Bastion is the only city that matters. In its industrial age, it sits as the smoke-shrouded hub of mankind, surrounded by a world of lurking horrors and cosmic interference. The Underground spreads beneath our feet and the stars loom above.
You are an Explorer, braving places too far for maps and too old for records. Your expeditions touch the bizarre, wondrous, and horrific. You search for riches, but also Arcana, mysterious devices with unnatural powers.
The remastered version of the 2014 TTRPG revisits Industrial Bastionland, giving the original Into the Odd a lavish hardback, full-colour restoration with expanded content.
The book is written by Chris McDowall (Electric Bastionland) with graphic design by Johan Nohr (MÖRK BORG) and will be printed and distributed by Free League Publishing (Tales from the Loop, The One Ring, Forbidden Lands).
The book will be around 136 pages digest format.
What’s Inside?
Fast Character Creation - Roll an explorer in minutes, grabbing a starter package of flavourful equipment and starting your expedition.
Minimalist Rules - An ultralite system that keeps the game moving forward. Combat is fast and decisive, with every turn counting.
Strange Things - Monsters are horrific hazards, not opponents to be fought for sport. Arcana are weird artifacts that each carry a unique ability, from firing portals to attracting bones like a magnet.
Return to the Iron Coral - The strange expedition location from the original game has tripled in size, now sprawling over three levels. The surrounding Fallen Marsh now hides four mini-dungeons in its 24 hexes. In the North, the desperate port of Hopesend welcomes adventurous travellers looking to go further.
The Expanded Oddpendium - 26 pages of modules and random tables to help you flesh out the world. Roll to create weird creatures, find the best shortcut across town, and find out what happens when you “eat the stuff”.
Into the Odd is written to be simple, fast, and decisive. As explorers, you'll rely on clever problem solving and creative teamwork rather than sacks of hit points. The Arcana that you find on your expeditions give you access to strange powers that work without complex rules. The real skill is in using them at the right time and in the right way, rather than simply rolling high.
When it comes to obstacles, the answer usually isn't on your character sheet.
The game approaches classic OSR-style play while breaking new ground with minimalist rules and a streamlined experience for the whole table.