Curse of the Lost Memories Campaign and You: a DM Guide

As books start trickling out, here is a DM-centric guide to starting the campaign. Curse of the Lost Memories gives you the credits and jumps right into the thick of it to get the campaign started. Due to page count, what is not in a book is a discussion on how to carefully start your campaign to maximize the game’s fun for both the players and you. So let’s back up to the beginning: why run Curse of the Lost Memories?

Hard Fantasy Means Grit, No Handwavium, and Rationality

Curse of the Lost Memories is hard fantasy.

Hard fantasy has a rational, plausible system of rules for the setting, which includes the definition and use of magic. The system used does not bend for a narrative, “hand-wavium” convenience. That doesn’t mean that hard magic has a scientific explanation and current logical principles; instead, it has internal consistency.

Hard fantasy doesn’t necessarily mean low fantasy (and the Kingdom of Lothmar is definitely not low fantasy) and not just about magic, but does take into account magical principles on everyday society—and this impacts your game sessions.

As a DM, this is the difference between Griffon Lore Games settings and other settings—especially settings that are post-apocalyptic (Greyhawk) or built on the many ruins of previous societies (Forgotten Realms, Numenera). If something is magical, it conforms to the rules of magic and not merely something that the DM explains as “powerful magic from the ancients.”

This is the time of the ancients. Your PCs are running around in a setting that is the height of magic—divine and arcane. Even the ancient druids, reputed to have drawn the gods to the Welt and had access to primordial magic called “world spells,” are bound by limits—as evident by the disposition of the PCs being curse up the wazzu. World Magic isn’t gone for good, the PCs are cursed and don’t have access to it.

But in the last module of the campaign (adventure path in Pathfinder terms), PCs can grab the reins of this primordial magic. They will need to make some tough choices on how they exit the campaign.

So, no handwavium. Keeping within the attributes of hard fantasy gives you the tools to add conflict and tension within the fantasy system.

Grit

It’s a gritty world out there in the Kingdom of Lothmar. The common folk have a good life and have a reasonable expectation of living their lives without violence and pestilence. Females usually survive childbirth, and infant mortality is low–all characteristics of a fantasy setting with access to knowledge and magic defined by 5E and Pathfinder.

However, commoners know that if they wander too far from other people, it’s eat or be eaten. Travel along the old Imperial Road system is mostly safe, but people who don’t stick together, or travel under the protection of a knight or men-at-arms, are fair game to all manner of hazards. Everything from trolls to natural hazards such as flash flooding, to political rivals, are hazards. And wandering into the wilderness, while rewarding both spiritually and possibly monetarily, is perilous.

People in Lothmar have a high sense of community for safety reasons. Going it alone is harsh, and so the feudal system isn’t merely a method for controlling the rift-raft. It’s a mechanism to keep people alive until old age.

So, people like the PCs, who wander off the beaten path, usually hired by knights to go clean out some den of nastiness, are viewed with awe, deference, reverence and a bit of suspicion.

DM Tip: As the adventure progresses, keep the rationality of the magical system, and, in conjunction with the setting, that will add immersion to your game sessions. Avoid effects that can’t be explained within the confines of the game books, source material, and internal consistency.

Scale vs. Open World Gaming

Scale is a campaign killer.

This is a good scale for 1st Level PCs. The Village of Hommlet in TSR’s T1 is another example of a great starting location.

There is a reason the Village at the Crossroads has significant detail oriented around the common folk and the power players—it provides the adventure a sense that the world continues when the PCs are not in it.

This is the basis for world-building. A world that seems to exist outside the context of the PCs is a world that is fun to play in because it doesn’t adjust by plot convenience but rather by the motivations of the PCs and NPCs within it.

Sometimes shit happens. In the Kingdom of Lothmar, flooding is a natural hazard, along with poor harvests and sometimes draught. Events such as these add to the gritty feel of the world.

So, what does this have to do with scale? By deemphasizing the hazardous nature of overland travel or by having the plot having the PCs wander hundreds and hundreds of miles in the early levels, their level of interest in the world around them appropriately decreases. Why become friends with the local knight if the module sends your 300 miles north? Who cares if the Dame needs help if the PCs are going to abandon them all in pursuit of a goal?

Every time we, as DMs, give players an excuse to not care about NPCs, they’ll take it. Nothing says Fuck Your NPC like requiring PCs to go where those NPCs aren’t.

Conversely, an open world has its own challenges. The PCs could contrive a reasonable and rational reason to travel outside of the bounds of the module. What’s a DM to do?

DM Tip: This is D&D. Well, 5E and Pathfinder, but both D&D. The DM in an open world where players have agency has the responsibility to world-build. But the players also have the responsibility to play the game. Tell the players if they want to wander off the map, you as the DM need time to prepare for that. I’ve even gone so far as to end a game session early—hey, you guys wandered in a direction I don’t have fleshed out. Let me take care of that, and we’ll pick it up next session.

Consequently, the players also have a responsibility to tell the DM, if they know where they are headed, that actual direction. Ahead of time. Communicate this in Session 0. However, back to the actual module, regardless of the reason, there are no answers to their curse outside of the Barony of Lothmar.

We plan to have Campaign Guide out this year. It will be a big help for running a campaign in our setting, especially with players that like to wander and meet NPCs.

Motivation: the DM NPC Hack

One way to immerse your PCs into a game setting is to have convincing NPCs. And NPCs that have their own motives articulated and documented become NPCs that, again, seem to exist without the PCs.

Motivations make your NPCs come alive.

DM Tip: But what also adds to the world is the changes the PCs and NPCs. The PCs have their own motivations (impacted by your players’ motives!), and so do the NPCs. Keep track of both the listed NPCs desires and disposition towards the PCs and adjust accordingly. This is the hack to the entire campaign—you don’t need to keep track of all the reasons Sarah doesn’t like the PC Bard (although as a bard you can probably guess). All you need to know is her disposition is hostile. She’ll pursue her own interests, as documented by her NPC description, but she’ll also have an inclination to act one way or the other to the manipulative and shallow bard.

Hard Choices – Mechanics

Beyond campaign philosophy that adds flavor to your adventure, there are mechanics the DM should become familiar with and use to his or her advantage.

PC Character Creation

The DM needs to focus on the introductory chapter. The Player’s Guide doesn’t explain how to implement the boon matrix or the other bonus attributed to their character sheet and it certainly doesn’t discuss their curse. The DM may want the players to have fun mixing and match PCs to boons instead of using the suggested curse/boon.

A 5E variation report from Hero Lab included in the Pre-Gen PC Pack (available for download). Pathfinder PDFs have the same report.

DM Tip: Use the Pre-Generated PCs to reveal the mechanics behind the individual boons. If you have Hero Lab, the POR files can be of use (especially if you are using Pathfinder) to illustrate the mechanical effect, which is also on the PC character sheet. Each PC also comes with a backstory with support of the campaign lore, some of which we have not published yet.

A 5E Epic Boon Example from Hero Lab.

For 5E campaigns, we use the Epic Boon and Bonus Feats mechanic. Since Epic Boons are not in D&D Beyond (a standard tool) yet, a player can implement them using feats and custom feats that they can apply from the character sheet. In 5E, The Player’s Handbook and Dungeonmaster’s Guide is necessary to implement PC creation.

One example of where to implement custom and standard feats in D&D Beyond. Note it is necessary to use the Player’s Handbook and DMG in order to utilize the suggested boon and curse matrix.

Difficulty Setting

The Fallen Barony of Wailmoor is a dangerous place. It’s been ignored for far too long and now whoever travels to there (the PCs), pay the price for this neglect.

DM Tip: Add to the grittiness by avoiding adjusting a Challenge Rating down. For any reason. We’ve given PCs extra powers for a purpose. If there are only three PCs, well, then, they better be sneaky little bastards, they better work in tandem and they better use the Lady in the Tower to help against the Dead Knight Harakan or they are going to die. A lot.

Some encounters may be too easy for a group of six—if the players aren’t playing cautiously, even with six players, there is reasonable chance (in Challenge Rating mechanics) for them to die in numerous places. And sometimes having six players leads to analysis paralysis, which, through inaction, can also lead to a TPK.

The Death Mechanic introduced in the module might seem like an MMO intrusion into our happy-fun world for Easy Mode, but it is definitely anything but. We encourage you to use it. “Never die” might seem like a boon, but it’s part of the PCs curse. And in the following modules, it gets worse. Players that don’t keep it together find themselves diminished and usually facing the same problem that killed them in the first place, but now with decreased ability scores until they level again.

Time, Your Campaign Mechanic

This is a module in a detailed campaign setting. Just look at Anna’s map to see the level detail available to the DM. And with that detail comes the advantage that time can add to a campaign fun factor.

There is no overall doom clock running. Some events will happen with or without PCs in later modules (such as war and faction conflict), and the PCs, if they ignore the corruption so close to the Crossroads Village, will be met with the devastation from their cowardly choice to ignore it. But within the module, the PCs themselves are rewarded by cautious, slow play, rather than rushing against the clock added for dramatic purposes with no other reason. Overused, a doom clock is both a break in both immersion and hard fantasy philosophy.

The Temple of Dvalin can take PCs months of in-game time to progress. It’s a tough nut to crack, using magic they don’t have access to yet (but will later), filled with terrible monsters in the basement (regenerating bone golem is regenerating), with requisite knowledge locked in a vault that requires personal sacrifice.

But it’s a choice, isn’t it? The players chose their classes and deities to worship. If one of them decided to be a cleric or paladin of Dvalin, well, their progression is going to be easier. It is not unfair if no one in the party is a divine servant of Dvalin. It just is.

That’s hard fantasy. Choices matter—all the way back to character creation.

DM Tip: Preserve the advantages of campaign play by not setting arbitrary time limits. During the adventure, the Wailmoor is their land. No one is going to bother them. It may be monster infested, corrupt land, but it is over 12-square miles, 144 miles of detailed territory, to claim as their own or extract the resources from within.

Religion

Speaking of Dvalin, religion infuses everything in the Chronicles of the Celestial Chains campaign. Sages have visited Purgatory and Mt. Elysa and come back with evidence of their existence. Everyone is religious in the campaign setting. Atheists are dealt with harshly in all lands as corruptive demon worshipers. For example, in dwarven communities, the local authorities will simply shrug, take the offender out back and slit his throat. In the Royal Lands, the person will be put on trial and banished. In the Duchy of Hardred, they are burned at the stake.

DM Tip: the Temple of Dvalin is the first place that players see how religion impacts the campaign world. These are the people, after all, that built the dam to the south that is powering all the corrupted and non-corrupted wards. As the campaign progresses, the conflict between Law and Chaos (as opposed to Good and Evil), brings religion into the forefront. A prudent DM should become very familiar with the religion appendix in the back of the module. DMs using their own pantheon (or a different product’s pantheons) will need to do some mapping between the deities presented to deities used in the campaign world.

5E Deity Table located both in the Player’s Guide and module appendix.

But we hope you will consider our presented pantheon, with considerable expansion in the Kingdom of Lothmar Campaign Guide.

Race

Pay close attention to racial differences between our campaign lore and other products. Elves are not reincarnated bemoaning lost and ancient magic—they are eugenicists with the ability to invest a lot of time into furthering the elven goals and many cases, not friendly people. Half-orcs are not moody brutes but seen as the product of two warrior races and treated with awe. Dragonborn are not a race but the outcome of a dragon in human form mating with a human.

DM Tip: Both the Introduction chapter and the Player’s Guide define the presented races. Mechanic wise, educated people view two-legged free-willed beings with a soul as a single species and the variation of the soul-bound as racial differences. Encourage players to chose their race based on the definition in the Player’s Guide.

Final Thoughts

This is a tough adventure and can be made tougher without a lot of effort on the DMs part. PCs should encounter a mix of friends and enemies that are both easy to deal with and above their pay grade. We designed the Wailmoor to be an open-world, wander around type-of-environment. And they can literally walk into a floating leech swarm that sucks all their blood. Some players are not used to having so much agency. They could encounter 5 trolls at Level 1 and think there is some “trick” to overcome the encounter when the “trick” is merely to run away. Quickly.

DM Tip: Tell the PCs up front that this is less Harry Potter and more Games of Thrones. Tell them this is a setting where the bad guys are not villains in their own story. Encourage them without foreshadowing to read the player’s guide and to be less murder hobos and more PCs that can impact the world around them, for good or bad, with their mere presence.

As always, chat with us on our Discord Channel or leave a comment here to start a conversation.

Pre-Gen PC Pack and Player’s Guide Available Now–FREE of course!

Curse of the Lost Memories Player’s Guide

That was another sleepless night. The dreams started after sunset.

Still the same dreams. The barren moor, strange knights in powerful armor, a lonely tower out in the wilderness. And the fear, the anger, the sadness. Always the sadness. Long after you woke, your heart kept pounding in your chest, not being able to get back to sleep.

You must do something about these visions that aren’t visions.

You cannot ignore them any longer.

These memories are not yours.

But they might just kill you.

Add the free Curse of the Lost Memories Player’s Guide into your cart and enter a hard fantasy world by Griffon Lore Games.

If you dare.

Curse of the Lost Memories Pre-Gen Character Sheets

This bundle contains:

  • 5E PDFs
  • Pathfinder 1.E PDFs
  • Hero Lab 5E SRD .POR files
  • Hero Lab Pathfinder 1E .POR files

Download it by adding the bundle to your cart. Questions? Join our Discord Channel! https://discord.gg/FrUBfum

Fulfillment Registration, Survey, Project Update, THE INTERN

Super Mega Important

Hi Everybody!

Watch your mailbox and updates for the link to the backer survey. But before that, please go to https://www.griffonloregames.com/my-account/ and register with the email you use for Kickstarter! The new (stripped to the basics but retooled for account management and fulfillment) website is where we can apply digital products to your account and you can download them at will.

It’s also the software that we use to ship physical products and change your order.

Once you have registered (with your email that you use for Kickstarter!), please answer the survey when it shows up on Kickstarter or your mailbox. That is how we can match your registration on our website with your Kickstarter rewards.

To Summarize: 

1: Register on https://www.griffonloregames.com/my-account/ with your Kickstarter email

2: When Kickstarter prompts you, answer the survey (including your address)

3: On the backend, we’ll connect the rewards with your account on our website

4. When the PDFs are released you will immediately be able to download them

5. You can change your address anytime on our website up until we print the shipping label and stuff the books in the mail

A Small Digression

Kickstarter is pretty dang cool. A good chuck of our Kickstarter backers came from people browsing and searching. How Kickstarter works for campaigns after it’s over? Not so much cool. This is why there are so many custom and third-party Post-Campaign services. Our new website is geared towards distribution, and, unlike our prior site, if it gets bogged down we can easily scale it. Over time, we’ll snazzy it up, but it’s job right now is customer fulfillment and blog updates.

Project Update

Temple of Dvalin
Temple of Dvalin

Everybody is nailing it. The artwork is great, the maps are great, the adventure is great—and Christophe and I really wanted to ship by the end of the month, but that’s not going to happen. Mainly for two reasons:

1: Interior Design – Third Time is the Charm

Finding our interior designer was a much more difficult process than anticipated and we went through two separate design teams that were not meeting expectations before casting a wide net to find the third. Our new interior designer is now hard at work creating the templates for the book layout team. He’s super professional, a D&D and Pathfinder fan, and already has gone above and beyond to make up for the lost time.

2: More Content Than Planned For

In hindsight, we should have commissioned all of the maps and artwork and kicked off the campaign after they were all in draft mode. It’s super helpful seeing the maps and artwork while adventure writing. We plan to do this for the next module in Chronicles of the Celestial Chains Adventure Path, Beneath a Dreary Wave.

That’s a minor issue as the largest impact to our schedule is Curse of the Lost Memories is going to clock in somewhere between 130 and 150 pages (depending stat block style, font choice and the interior design). We keep reviewing the writing and wondering if we’re just going off and being verbose, putting in content that should be in the Kingdom of Lothmar Guide, being boring and blah, blah, blah. But no, we’re covering the necessary areas in a guided sandbox. While it’s mainly bad that we didn’t judge the page count properly, the content is highly useful.

Because we’ve significantly blown past 100 pages, we’re commissioning more interior artwork to break up any walls of text. As you can see by the examples included in this update, Ryan is nailing it. Our backers have made it clear they bought into the quality vision by driving over almost all of our stretch goals.

So on one hand, the project isn’t going to ship at the end of the month, on the other, it’s dramatically more content in the module that we campaigned on. We’re going to try super-hard to get the PDFs out by the end of July or somewhere close to it.

Larger Book

A larger book has higher printing cost and higher shipping cost. And that’s perfectly OK. We’re not going to bill any backers for this; please consider yourselves initial investors to what is shaping up to be one of the most epic hard fantasy module to hit the shelves.

Intern

We’ll be getting an INTERN soon. She’ll be a huge help and as soon as she arrives, we’ll get her an alias, but for now everyone can think of her as THE INTERN.

We’ll Say it Again

Thanks so much! We’re living a dream and we’re excited to get you this module. We really appreciate everyone’s support and can’t wait to get you guys the finished product.

LOW-LEVEL PCs ARE DELICIOUS

Curse of the Lost Memories Cover Art!

Click on the image to download the full sized version in HD as a wallpaper.

We’re extremely pleased with this cover art. Oliver Wetter did an amazing job! You can see the progression of the cover by going to his website.

We’re not messing around here. We want you to think “Kick Ass Quality” every time you think of Griffon Lore Games.

And this book cover kicks ass.

Click to download full size wallpaper!

Curse of the Lost Memories Post Kick Update

Quite possibly, the most fun thing we can think of doing, all made possible by you, our Kickstarter backers. Christophe and I are in awe. Still. Again. Living the dream! The dream guys, the dreeeeeeeeeeeeeeeeeeeam!

Some housekeeping first!

Housekeeping

Backer Survey

The backer survey will be sent more towards our ship date. We will be collecting alternate digital distribution email addresses (if any) and physical addresses for shipping. We treat your personal data very seriously, and one of the higher-order rules for security and privacy is not to store data you don’t need. We don’t need anything right now, so we’re not collecting it. Please standby.

Upgrading Your Reward

Just send us email. We will tag you in the Kickstarter system as wanting to upgrade and around the time we are sending out surveys, we will send you an invoice for the difference. Please note this invoice will be from PayPal (which does accept credit cards without a PayPal account). We don’t have our own merchant system and won’t until we deliver Curse of the Lost Memories.

Progress Update

Where We At

The question of the day: where we at?

I would say we are on time. We might be delivering things on June 30th, but hey, it’s June, right?

We’ve gotten several public and private messages saying to take our time to deliver quality goods. We appreciate that commentary. We also don’t want to drag this project into summer because we need time to do business planning and execution. As a (current) two-man band with a bunch of helpful folks, we spent a considerable amount of time on the Kickstarter at the expense of business development. We know how to design, write and publish books. This needs to be a repeatable process, and to do that we need solid thinking on all aspects of the RPG business.

For example, a storefront. We need a place to go for people to buy our products outside of Amazon and other places such as DriveThru RPG. We have plans. Those plans need to meet reality. However, that reality takes a back seat to Curse of the Lost Memories delivery. We want this product to be the best RPG module money can buy.

Another example is fulfillment. We will need to spend less time stuffing things into boxes and more time designing and writing.

And to be blunt, we aspire to go beyond what RPG publishing does today. As a DM, I want to click on a button and get a high-quality hardcover, the PDF, the physical battle mats, a map portfolio I can print player maps from, and pre-painted 30mm-scale miniatures used in the encounters. Can Griffon Lore Games do that? The business-minded side of GLG says, man, that sounds like a lot of work.

But we sure would love to figure it out.

Does anyone else want that one-click All-The-Things experience? Leave a comment please.

Kingdom of Lothmar Guide

In the order of transparency, completing this guide in June as a physical book the way we want it to be is looking mighty iffy. We had as much interest in this book as we did Curse of the Lost Memories. This book will also serve as the blueprint to the rest of the campaign-centric material. We don’t want some simple PDF tack-on, we want the full meal deal. There are a lot of reasons to make this book stand out, so that is what we are shooting for.

So, we’re committed to giving backers a guide, but it looks like you’re going to get several different versions before the final product. And be aware that if you change your physical address between the time you get your first book and the printed campaign guide, you’ll need to make us aware of your new address.

Risks

Our singular risk is still the length of time it takes to play-test everything up to our standards and incorporate feedback. We have money, solid book publishing infrastructure and a motivated team. Luckily, modern layout software supports a high degree of dynamic text changes. Making an encounter three pages instead of two isn’t going to set us back a week. But we are hyper-aware of all the modules we ourselves played with encounters that seemed dramatically—off. That is not going to be an attribute of our RPG offerings, especially given our encounters will be difficult out of the gate.

Cover Art

Dudes. Spectacular doesn’t quite cover it. We’ll do a cover-art reveal when we have the finished goods back from Oliver, but wow. We asked Oliver to give us a cover that is a nightmare dream of the fantastic, and he’s gone above and beyond.

Stay tuned for this and more sneak-peeks!

Pathfinder 2E

So, that’s a thing.

Christophe and I saw this coming, we just didn’t know when. Well, August 2019 is going to be the release, with August 2018 as the play-test start, and we’re going to be into the 3rd book in the Chronicles of the Celestial Chains adventure path sometime next year.

Let’s be totally upfront: Pathfinder 2E is a very good thing for the RPG industry and Paizo in particular. I’ve seen some grumping about the need for it (as in, not needed), but the both from a creative and business ends, Paizo needed to rev their rule-set. D&D 5E is a fresh take on old concepts. And without a lot of marketing, Wizards is selling it faster than they can print it. There is more than enough demand for fresh ideas and good refinements for Fantasy RPGs, Pathfinder included.

What does that mean for Griffon Lore Games and our backers?

We’re committed to a conversion PDF for all our Pathfinder 1E works. Unless most of our Pathfinder backers want us to switch over mid-campaign, Chronicles of the Celestial Chains AP is a Pathfinder 1E product. If our backers want us to switch over, we will, but we don’t see that desire right now.

Then again if you would have told me that Wizards, after D&D 4E sliding into oblivion, would produce an update so popular they sold out of their entire inventory, I would have doubted that would happen, too.

That’s it. Expect more updates as we approach June!

Thank you!

This was our first Kickstarter campaign and it went beyond our biggest expectations! We are super proud that our vision and passion spread to almost 400 backers and now that we have your support, the adventure really starts. We will hard at work over the next few months to deliver a product of great quality and meet all the deadlines we talked about. Please connect with us here, on Facebook or on our Website to receive all the updates we will share along the way. See you on the Wailmoor! Thank you again for making this possible.

We are totally excited about bringing Curse of the Lost Memories to you.

The Griffon Lore Games team
Christophe & Anthony
www.griffonloregames.com

Book Interior Reveal: Silas’s Tower

We want to give you another concrete example of the cartography we are including in the book. This is Silas’s Tower designed by Christophe and illustrated by Tad Davis.

love this tower!

The encounter around this tower is something interesting, that’s for sure. Don’t let the current lived-in look fool you. The demon trapped on the third floor should be an indication things are not fine by any stretch.

This is a low-res version of what will appear in the Map Portfolio. This version doesn’t have room numbers, so would be well-suited for a VTT like Roll20 or Fantasy Lands. In the physical book, we’re putting a version with room numbers on a half-page for the DM to reference with the resultant encounter.

We’ll be showing off a preview of that encounter next month—to our backers. If you haven’t backed yet, you have until early morning of Feb. 22 to do so. Click here to do so!

In the Wailmoor, there are a number of places PCs can “clean out” in order to establish a base of operations. While Silas’s Tower is a ruin (the floors above the third are collapsed), it has unique, magical properties the PCs can exploit to their benefit.

Assuming they can deal with the tower’s defenses and the trapped demon, of course. I’ve nicknamed this tower “The Tower of Broken Dreams” and it’s quite possible some PCs won’t even make it past the stairway entrance.

One possibility is the PCs can even leave the trapped demon be while they use Silas’s Tower as a base of operations in the Wailmoor.

Spoiler: not recommended.

Stretch Goal #2 Reached: Mohr Maps! And Have a Video Update

BOOM! Another Stretch Goal Reached! Mohr Maps! WE LOVE ALL OF YOU!

This makes the Map Folio just that more awesome. And if you’re on the printed map tier, you are getting a heck of a deal. You’ll open the shipping tube and out pours high-quality MAP GOODNESS you don’t normally see in adventure path modules.

Stretch Goal #3 is Kicked into High Gear Interior Design and Artwork. We’re going to go crazy with functional, but highly stylish-artistic, interior art. We’re talking opening the book and going whoa. And the book layout. Will be. So incredible!

Please back us on Kickstarter!

Have a video update, in which Anthony talks about Hard Fantasy.

Curse of the Lost Memories Video Update 1

BOOM! We’ve flown past a stretch goal and marching towards another!

In this video update I talk about art styles. The next video update we’ll talk about hard fantasy and Curse of the Lost Memories.

Be sure to back us on Kickstarter if you haven’t already. Back early! Back Often!

Best Regards,
Anthony