Z-LAND S2 Chapter 6 “Falling Sky” Part 4

The island has been bombed, the bunkhouses are aflame, how will our survivors make it out of this one?

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

Get your hands on the Z-LAND corebook now by CLICKING HERE.

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If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

Faction Skills: Wealth

Last time on our faction system walkthrough, we showed you what the Might Skill can do and how you can use your faction members to help you in game.

This time we’re showing off the last of the faction Skills, the Wealth Skill.

Wealth

When we walked you through faction generation and building your faction’s base, we showed you how you can buy acquisitions for your base with the Wealth Skill. This process isn’t just limited to the pre-game faction generation. As you play the game and increase your faction’s Wealth Skill Level, you can continue to buy acquisitions to build up your base and turn it into the palace or fortress that you want.

This is the major purpose of the Wealth Skill, but like all the rest it does have a function for the PCs. If the PCs are the leaders of the faction, or the leaders have allowed the PCs access to the faction’s funds, the the PCs can dip into those funds to help them in their adventures.

Just like with Might, a faction will have Wealth Wounds (the number of which is equal to first digit of the Wealth Skill Level). When a player has to do a Wealth Skill Check, the player can elect to give the fation a Wealth Wound and gain a bonus to his Wealth Skill depending on the severity of the Wealth Wound Inflicted:

Minor Wealth Wound – +5
Significant Wealth Wound – +10
Grievous Wealth Wound – +15
Wealth Location Destroyed – +40

If a Location Destroyed Wound is ever inflicted (either by choice or because it is the only Wound Slot available), then the Wealth Skill of the faction drops to Level 1 again.

Wealth Wounds “heal” and refresh just like normal Wounds, so after each encounter the Minor Wealth Wounds will refresh, meaning that if a PC has access to the faction’s purse-strings, they will always at least get a +5 to their Wealth Skill Checks

The Righteous Prophets.

With a roll of 62, the Prophets’ Wealth Skill is 30. That’s a healthy Wealth Skill to start the game with. It means they have all three severities of Wound Slots and the players will be able to draw a decent +15 bonus to their Wealth Skill Checks if they need it.

And that’s it for the Wealth Skill. It’s a quick and easy Skill to use, but it will help you out far more than you think.

Next time we’ll give you a quick run-down of the faction Specialisations and you’ll see how to put the faction itself to good use in game.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Z-LAND S2 Chapter 6 “Falling Sky” Part 3

The “dust” has settle and now the evacuation begins in this the third part to the sixth chapter of Z-LAND.

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

Get your hands on the Z-LAND corebook now by CLICKING HERE.

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If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

Gates Sample World

Today we’re taking a peek again at Gates, the upcoming game from Stormforge West. So without further ado, here’s James:

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There will be four sample worlds in the final product of Gates. To show you what sort of worlds you can expect here is a taste of one of them. This world is meant to be familiar, yet interesting. A classic fantasy world. The others are a bit different. Such as a cyberpunk world, one set in fairytales, and another that is a wasteland that tests even the strongest of Gate Striders. The information of this world may change in the future as the game moves forward.

Islia, The Land of Heroes

Islia is a world where heroes come from. It is a place where, no matter where you go, you will find something grand and magical. Its deserts are exotic, its mountains are full of drakes and dungeons, even its oceans are filled to the brim with warring merfolk and sea serpents. The people of Islia have a natural urge to explore and adventure. Indeed, many of the people of Islia have very little choice in the matter.
This is a world with over twenty Gates known. Thus, Gate Striders come here to rest, recover, and to go on grand adventures. More importantly, however, this is a world that can boast creating the most Gate Striders of them all. The world itself is largely untamed. Vast wilderness hide ruins of old and homes of those who do not wish to be found. Wandering monsters pillage and eat anything in its path. Anyone can set off into the forests and be faced with a trial before they can even say “Adventure”.
This section will show the world, not a prebuilt campaign. So there will not be statistics for enemies, Combat maps, or anything of the sort. Rather, this section will detail five areas of the world, three sub-areas for each one, and story ideas for each sub-area. This section will also discuss the different types of people, and the dangers of the world.

The World of Islia

Islia is made of two continents, both of equal size, an eastern and western continent. The western continent is broken into several islands, while the eastern continent is larger. The more south you travel, the hotter the and dryer it becomes. The world is lush, with plants and animals of all variety and large healthy oceans. The animals of Islia are fairly similar to our own, save the magical creatures and monsters.

Nenmaa

Nenmaa is a vast desert located in the south western aea of the world. It is also the largest singular empire. Nenmaa’s control includes the southern half of the eastern continent. Nenmaa is an empire ruled by a Queen. Always a queen, a lineage of daughters. They have spread from their desert lands down to a large island to the south, and north into the Central Woodlands. They conquered the other desert peoples of Isla, uniting them under one rule.
Nenmaa is a empire built upon slavery. They do not enslave humans, but rather various magical creatures. Most of its power comes from 1001 Djinn bound into servitude. 99 to the city of Nemnei, 200 to keep the land safe, and 701 to expand the empire. 200 of the Djinn designated to expand have been killed, and the rest now realise they are mortal, which has slowed the expansion of the Empire. Other creatures have been magically bound to their servitude as well, including elementals, Lesser Sphinx, and even giants captured from the stone carved mountains.

Western Wilds

The Western Wilds were named not for the wild of nature, but for the wild nature of people. It is a land constantly at war. The men of the Western Wilds constantly build castles, keeps, and fortresses to hold a small amount of land. It is a land full of several dozens of small kingdoms where at least three kingdoms rise and fall a year. This makes for a fluid and ever changing political landscape. This unstable land makes it difficult to educate anyone, so few people can read and write.
The wars fought in the Wilds are violent, but they are less deadly than many of the wars elsewhere. Magic is used to heal the wounded, and even rival kingdoms feel a kinship with each other. Two men from the Wilds who meet in a faraway land will greet each other as comrades, even if their kingdoms hate each other politically. Even Kings have high opinions and respect with one another, sometimes meeting in peace for a fine meal while the two kingdoms are at war.
The Wilds are located in the western continent, south of the Fair Isles. It is ruled by humans, but kingdoms or orcs, goblins, and other creatures occasionally arise.

Central Woodland

This part of the world is north of Nenmaa and South of the Stone-Carved Mountains.The vast majority of the land is a large boreal forest. The southernmost point of the woodlands is a large plain which bleeds into Nenmaa and eventually converts into a desert. The Central Woodland is a difficult place to live. While it is beautiful and vast, it is also filled with all sorts of monsters, evil creatures, and dangerous tribes of goblins. The only people wild and tough enough to tame this land is the wolf-like and centaurian Lourulf.
The Lourulf have over a hundred different tribes which wander the boreal forest of the Central Woodlands. They are nomadic in nature, and consistently scrabble and fight for territory. Travelers to the Stone-carved mountains who must pass through the Central Woodland often seek out tribes of Lourulf to guide them.
The animals of the Central woodland tend to be large and healthy. There are true rumors of several animals spotted that are much larger than they would naturally be. Moose which stand twenty feet tall. Bears that knock over trees. Eagles who make nests the size of a large house. These are just a few of the examples.

Stone-carved Mountains

To the north of the Central Woodlands is a vast range of mountains collectively known as the Stone-Carved Mountains. Life on the mountain is harsh. The only creatures that thrive here are the giants, monsters, and dwarves. The Dwarves of Islia claim this territory as their own. They are particularly suited to surviving in these harsh environments because these dwarves are not made of flesh and warm blood. Instead, they are constructed from the mountains themselves.
The Giants of the Stone-carved mountains range from 30 to 50 feet tall. They live with an honor system which keeps them peaceful against the Dwarves. The Giants live in wandering tribes, and often battle amongst themselves. Sometimes, a giant goes mad and decides to fight the Dwarves, or even head south into the Central Woodland.

Fair Isles

To the north of the Western Wilds is several large islands collectively known as the Fair Isles. This is the home of the Islian Elves and the center of magic in Islia. If magic was like water, then the Fair Isles would be an ocean. The creatures of the Isles are often born with magical qualities. Bears that can speak, birds who lay diamond eggs, or fire breathing lizards. Some of the plants and natural geography of the Fair Isles are just as magical. Rare flowers that brew a tea of immortality, a lake that heals all wounds, or even a cave which echoes your deepest regrets back to you.
The Elves of the Fair Isles were human many thousands of years ago. But the magic seeped into their very being over the generations, turning them into elves. They live in cities and villages, farm the land, and tend to their seas. They trade with both Nenmaa and the Western wilds. Mages are also drawn to this land in order to study magic.

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If you want to chat about Gates with other Stormforge players and the developers, then come join our Discord server!

Silver Z-LAND

Z-LAND has hit another milestone today: Best Silver Seller rank on DriveThruRPG!

It’s been only a month (in fact, one month today) that Z-LAND went on sale and it’s now hit another rank up the ladder to Platinum.

Z-LAND is now in the top 10% of all paid products on DriveThruRPG, and to say we are over the moon about it is the very height of understatement.

If you still haven’t gotten your hands on Z-LAND, now is the best time to do so, because to celebrate our new silver status we are giving a 50% discount to the first twenty people to CLICK HERE.

Faction Skills: Might

Last time on our faction system walkthrough, we showed you what the Treachery Skill can do and what Treachery Events are.

This time we’re showing off the Might Skill.

Might

The first thing that Might does for your faction is say how many members your factions starts off with. When you generate a faction, take the first digit of the Might Skill Level (eg 3 for Level 34), add 1 to it and roll that many d10s (so 4d10 for Level 34). That’s how many members your faction starts off with.

The Might Level also shows how many members your faction can control before things start getting out of hand. For every member your faction has above the Might Level, your Treachery Level goes up by the same amount. If you bring the member level down below the Might Level, the Treachery goes back down again.

Along with just showing how many members your faction can (and does) have, Might is also the health bar for your Faction. Just like a character, a faction has Wounds, and just like a character the number of Wounds a faction has is determined by the first digit of their Might Level (so 3 Wounds for Level 34). The more Wounds a faction takes, the more of its members are out of commission. If the faction has no more Wound Slots left, and takes an additional Wound then the faction is dead.

In game

Might isn’t just used by the faction as whole though. Players and their PCs can also use Might in game. If the context of whatever scene allows for it, the players can use Might to bring faction members into a scene to help them out. To do this, the players declare that they are giving their faction a Wound in return for getting members to join the scene. 1d10 members for a Minor Wound, 2d10 for a Significant Wound, and 3d10 for a Grievous Wound.

An example of this happening is if the PCs are in a city and find themselves ambushed by a rival faction. As the combat are about to begin, the players say they will give their Faction a Significant Wound to bring 2d10 members into the scene. Since it’s in a city where their faction operates, the players argue that their faction would be keeping an eye on them (its leaders) to make sure just this sort of thing doesn’t happen. So the players roll 2d10 and bring in 11 members to help join the fight.

If you are in the middle of nowhere, down deep in a dungeon, on the open seas, or anywhere else that your faction can’t immediately come to your aid, then you can’t use this ability. All the more reason to stick by your faction.

One thing to remember as well is that you can’t bring in more members into a scene than you have in your faction. If you only have 11 members, you can’t bring in 12 or more members.

The Righteous Prophets.

With a roll of 58, the Prophets’ Might Skill is 30, so it means they can start the story with 4d10 members. Four rolls later and they have 22 members, a quite respectable number. A Might Skill of 30 also means that they Faction has 3 Wounds and the players will be able to bring in 3d10 members into a scene if they want to. So if they are lucky, they can bring their whole gang along.

And that’s it for the Might Skill. Tell us what you think about it, what your faction Might Skill Level is and how many members your faction has.

Next time we’ll see what Wealth means for your faction (other than basebuilding) and how you can use your faction’s wealth in game.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Skills: Treachery

First things first: we got ourselves a mod symbol! The chains that bind a faction together! This will be the symbol on the cover of the faction system mod that we are calling Brotherhood for now.

Now onto the main post:

Last time on our faction system walkthrough, we showed you what the Notoriety Skill can do and what Notoriety Events are.

This time we’re showing off the Treachery Skill.

Treachery

Treachery is a Skill that is supremely advantageous if you are not the leader of a faction, but want to be; but is a dangerous risk to manage if you are the leader of a faction and want to stay there. This is because Treachery serves two purposes: as a Skill to be used, and for Event rolls by the GM. In short, the higher the Treachery Level is, the more likely it is that there will be upheaval in the faction, which is good for ambitious members trying to climb the ladder, but bad for those at the top.

If you are not leading the faction (or if you are and want to cause a false flag attack), you can use the Treachery Skill in two ways. First and easiest is to force a Treachery Event. If there isn’t currently one happening, you can roll a Treachery Skill Check and, if you succeed, consult the table below to see what ruckus you managed to stir up. Be careful, though, because even if you’re not at the heart of the treasonous actions occurring, someone could always point the finger back at you.

A second way to use the Treachery Skill is the more long term plan. If you want to build up some support and hit quickly and hit hard, it makes sense to increase the Treachery Skill first before you strike. Once per session, if there isn’t a Treachery Event happening, you can roll a Treachery Skill Check. If you fail, then the Treachery Skill Level increases by 1d10. Remember that this is a unique case where something happens if you fail, not if you succeed. So the lower the Treachery Skill Level is, the quicker you can increase it.

Also, you can only do one of the above per session. You can either try and increase the Treachery Skill Level or try and force a Treachery Event, not both.

Treachery events

Just like with Notoriety, at the start of each session, the GM will roll a Treachery Skill Check for the faction. If it fails, nothing happens. If it passes, though, then the faction’s Treachery has led to some internal strife inside the faction. So the GM consults the table below and see just what sort of ruckus has been kicked up inside the faction. So the higher your Treachery Skill Level, the higher the chance that something happens. A Treachery Event can, of course, span more than one gaming session, so if there is a Treachery Event already going on, no need to roll again.

01-05: Notoriety Event +5.
06-10: Embezzlement! A member steals 1d10 Wealth from the faction.
11-15: Discover that there is a mole in the faction, feeding info to a rival faction.
16-20: A brawl breaks out between members in the base.
21-25: A plot is discovered against the faction leader(s).
26-30: News leaks out about a faction being formed inside the faction.
31-35: Gain 1d10 members, and push up Notoriety by same amount.
36-40: Murder! A member has been found dead in the base.
41-45: Lose 1d10 members, and push up Notoriety by same amount.
46-50: Members attack an Allied faction.
51-55: Small group of members attempt an attack on the faction leader(s).
56-60: Members insult an Allied faction enough to turn it into a Rival.
61-65: Other faction offers to take over permanently to solve issues.
66-70: A member(s) have secretly sold off a base acquisition.
71-75: Members riot and destroyes a base acquisition.
76-80: Half of faction leaves and forms new faction.
81-85: Half the faction mutinies and attempts to take over faction.
86-90: Half of faction leaves and forms new faction, and attacks main faction
91-95: Civil War. Half of faction leaves, forms new faction and attacks main faction.
96-100: Roll twice and use both Events.

Other than causing some pain for the faction, a Treachery Event is like a snowball that just keeps getting worse. Each session that the Event is not handled and closed off means that the Faction’s Treachery Skill Level will increase. This means that the next Event Roll could be far worse for the faction.

The Righteous Prophets.

With a roll of 75, the Prophets’ Treachery Level is sitting at 40. Not surprising when you think it’s a bunch of corrupt criminal cops, but it also isn’t good news for the faction. Last time we found that they had a Notoriety of 50. Coupled with the Treachery level at 40, they could be looking at hitting an Event nearly every session (statistically speaking). It’s a threat they will definitely have to manage, because it looks like the only thing they are going to do for the mean time is be on the defensive.

And that’s it for the Treachery Skill. Tell us what you think about it, what your faction Treachery Skill Level is and how you plan on handling the Treachery Events.

Next time we’ll see what Might means for your faction and actually seeing how many members your faction has.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Z-LAND S2 Chapter 6 “Falling Sky” Part 1

With potential death raining from above what will our survivors do?

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

And get your hands on the Z-LAND corebook now by CLICKING HERE.

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If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

Faction Skills: Notoriety

Last time on our Faction System walkthrough, we introduced you to the five main Faction Skills and showed you what the Reputation Skill can do.

This time we’re showing off Reputation’s evil brother: the Notoriety Skill

Notoriety

If Reputation is “fame”, then Notoriety is “infamy”. Notoriety doesn’t show off to the world how good your faction is at what it does, or how powerful it is, or the mighty deeds it has accomplished (that’s all Reputation). Instead, Notoriety says distrusted/loathed/disliked/hated your faction is by populace at large, and how much the authorities want to bring your faction down. There is very little positive about this for either the faction or the players, but it doesn’t mean you can’t make the best out of a bad situation.

Gameplay-wise, Notoriety acts in a similar fashion to Reputation. Both the faction and the players (as representatives of the faction) can use Notoriety as a Social Skill to intimidate and bully others into doing what they want. It’s much easier to threaten someone when you can show that you already don’t care about the authorities. You can even use Notoriety to look for jobs/missions in a new area you are in. Of course, if you succeed in that Skill Check, the jobs you get will be far more dangerous and criminal-oriented than one you get from Reputation, but a job’s a job.

However, all of this is just making the best out of a bad situation. Notoriety has a far more important role, and that’s to generate Notoriety Events.

Notoriety events

At the start of each session, the GM will roll a Notoriety Skill Check for the faction. If it fails, nothing happens. If it passes, though, then the faction’s Notoriety has caught the attention of someone. So the GM consults the table below and see just what sort of calamity has befallen the Faction. So the higher your Notoriety Skill Level, the higher the chance that something happens. A Notoriety Event can, of course, span more than one gaming session, so if there is a Notoriety Event already going on, no need to roll again.

01-05: Treachery Event +5.
06-10: Vigilantes come sniffing around the faction.
11-15: Anti-faction propangda/misinformation is spread around.
16-20: Police come to investigate faction.
21-25: Wanted criminal(s) seeks refuge with faction.
26-30: Attempt to blackmail faction leader(s).
31-35: Gain 1d10 members, and push up Treachery by same amount.
36-40: A burglary/robbery attempt is made against the faction.
41-45: Lose 1d10 members, and push up Treachery by same amount.
46-50: Allied faction is attacked and asks for aid.
51-55: Kidnapping attempt on faction leader(s).
56-60: Allied faction severs ties with faction.
61-65: Police come to arrest faction leader(s).
66-70: Violent mob comes to take justice on the faction
71-75: Police comes to arrest faction.
76-80: Vigilantes come to attack the faction.
81-85: Assassination attempt on faction leader(s).
86-90: Rival faction comes after faction.
91-95: Military comes after faction.
96-100: Roll twice and use both events.

Other than causing grief for the faction, a Notoriety Event is like a snowball that just keeps getting worse. Each session that the Event is not handled and closed off means that the Faction’s Notoriety Skill Level will increase. This means that the next Event Roll could be far worse for the faction.

The Righteous Prophets.

With a roll of 82 to Prophets’ Notoriety Skill Level is 50. Not as bad as it could be, but it does mean that the faction starts off having a 50/50 chance of a Notoriety Event happening. What is good, however, is that the Prophets’ now have a Social Skill they can use. Last time we found that their Reputation Skill is only at Level 10, so being able to use their Notoriety Skill in game is quite useful for them. Since they are a criminals, I doubt they would lose much sleep over threatening and intimidating others to do their work.

Let’s see, though, what would happen on their first session: with a roll of 7 it means they start their campaign off with a Notoriety Event. At least this one isn’t too bad, only some vigilantes coming to sniff around and see what’s been going on. Nothing the Prophets can’t handle, but the question now is how to handle it? Lay low for a while, let the heat cool down, or take out the Vigilantes quickly and (hopefully) quietly to make sure they don’t find out something they shouldn’t?

And that’s it for the Notoriety Skill. Tell us what you think about it, what your faction Notoriety Skill Level is and how you plan on handling the Notoriety Events.

Next time we’ll see what can happen if your faction’s Treachery gets too high.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Faction Skills

Last time on our Faction System walkthrough, we gave your faction a home by showing you how to build your base.

This time we’re going to start delving into the gameplay of factions by looking at their Skills.

The Five Faction Skills

As the heading says, each faction has five main Skills that it, the players, and the GM can use during gaming sessions.

Reputation: This is the main social skill for the faction. Think of it as the Diplomacy Skill sized up.
Notoriety: If Reputation is Diplomacy, then Notoriety is Intimidate. High Notoriety can also trigger events.
Treachery: This is mainly used for Treachery events, but players can use this to stir up mutinies and the like inside the faction.
Wealth: Other than the base building we’ve covered, this works much like a player’s Wealth Skill.
Might: How offensively powerful your faction is. How well it would fare in a conflict.

One thing to keep in mind with these Skills, is that the players will be able to use all of them for their own PCs, not just for the faction. Need a bit of extra cash to buy something, dip into the faction’s Wealth Skill. Need some extra muscle on a mission, that’s why the Might skill is there. Not the greatest talker, but your faction’s notoriety is high? Then use the Notoriety Skill. In this way, the better the faction becomes the more useful it will be to the players. Keep your faction strong and you will get stronger.

Skill Levels

During faction generation, you will roll for each of the faction’s five Skills. Then your faction’s history, and the base building will increase and decrease those skills. Just as with the sneak-peek at the Wealth Skill last time, the roll table for the Skills are as follows:

1-19: 1
20-36: 10
37-51: 20
52-64: 30
65-75: 40
76-84: 50
85-91: 60
92-96: 70
97-99: 80
100: 90

Reputation

The most straightforward of the five Skills and the one we are going to cover in a bit more detail in this post.

At its most basic, Reputation is the faction’s Diplomacy Skill. If the faction (as a whole) wants to negotiate and deal with other factions and organisations, it uses its Reputation Skill. The higher its Reputation, the more easily it will deal with other factions.

For the majority of gameplay, however, Reputation will become an added Social Skill for the player characters. Whenever a PC wants to deal with a character, or group of characters, in a non-aggressive and non-threatening manner, they can use their faction’s Reputation Skill instead. This simulates that even if a person’s social skills aren’t up to scratch, the very fact that they represent a larger faction with a good reputation, they can still get away with quite a lot.

But just because you can get away with a lot doesn’t mean you can get away with everything. The key phrase above was “non-aggressive and non-threatening”. If a PC want to threaten another character with the might and power of their faction, then you can Notoriety. The other key thing to note is that using Reputation as a PC automatically makes that PC become a type of ambassador for their faction. They are representing their faction each time they use Reputation. This means that if you aren’t in control of your faction, the head boss might not be too keen on you using the faction’s name each time you want a discount at a store, or bribe a guard. In the same vein, overusing Reputation for trivial things will eventually do your faction’s name some real harm, causing its reputation to sour and the Reputation Skill to decrease. It’s a powerful tool, so use it wisely.

Another way to use Reputation is to get jobs/missions for the PCs. Rather than canvassing a city, asking every innkeep and tavern bartender for their latest gossip, the PCs can roll a Reputation Skill Check to drop their faction’s name here and there and see if someone will come running after hearing that these mighty heroes have stepped into town.

The Righteous Prophets.

With a roll of 36, the Prophet’s Reputation Skill Level is only 10. Their name is mud, but this suits this group of scumbags. What it does mean, is that they can’t rely on their faction’s reputation to get them by. They have to do the real haggling and negotiation themselves. It does give them a fairly immediate goal, though: they need to get their reputation up higher so that they can get better contacts, better deals and better jobs.

And that’s it for the quick intro to Skills and the Reputation Skill. Tell us what you think about it, what your faction Reputation Skill Level is and how you plan on using it.

Next time we’ll see what can happen if your faction’s Notoriety gets too high.

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Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

Z-LAND S2 Chapter 5 “Silent Night” Part 4

With the helicopter fading from sight is it a harbinger of death herald of life?

Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

And get your hands on the Z-LAND corebook now by CLICKING HERE.

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If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

Z-LAND hit Copper level!

It’s been less than a week and Z-LAND is doing better than we had ever hoped for!

A couple of days ago Z-LAND took it’s first step on the ladder to Platinum level on DriveThruRPG by hitting Copper rank. It got there blindingly fast, and it will only get better from here on out. The next rank to hit is Silver level and isn’t as easy as getting Copper, so spread the word about Z-LAND and let’s get it up there to the next level!

But hitting Copper level hasn’t been Z-LAND’s only achievement. Since its release it has been sitting comfortably in DriveThruRPG’s top 20 best selling list which is a dream come true.

But it still gets better! Z-LAND is in the top 5 of all of DriveThruRPG’s horror games and supplements. It’s sitting up there with the likes of Cthulhu and vampires, and that’s as it should be, because our zombies are absolutely terrifying.

But still, that is not the achievement we are most proud of. What has been our dream come true is that Z-LAND is currently the number one best selling zombie game on all of DriveThruRPG! How awesome is that!? It has beaten all the heavy-weights of zombie RPGs to get that number one spot! We are proper chuffed to see that.

And while we may gloat and brag about this, because who wouldn’t, it really is all thanks to you. If it wasn’t for you, we wouldn’t have gotten this far. So here is a massive thank you to everyone who has backed our kickstarter, bought a copy of the beta and corebook, watched the YouTube series, or played a game of Z-LAND. You guys are awesome, and this really is your copper medal.

You guys rock.

Z-LAND: The Survival Horror RPG is released!

It’s been a long road, but we’ve finally reached the end of it, and we can now officially say:

The Z-LAND corebook is now available!

Click on the fancy cover up above or CLICK HERE to head on over to DriveThruRPG to get your hands on Z-LAND: The Survival Horror RPG.

You can get Z-LAND in three different formats: PDF, Premium Softcover, and Premium Hardcover. If you get either of the physical copies, you can grab the PDF for free. We don’t want to charge you twice for the same thing.

We really could not have done it without you. Your help with the Kickstarter campaign, and the long beta journey have helped us make a product we absolutely love and that we know you will love as well. So give yourself a pat on the back, and then go on DriveThruRPG and get your hands on the shiny new Z-LAND corebook!