoration of the Orb of Golden Death before Zuggtmoy can be freed.


Introduction

While exploring the Temple of Elemental Evil, the adventurers discover Falrinth’s journal, a tattered tome containing cryptic writings about his obsessive pursuit of the Orb of Golden Death (Yellowskull). The journal reveals that Falrinth has already obtained the gemless Orb and is now hunting for the four Elemental Power Gems, which are hidden in the Elemental Nodes.

If he succeeds in reuniting the Orb with its lost gems, he will unlock its full power and break the final seals on Zuggtmoy’s prison, allowing the Demoness of Fungi to be fully unleashed upon the world once more.


Falrinth’s Journal Entries

Entry 1: The Orb’s Incomplete Power

"At last, the golden skull is mine. Its power thrums beneath my fingers, but it is incomplete. The fool priests kept it as a hollow relic, unaware of the true strength hidden within. Without its gems, it is but a gilded shell—useless to Zuggtmoy’s cause. I must recover the missing pieces, buried deep within the Elemental Nodes."

Key Clues:

    - Falrinth has already stolen the Orb of Golden Death from the Temple’s hidden vaults.
    - He understands the Orb is powerless without the four Elemental Power Gems.
    - He knows the gems are inside the Elemental Nodes and is searching for them.

Entry 2: The First Discovery

"The first gem has been found—a gift of the earth, pulsing with its deep power. When I placed it within the Orb’s diadem, the wards shuddered, as if in recognition. A single crack in the prison’s foundation. The process works! Three more gems remain, and then the final ward shall fall."

Key Clues:

    - Falrinth has obtained the Earth Gem and placed it into the Orb.
    - The act of restoring one gem has already weakened Zuggtmoy’s prison.
    - Falrinth is emboldened, believing he can break the final wards by restoring all four gems.

Entry 3: Entering the Elemental Nodes

"It was no simple task, but I have breached the threshold of the Nodes. The Air Caverns were first—howling winds and screaming spirits, but the gem eluded me. My minions scoured the Burrows, yet the Earth Gem alone will not suffice. I must press deeper. The Fire Pits and Water Maze remain unexplored. Somewhere within these wretched realms, the remaining gems wait for me."

Key Clues:

  • Falrinth has entered the Elemental Nodes using the power of the Orb.
  • He has searched the Air and Earth Nodes but has not yet found all four gems.
  • He is preparing to explore the Fire Pits and Water Maze next.

Entry 4: The Final Key

"Fools! They do not understand the forces at work here! The final ward is bound to Zuggtmoy herself—only she may remove it. But I have found the means to hasten her return! I have traveled deep into the Nodes and given her the last gem. The Orb is whole again! Soon, she will open the final door with her own hand, and the world will tremble at her rebirth!"

Key Clues:

  • Zuggtmoy must open the final ward herself—Falrinth cannot do it alone.
  • Falrinth has delivered the last Elemental Power Gem to Zuggtmoy inside the Elemental Nodes.
  • Time is critical—her release is imminent!

Primary Goals

  • Recover the Orb of Golden Death: The adventurers must retrieve the Orb from Falrinth before he fully restores it.
  • Stop the Final Ward from Being Broken: Zuggtmoy now has the final gem—the party must prevent her from using it to unlock her prison.
  • Prevent Falrinth’s Escape: If he escapes, he will continue his mission elsewhere, possibly seeking allies among Iuz’s forces.

Secondary Goals

  • Destroy the Orb of Golden Death: If all four gems are recovered, the party can attempt the ritual to destroy the Orb, though it requires extreme effort and knowledge.
  • Disrupt Falrinth’s Rituals: By damaging the Elemental Nodes and disrupting their balance, the party can weaken the Orb’s power, buying time.
  • Learn the Truth About the Elemental Nodes: Investigate their origins and how they are tied to Zuggtmoy’s influence.

Encounters and Challenges

1. The Hunt for the Elemental Gems

  • The adventurers must delve into the Elemental Nodes to retrieve the missing Power Gems before Falrinth can claim them.
  • Each Elemental Node is filled with dangers, including elemental guardians, traps, and ancient cultists still loyal to the Temple.

2. Confronting Falrinth

  • Falrinth’s lair is a labyrinthine maze filled with magical traps and his quasit familiar, Kriitch.
  • He will use the Orb’s powers to manipulate the environment and summon elemental creatures to hinder the party.
  • If overwhelmed, he will retreat deeper into the Nodes.

3. Zuggtmoy’s Imminent Return

  • If all four gems are restored, Zuggtmoy will begin breaking the final ward.
  • The adventurers must destroy the last gem before she completes the ritual.
  • If she succeeds, she will manifest in her weakened form, forcing the party into a desperate battle.

Rewards

  • Magical artifacts and wealth recovered from Falrinth’s lair.
  • Vital intelligence about the Temple of Elemental Evil and its ongoing schemes.
  • Experience and renown for preventing Zuggtmoy’s return.

Consequences of Failure

  • If Falrinth restores the Orb, Zuggtmoy will break free, unleashing chaos and destruction.
  • If Falrinth escapes, he may seek allies in Iuz’s court to continue his work.
  • If the adventurers use the Orb carelessly, they may fall under Zuggtmoy’s influence.

Summary

This revised quest now fully aligns with the canonical lore of the Orb of Golden Death. Instead of the “Mysterious Remnants”, the adventurers are hunting the Elemental Power Gems, which are key to unlocking Zuggtmoy’s prison. The stakes are higher than ever, as Falrinth is dangerously close to completing his goal.

Integrating Lolth, Lareth the Beautiful, and Falrinth into the Temple of Elemental Evil's Structure
Lolth’s Influence on the Temple of Elemental Evil

Lolth, the Demon Queen of Spiders, has a vested interest in ensuring that the Temple of Elemental Evil never rises to its full potential. Her motivation is rooted in past betrayals by House Eilservs of the Dark Elves Drow, who abandoned her worship in favor of the Elder Elemental God. While she opposes the Temple's leadership, she is careful to work from the shadows, using spies and agents to manipulate events in her favor.

  • Key Motivation: Ensuring that the Temple remains divided and never achieves its true potential.
  • Methodology: Infiltration, subterfuge, and the use of key operatives such as Lareth the Beautiful and Falrinth.
  • Artifact of Power: Lolth possesses the key to the Elder Elemental God's prison, making her one of the few beings capable of deciding the fate of this mysterious entity.
Zuggtmoy’s Secret Control Over the Temple’s Clerics

The clerics and priests of the Temple believe they are praying to the Elder Elemental God, but in truth, their divine powers and spells are granted by Zuggtmoy, the Demon Queen of Fungi. The Abyss itself acts as a conduit for chaotic power, allowing Zuggtmoy to masquerade as the Elder Elemental God without the priests realizing the deception.

  • Key Deception: The Temple’s priests believe they serve the Elder Elemental God, but their power actually comes from Zuggtmoy.
  • Reason: Zuggtmoy is imprisoned within the Temple and needs the cult to continue worshiping her to gain strength.
  • Implication: If the truth were revealed, it could lead to massive schisms within the Temple's leadership.
Lareth the Beautiful – Lolth’s Hidden Pawn

Lareth the Beautiful is one of Lolth’s most promising agents. He controls the Moathouse, a stronghold designed to recruit new members to the Temple. However, his ultimate goal is to rise within the Temple’s ranks and convert it into a force that serves Lolth rather than Zuggtmoy.

  • Role: Lolth’s primary infiltrator within the Temple's ranks.
  • Long-Term Goal: To seize control of the Temple and redirect it toward the worship of Lolth.
  • Secret Powerbase: The Moathouse, where he gathers forces loyal to him while feeding selective information back to Hedrack.
Falrinth – The Sorcerer in Service to Lolth

Falrinth is an 8th-level magic-user with a quasit familiar named Kriitch, which allows him to function as a 9th-level caster when nearby. As a secretive and ambitious figure, he serves Lolth but is ultimately self-interested, willing to betray her if it serves his purposes.

  • Role: A powerful sorcerer acting as a spy and potential saboteur within the Temple.
  • True Allegiance: Lolth, though he harbors personal ambitions that may lead to betrayal.
  • Key Objective: Investigating the elemental nodes of the Temple on behalf of Lolth, while keeping much of his research hidden from both the Temple’s leadership and his own goddess.
Final Implications

Potential Conflict: If Lolth’s agents gain too much power, the Temple may split into warring factions—those still loyal to Zuggtmoy and those who turn toward Lolth.

Adventurer Hooks
  • Discovering Falrinth’s hidden research on the elemental nodes.
  • Exposing Lareth’s double-dealings and secret connections to the drow.
  • Preventing or enabling Lolth’s ultimate plan to co-opt the Temple.

"The Nodes are not prisons; they are gateways. Those who master them will rule both this world and the next." - Falrinth
Falrinth
Level 8 Magic-User (Level 9 with familiar)
  • AC 3 (bracers of defense), MV 12"
  • hp 27, #AT 1, D 2-5, MR 25 %; XP 4024
  • S10 117 W 10 D 17 Co 15 Ch 12
Kriitch
  • AC 2, MV 15 ", HD 3, hp 16
  • #AT 3, D 1-2/1-2/1-4, SA claw poison (save or lose 1 point Dexterity for 2-12 rounds)
  • fear blast once per day (30' radius)
  • SD 25% MR, regenerate 1 hp/round, hit only by iron or magic weapons,
  • immune to cold, fire, and lightning; XP 373
"Quiet, Kriitch. Let them think they’re unseen. It makes the moment I strike all the sweeter."
Falrinth's memorized spells are:
  • Level 1: burning hands, charm person, comprehend languages, detect magic, find familiar, jump, message, unseen servant
  • Level 2: arcane lock, continual light, darkness, detect thoughts, levitate, hold person, invisibility, mirror image, rope trick, Tasha's hideous laughter, Nystul's magic aura
  • Level 3: clairvoyance, fireball, glyph of warding, lightning bolt, magic circle, tongues, water breathing
  • Level 4: arcane eye, conjure minor elementals, dimension door, phantasmal killer
  • Level 5: contact other plane, teleportation circle, wall of force,
 

Orb of Golden Death

  Orb of Golden Death
Alignment
Neutral Evil
Ethnicity
Other Ethnicities/Cultures
Year of Birth
542 34 Years old
Children
Sex
male
Eyes
dark blue
Hair
stark white
Height
5'9"
Quotes & Catchphrases
"Power isn’t given—it’s taken. And once taken, it must be kept by any means necessary."
Belief/Deity
Elder Elemental God
Aligned Organization

Quests

In room 338 is Paida, the kidnapped woman described in “Bringing Hommlet to Life” and have her call to the PCs for help, with Falrinth's spell broken.


Cover image: Temple of Elemental Evil Campaign by 3orcs
Character Portrait image: Falrinth by 3orcs

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