[20:04] <+ToddMika> Hey everyone, I’m Todd Aaron Mika, the creator and author of Grimmgard!
[20:05] <+ToddMika> It is set in a dark fantasy/fairy-tale world of my own design… Grimmgard is intended to evoke not only the feeling of classic sword-and-sorcery fantasy, but also ancient mythology and the surrealism of fairy tales like Alice in Wonderland.
[20:07] <+ToddMika> Since originally conceived in autumn of 2012, it’s been more than two years in the making, including contributions of artists from three continents, and I’m pleased to announce it’s been published at last! It’s great to see the dream come to life.
[20:07] <+ladle> 😀
[20:07] <+ToddMika> [done]
[20:07] <~Dan> Thanks, ToddMika! The floor is open to questions!
[20:08] <~Dan> So let’s see… What can you tell us about the setting? Can you give us an overview?
[20:09] <+clara> Does the game world setting lend itself to a particular type of gamer or story?
[20:11] <+ToddMika> Dan, the setting of Grimmgard follows a mythological timeline, beginning with the fall of the ancient guardians in a world once known as Vaenngard – “the fair world.” Corrupted by the power of primordial Chaos, they turned on each other and their ancient civilization collapsed. In the ashes of their destruction, young lifekind is created in it’s many forms:
[20:12] <+ToddMika> Humans, Ogres, Dwarven, Cloven, Scarrlok, Beastmen, Merulans, and Mazigorns.
[20:14] <+ToddMika> The Human kingdom was once united before a dark and powerful sorcerer overthrew an outlying province and declared himself King of a new empire… his power grew until he consumed the kingdom and all lands in an empire of his own making. Declaring himself the Ever-King, he ruled for over 1000 years before his empire was toppled.
[20:15] <+ToddMika> Now, the land has been divided into five great kingdoms: the remnants of the Ever-King’s empire in the land of Volgoth, still ruled by the immortal sorcerer… the valiant kingdom of Alcimaea, which is in fact the ancient first kindgom reborn….
[20:17] <+ToddMika> the proud and hedonistic kingdom of Silvany, Volgoth who fought to free their land from under the Ever-King’s headship…. the barbaric rogue lands of Jacore in the frozen north….. and the secluded kingdom of Khon Dha, a refuge for pirates and thieves in the far south coastal region.
[20:18] <+ToddMika> The Human kingdoms utilize alchemical Magic, mixed in the laboratories and refineries of all kingdoms and used for everything from mundane healing potions to incredible city-shielding potions.
[20:20] <+ToddMika> The wealthy and powerful Dwarven guilds rule the mountains in the midst of the land of Grimmgard, advanced far beyond all other races in technologies of automation and steam power. Their airships patrol the skies above the Larkenheim mountains, their steam-powered battle mechs guard the rivers and mines, and the titanic Dwarven Train travels the railways.
[20:21] <+ToddMika> On the other side of the Larkenheim Mountains are the lands of the Wolfkin, the most powerful and dominant of all beastman races. They hate Humans passionately and seek to overrun Human lands to conquer them for themselves. Though kept at bay mostly by their own infighting, thy are incredibly dangerous and pose quite a threat to Human borderlands.
[20:22] <+ToddMika> The Wolfkin also possess the strange mechanisms of Thundertech, arcane designs that generate and capture thunderbolts. Not only can they use the energy as pure firepower, but can use it to project shields over their armies and even teleport their soldiers in a flash of lightning!
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[20:22] <+ToddMika> These three main races are the dominant factions in Grimmgard, though there are many races available.
[20:23] <+ToddMika> [end, taking 2nd question]
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[20:24] <+ToddMika> Clara…. I wrote Grimmgard in such a way that I wanted deep and sophisticated rules enough to satisfy gamers who live and die by the dice. Crafting tables are very in-depth for making anything from magic potions yourself, or forging your own armor, weapons, and even siege machines.
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[20:24] <~Dan> (Howdy, Songtress!)
[20:26] <+ToddMika> However, my second goal was to provide dense mythology that would provide extravagant support for storytellers, who want to play through a slice-of-life campaign in a world that’s filled with huge armies at war, bizarre monsters roaming, and supernatural mysteries to be solved.
[20:26] <+ToddMika> So I hope to have accomplished both goals. I really wanted a game that would appeal to everyone and be versatile in that sense.
[20:26] <+ToddMika> [end]
[20:28] <+ladle> the Lightning abilities sound amazing
[20:28] <+ladle> are there any other cool racial traits?
[20:30] <+ToddMika> Yes, the thunderbolt tech is amazing! When the game concept was first built, the only playable races were those three: Human, Dwarven, and Wolfkin. They being the most dominant factions, I wanted them to have each their own defining technology to characterize their cultures. The Wolfkin has definitely got some wild abilities, carrying tesla-like powerpacks
[20:31] <+ToddMika> The system is built on a D6 scale, so creating a character means that each of the six attributes ( Dexterity, Strength, Knowledge, Charisma, Cunning, and Craft ) has unique minimums and maximums depending on the race you pick for your character.
[20:32] <+ToddMika> So while Humans are very good in Dexterity and Knowledge, they don’t have the natural Strength and Cunning of the Wolfkin, or the incredible Charisma and Craft that the Dwarven possess.
[20:32] <+ladle> oh I see
[20:33] <~Dan> The Dwarves are the charismatic onces? That’s an interesting twist.
[20:33] <+ToddMika> In addition, certain races have special abilities, such as the Wolfkin nightvision to avoid darkness penalties, Ogres’ healing in half the time of most other races, and the Cloven’s ability to go without food or sleep.
[20:34] <~Dan> Can you give us a quick overview of the other races you mentioned?
[20:34] <+ToddMika> Yes! I wanted to break the cliches of most fantasy realms! Dwarves are always portrayed as grimy, greedy little chibi Vikings all the time! It’s part of the themes built into the genre through Tolkien lore I suppose, in large part. I wanted to do something different, so instead they are a very refined and organized race!
[20:36] <+ToddMika> Sure Dan. I just mentioned the Ogres, who are huge, hulking brutes just the way we always think of them… but they live in small rural communities, thriving out of rock-and-hay huts and minding herds of swine and goats. They are extremely family-oriented, and actually have rituals for going out to seek a mate.
[20:36] <+ladle> reminds me of the dwarves from dragon age
[20:37] <+ladle> oh my
[20:37] <+ToddMika> The would-be-espoused Ogre is forbidden from choosing a mate from his own village, and is cheerily banished from his or her community, never to return until a mate has been found and bashed over the head and dragged back for the wedding. It’s an honor to wake up and find yourself half-way through the Ogre marriage ceremony, haha!
[20:38] * ~Dan chuckles
[20:38] <+ladle> …yeesh
[20:38] <+ladle> not exactly “modern”
[20:40] <+ToddMika> Cloven are tiny, adorable mushroom gnomes that grow in clusters and patches throughout Grimmgard’s lush fields. They’re extremely chattery, endlessly cheerful, and hopelessly naive. They’ve got a strange penchant for getting people to go along with their shenanigans, so they can be very persuasive. Annnnd they don’t sleep so they’ll keep you up talking….
[20:41] <+ToddMika> Mazigorn are large, vicious creatures that haunt the dark forests and mires… They’ve got thickly armored red flesh, black manes, and spiraling horns, and they eat other races as part of their dark and terrible religion.
[20:42] <+ToddMika> To be stalked by a Mazigorn is a terrible fate.
[20:42] <+ladle> holy crap
[20:43] <+ToddMika> And given that their culture has fallen under persecution by the most decent people of Grimmgard’s lands, they have only found safe haven in the dark lands of the Ever-King’s shattered empire.
[20:45] <+ToddMika> The Merulans include Mermen and Mermaids…. the mermaids not being lithe, simpering ladies we’re used to envisioning, but hugely voluptuous, beautiful women with tentacles flowing from their massive curves, trying to lure sailors away.
[20:46] <~Dan> Tentacles? O.o
[20:46] <~Dan> Only suckers would fall for that.
[20:46] <+ToddMika> HAHAHAHA! Good one!
[20:46] * ~Dan bows
[20:47] * +ladle tries to golfclap through aneurism
[20:48] <+ToddMika> The Mermen, are in fact, mutants of the normally all-female race created by dark forces beneath the sea floor… They are cruel masters over their prized females, and these titanic 50-foot sea terrors are a mass of muscle, pincers, and needle-sharp teeth. You do NOT want a Merman to catch you luring his woman on board your ship.
[20:48] <~Dan> Aquapimps?
[20:49] <+ToddMika> HAHAHA! Think jealous redneck husbands except they are 50 feet of crustacean nightmare fuel.
[20:49] <~Dan> Yikes.
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[20:49] <+ladle> jaysus
[20:49] <~Dan> (Howdy, KJ!)
[20:51] <+ToddMika> I was particularly happy with the reception of the first look at the Mermaid art. It was shared over Facebook back in March I believe, and it got an incredibly positive reception. Plus-size people are portrayed very negatively in lots of media and culture, but I wanted to showcase one in a role as more of a seductress. It really erupted with positivity!
[20:52] <+clara> I saw that picture on the facebook page it was really really gorgeous!
[20:52] <+BlasterKyubey210> Yea
[20:53] <+BlasterKyubey210> The troublesome part of how Plus-sized are being negative was a long-term problem that involved food scarcity
[20:53] <+ToddMika> The lead artist, Huffychip of the “Art of Huffychip” on Facebook and Deviantart, really was amazed at how well it was received. It was new territory for him, and I heard him report that he even received personal Facebook messages praising him and the work for being so flattering.
[20:54] <~Dan> Can you describe some of the more surreal aspects of the setting?
[20:55] <+ToddMika> Hitting the shock-and-awe factor in environment design was a major emphasis throughout the entire creative process…
[20:56] <+ToddMika> The River of Bones runs through the dark lands of Volgoth, it shores guarded by an army of skeleton warriors. Once fanatical servants of the Ever-King, they roam with long chains connecting from their ankles to the river bottom. They are bound ever to the defense of the only waterway into the dark kingdom.
[20:57] <~Dan> Wow. V.ery creepy
[20:58] <+ToddMika> Mirror Lake is enchanted every New Moon with a peculiarity: for three days afterward, anyone who touches the water is sucked beneath the surface, unable to break the water from underneath.
[20:58] <+BlasterKyubey210> What a nasty way to go
[20:58] <+ToddMika> The Lingering Lake is cursed… anyone who sees their own reflection in the water while crossing, is unable to look away…. ever.
[20:59] <~Dan> Nice.
[20:59] <+ToddMika> The forests of Grimmgard are haunted at night by creatures called the Hobbles… 40-foot tall, silent upright worms with tiny limbs and glowing eyes set above a wide, Cheshire-cat grin.
[21:00] <+ToddMika> They vanish at sunrise like specters and are never seen during the day.
[21:00] <~Dan> Jeez, man. I’d hate to see your nightmares. O.o
[21:00] <+ToddMika> Just a taste of some the eerie aspects of the world that make you think before you step, swim, or camp for the night.
[21:00] <~Dan> No kidding.
[21:01] <~Dan> On a related note, how large is the bestiary?
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[21:05] <+ToddMika> Off the top of my head, I recall there being about 15 beasts in all in the book. Five of them being riding mounts, which include a large cricket-like creature for small characters, and flying mounts such as pegasus for anyone not afraid of heights. Hehe
[21:06] <~Dan> Do you include rules for creating new creatures? And do you plan a monster book at some point?
[21:06] <+ToddMika> Not including the lurker beasts of Chaos. I’ve got an entire chapter devoted to them.
[21:08] <+ToddMika> The stats on the creatures currently in the book should serve as decent guidelines. They cover everything from owls and bears to flesh-eating baboons and giant sea monsters. I figure as long as the stats Gamemasters cook up fall somewhere between those extremes, they should be fine!
[21:09] <~Dan> Excellent.
[21:09] <+ToddMika> The chapter on the aforementioned lurker beasts of Chaos contains randomization tables for creating your own Named Ones…
[21:09] <~Dan> Cool. 🙂
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[21:11] <~Dan> (Howdy, TwentySix!)
[21:11] <~Dan> So based upon your earlier statements, the setting sounds pretty technologically advanced.
[21:12] <~Dan> How would you describe the tech level as a whole?
[21:12] <+ToddMika> The Named Ones being intelligent Chaos monsters with an assortment of unique titles and also powers. Ranging from invisibility to the power to send you to a dream world.
[21:13] <+ToddMika> The tech level varies… It’s practically Stone Age for races like the Ogres, but more like Industrial Age for the Dwarven, what with their steam-powered machines and black-powder weaponry.
[21:14] <+ToddMika> Overall, we’re talking late Middle Ages, I would say.
[21:14] <~Dan> What keeps the technically advanced races from steamrolling the others?
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[21:17] <~Dan> (Howdy, BPIJonathan!)
[21:17] <+ToddMika> The differences in technology all balance each other out. The Dwarven waged centuries of war against the Ever-King’s Volgoth Empire and it kept coming to a stalemate. The Humans have magic potions produced in every town and city in their land, created from the basic elements and flora of the natural world.
[21:17] <+BPIJonathan> (Sorry I am late, was working on some stuff I am trying to get out)
[21:18] <+ToddMika> The Wolfkin have incredibly powerful Thundertech, but aren’t organized enough to mount a large-scale offensive against another faction. However, they are far too many in number through a huge wooded side of the continent to try to attack.
[21:19] <+ToddMika> The weaker and less dominant races such as the Ogres and Mazigorn just keep themselves within a faction or kingdom’s land in order to stay safe. They live within the faction’s bounders and do their roles.
[21:20] * ~Dan nods
[21:21] <~Dan> So what can you tell us about the system?
[21:21] <~Dan> And od you have a character sheet we can see?
[21:22] <+ToddMika> (I’ll Email you a PDF of the character sheet you can share around, I don’t have a public link up yet)
[21:24] <+ToddMika> (sent)
[21:25] <~Dan> Let’s see here…
[21:26] <~Dan> So how are abilities rated?
[21:26] <+ToddMika> The Grimmgard-D6 system is a combination of elements that I felt were the best from other games I’ve played. I love classic West End Games D6 such as was used in the classic Star Wars Roleplaying Game. But some elements of the game seemed really clunky to me, so they were modified for improvement.
[21:27] <+ToddMika> So there are the primary six Attributes ( Dexterity, Strength, Knowledge, Cunning, Charisma, and Craft ) and most races will get 14 Attribute Dice in a pool to spread among them as they please.
[21:28] <+ToddMika> Each race has minimums and maximums for each, so for example Humans’ Dexterity and Knowledge are their strong points, and range from 2D minimum, to 4D maximum. All others, 1D minimum and 3D maximum.
[21:28] <+ToddMika> A Human who maxes his Dexterity at 4D is considered agile as an acrobatic and dextrous as a juggler naturally.
[21:29] <+ToddMika> All skills listed under Dexterity would be considered 4D as well. Starting characters are also provided with 8D of additional Skill Dice that can be used to further increase starting Skills individually.
[21:29] <~Dan> Do you keep the “pips” from D6?
[21:30] <~Dan> (e.g., 2d6+1)
[21:31] <+ToddMika> Yes indeed! The dice can still be split, with 3 “pips” (or “points” in Grimmgard-D6) equal to 1D. So these attributes and skills scale 1D, 1D+1, 1D+2, 2D, 2D+1, 2D+2, 3D, and so on.
[21:32] <+ToddMika> 3D can be split into 1D+2 and 1D+1. All the same as classic D6.
[21:32] * ~Dan nods
[21:32] <~Dan> I see a place for “Class” on the sheet. This is a class-based system?
[21:34] <+ToddMika> Character creation is completely free-form, however some players prefer to work with class guidelines to help with the design of their character. Beginning players new to roleplaying games may also need some help assigning their Attribute Dice and choosing skills, so the Character Creation chapter contains 26 Classes with names and concepts to help out there.
[21:35] <~Dan> Ah… So these are more akin to archetypes, I take it.
[21:35] <+ToddMika> The Crusader recommends Dexterity and Cunning as attributes to emphasize, and light weapons, persuasion, and beast riding as recommended skills to improve. Just as an example!
[21:35] <+ToddMika> Yes indeed.
[21:36] <~Dan> What is Heart?
[21:37] <+ToddMika> Heart represents your character’s moral standing. An act of notable goodness earns Valor (+1 Heart) while an act of notable evil earns Doom (-1 Heart)
[21:38] <+clara> Are there consequences or rewards for your heart level?
[21:39] <+ToddMika> It isn’t just for show, either. Every 10 your Heart moves, you gain either a Hand of Valor or a Fist of Doom… a feat point that can be used as a one-time boost to a skill roll anytime. The bonus is proportional to the Heart at the time, so a Hand of Valor at 30 Heart gives a +3D bonus.
[21:39] <+ToddMika> so at +100 or -100 Heart, you get a +10D feat point.
[21:39] <~Dan> So this is a pretty morally objective setting, then.
[21:41] <+ToddMika> Wellllll there’s one tiny detail I forgot to mention about Heart. The powers that be do not particularly care for rampant evil, nor are players encouraged to commit evil actions when they’re hungry for feat points. Each time you earn a Fist of Doom, the gamemaster also makes a secret roll to see if a Reaper spawns….
[21:41] <~Dan> That sounds ominous.
[21:42] <+clara> oh gawd, what are those?
[21:42] <+ToddMika> … a collector from the gates of black Avgennon itself beneath the sea. This faceless avenger pursues you relentlessly with intent to strike you down and return your treacherous soul to Avgannon personally.
[21:43] <+ToddMika> ( Avgannon* correct spelling )
[21:43] <+clara> What exactly is Avgannon?
[21:44] <~Dan> Sounds like Hell.
[21:44] <+ToddMika> It’s the realm of imprisonment and endless labor for the souls of the wicked. But… hehe, it will be explained much more in a future companion guide. Stay tuned!
[21:45] <~Dan> Does combat use wound levels or hit points? Or something different?
[21:46] <+ToddMika> Neither. Your character has a maximum number of Injury that can be sustained, equal to Strength plus 2. So a character with 2D of Strength would have a maximum of 4 Injury that can be sustained.
[21:47] <+ToddMika> When you take a hit, the difference between the damage and your resistance determines how much Injury is inflicted.
[21:47] <+ToddMika> There’s insta-kill too. A difference of 20 or more between damage and resistance will kill anything outright.
[21:47] <~Dan> Sounds pretty brutal!
[21:48] <~Dan> Does degree of attack success affect damage?
[21:48] <+ToddMika> It does, it’s tiered. 0-4 is 1 Injury, 5-9 is 2 Injury, 10-14 is 3 Injury, 15-19 is 4 Injury, and 20+ is Death.
[21:49] <+ToddMika> Not so good if you’re fighting as a tiny Cloven with 1D of Strength…. much better for Ogres with 5D or 6D and thus 7 or 8 of Injury. They can take quite a beating.
[21:49] <~Dan> To be clear, I’m talking about the degree of success on the attack roll.
[21:50] <+ToddMika> Oh! Nope, a hit is a hit in Grimmgard.
[21:50] <~Dan> Can you sacrifice accuracy to do more potential damage?
[21:51] <+ToddMika> No, the combat mechanic was designed to play very quick and deadly. Shall I explain a round?
[21:51] <~Dan> Certainly.
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[21:52] <+ToddMika> Two combatants that target each other in combat make a Battle Throw ( Dexterity+Strength combined). The winner of the Battle Throw is the aggressor for that round, and the loser defends himself. There is no counter-attack if you lose.
[21:54] <+ToddMika> Whoever won rolls the skill for their weapon to hit, and the defender rolls the skill to avoid it (brawling is unarmed, light/heavy weapons if armed, and evade if being attacked with a ranged weapon)
[21:54] <+ToddMika> A hit is a hit. A roll is made to determine Hit Location (important if you’re only armored in certain areas) and then damage is rolled against Strength + armor bonuses.
[21:55] <+ToddMika> [done]
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[21:56] <~Dan> Cool. 🙂
[21:56] <~Dan> What is magic like in the setting?
[21:57] <+ToddMika> There’s that ol’ alchemical stuff the Humans pack in jars and throw at things, but then there’s the Arts of True Sorcery.
[21:57] <+ToddMika> The fine skills of attuning oneself to manipulate primordial powers is only for the gifted. Not everyone is sensitive to these incredible powers.
[21:58] <~Dan> (Quick aside: We’re likely to go into “overtime” here. Are you doing okay for time?)
[21:58] <+ToddMika> If the player wants their character to possess powers of True Sorcery, they must sacrifice 1D of their starting Attribute Dice to gain 1D in one of the Arts of True Sorcery (of which there are seven I believe)
[21:58] <+ToddMika> (I’m alright, I can stay another 10 minutes)
[21:59] <~Dan> (Cool.)
[21:59] <+ToddMika> That Art of True Sorcery not only serves as the skill used to cast sorcerous Enchantments listed under that Art, but also as a guide for how many enchantments the sorcerer can learn maximum.
[22:00] <+ToddMika> A sorcerer with 4D of Odic Sorcery has four Odic Enchantments in his repertoire of sorcerer’s tricks.
[22:01] <+ToddMika> They very widely of course. Odic Sorcerers can call down thunderbolts from the sky or turn characters into animals. Chaos sorcerers can shoot fire from their eyes or mutate creatures into monstrous minions.
[22:01] <+ToddMika> Just as a few examples!
[22:02] <~Dan> So it doesn’t sound like sorcerers get too many spells.
[22:04] <+ToddMika> No, not a huge assortment. While some games thrive on magic spells, I didn’t want to overpower sorcerers or have 200 pages of a 350-page tome dedicated entirely to magic spells. I don’t believe in players having an entirely separate page of their character sheet just to hold their 36 powers in Elemental Wizardry and Evocation
[22:04] * ~Dan nods
[22:04] <~Dan> Are Enchantments fairly broad?
[22:05] <+ToddMika> The last thing I would have wanted is for them to be portrayed as some elite class to have in every group.
[22:06] <+ToddMika> They vary widely… each Art has seven enchantments and then a Valdechant, a “master enchantment” that can be learned once the sorcerer has trained that Art up to 7D
[22:07] <+ToddMika> So a powerful sorcerer could eventually have, say, 8D in Elder Sorcery and have all enchantments plus the Valdechant, and 6D in Feeric Sorcery with six enchantments.
[22:07] <~Dan> Cool. 🙂
[22:08] <~Dan> So in the time you have left, is there anything we haven’t covered that you’d like to bring up?
[22:09] <+ToddMika> For gamers who enjoy large-scale combat, the game features a chapter on Warfare with a conversion system that turns groups of NPCs into Warfare Units to be pitted against each other on the battlefield.
[22:10] <+ToddMika> It accounts for groups of siege weapons used for long-range attacks, and also vessels such as sailing ships and Dwarven airships.
[22:10] <~Dan> Excellent. 🙂
[22:10] <+ToddMika> So for anyone who enjoys the epic battles of the fantasy genre, I’ve got you covered too!
[22:11] <~Dan> 🙂
[22:12] <~Dan> Thanks so much for spending time with us, ToddMika
[22:12] <~Dan> !
[22:12] <+ToddMika> I’d like to think there’s something for everyone that comes to the table. Whether their are a narrative storyteller or a hardcore powergamer… a newbie or a veteran…. or someone who doesn’t feel they are normally represented at the time with the characters in these games, my goal is that anybody who sits down feels unintimidated and ready for some fun.
[22:12] <+ToddMika> I’m really happy you invited me in, Dan. Grimmgard is available through Lulu.com!
[22:12] <~Dan> Want to post the link?
[22:13] <+ToddMika> (yeah one sec)
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[22:13] <~Dan> (Howdy, Snoof!)
[22:14] <+ToddMika> Grimmgard is available through Lulu.com! (Link: http://www.lulu.com/shop/http://www.lulu.com/shop/todd-mika/grimmgard/hardcover/product-22199038.html)http://www.lulu.com/shop/http://www.lulu.com/shop/todd-mika/grimmgard/hardcover/product-22199038.html
[22:14] <~Dan> 🙂
[22:14] <+ToddMika> And please Like and Share the Facebook page at: (Link: https://www.facebook.com/grimmgardrpg)https://www.facebook.com/grimmgardrpg
[22:14] <+ToddMika> Thank you so much you guys!
[22:14] <~Dan> Thanks again, ToddMika! I know you have to run, but I hope you’ll be back soon!