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Journey Into The Madlands: Issue 1 [Print + PDF]

After you destroyed the earth, the hard part is knowing what to do next. It is one thing to make the world more dangerous, but it is another thing to make those changes both interesting and fun. It takes hours of effort to create dynamic encounters and evocative locations. There is no joy in spending hours staring at a blank computer screen or notebook waiting for ideas to arrive. With Journey Into the Madlands, we did the hard work for you.

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After you destroyed the earth, the hard part is knowing what to do next. It is one thing to make the world more dangerous, but it is another thing to make those changes both interesting and fun. It takes hours of effort to create dynamic encounters and evocative locations. There is no joy in spending hours staring at a blank computer screen or notebook waiting for ideas to arrive. With Journey Into the Madlands, we did the hard work for you.

This zine started out small, but as contributions of art and writing rolled in, we realized that the traditional digest–sized format could not contain all the apocalyptic goodness. Almost overnight, the humble, little zine mutated into a “mega-zine.” We jam–packed these pages with intriguing locations, dangerous ruins, insidious enclaves, mutated monsters, and nefarious NPCs.

The locations, NPCs and creatures, while written into a mini-setting, are modular, making it easy for you to pick only the elements to fuel your game.

Except for the Bestiary section, the zine is written to be system neutral. The focus is on providing intersesting writeups and plenty of plot hooks to aid the GM in crafting memorable adventures. 

We used OSR stat blocks for the Bestiary and that makes them compatible with an OSR clone of your choice. Because we treated the creatures in this setting as part of the enviroment, the writeups do not focus on combat but instead we delve into the utility the creatures provide and the complications they can cause. Also, many of the creatures have plot hooks to make encounters with them memorable. 

Chéma González’s evocative art is in grand display throughout the zine. His original style, and twisted vision, combine to produce an evocative style that is clearly define the a world in ruins. Depictions of desperate people, odd locations and strange mutated creatures leap off every page. You brain–car will never run out of visual fuel as your drive your players though the radioactive lands.



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