The Lords of the Night: Zombies

THE LORDS OF THE NIGHT: ZOMBIES

To tie in with the worldwide release of Dawn of the Dead, here are the details of our third release: and it's about Zombies...

The third book in the Darkness Rising series pays homage to the classic zombie movies of the past three decades!

This stand alone tome presents six different types of zombie in glorious, gory detail, complete with new and horrific zombie monsters, spells and mystical diseases, plus a highly detailed necromancer core class and prestige class advancement, and all the story and atmosphere you've come to expect from a Bottled Imp Games sourcebook.

Everything you need to put some bite back into your zombies is right here in this book.

What's in Zombies?This book is jam-packed with:

* Six new types of zombie complete with their own methods of creation. Use them as monsters, NPCs or even PCs in your game.

* Complete stats and background for a group of black adventurers; the seekers of those that would destroy evil.

* A zombie bloodline.

* The mysterious Manse: a haven for zombies and the seat of evil and terrifying setting for adventure.

* 10 new and original monsters.

* 3 unusual (and deadly) necromantic diseases.

* An exciting Necromancer core class, plus 3 accompanying prestige classes.

* 20 new and exciting necromancy spells.

* Hints and tips on putting the mystery back into your game (including a selection of the ever-popular scenario ideas). Notes on how to deal with slain PCs; when resurrections go bad, and a whole lot more.

PLUS all the great artwork you've come to expect from a Bottled Imp Games release.

You'll never look at a zombie the same way again.

Coming July 2004

Release Date: July 2004
ISBN: 0-9543735-9-6
Retail Price: $19.99
Product Line: Darkness Rises
Category: d20 Sourcebook
Pages: 96
Format: Perfect Bound
Author: Andrew Kenrick and Stuart Renton
Cover Artist: Jon Hodgson
 

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I have to wonder whether the brains behind the Open Gaming License and d20's involvement with it are happy with the way things have worked out. I wonder whether Wizards of the Coast are happy with it right now. I'm not sure. I am sure, however, that an ideal participant d20 publisher, when D&D 3.0 was first released into the wild, would have been Bottled Imp Games. Bottled Imp Games are not prolific but they've been very good. Bottled Imp Games are not going to steal thousands of players from Forgotten Realms (though they probably should). Bottled Imp Games produces those sort of products which offer quality and yet just enough twist on the standard D&D game to wider the scope and appeal of the game. You've got to know the industry to know to watch for these guys. If you recognised the name then I imagine you're already half way to buying the book.

In the past Bottled Imp Games have done very well with The Lords of the Night: Vampires and The Lords of the Night: Liches. It's pretty hard to find a comment against them. Vampires were a good, solid but somewhat easy target to pick. Vampires was a great book. Liches, nearly as good a book, were a much tougher topic. Zombies are really hard. Nearly 100 pages about zombies without descending into brain eating crunch? Is it possible?

The Lords of the Night: Zombies is very good. Any RPG supplement which begins by finding space to talk about the themes in the book is off to a flying start with me. The book is about hunger, about the tragedy of becoming a zombie, about the consequences of extending your life beyond its natural length. We're also told that the book expands on every zombie myth ever told - whereas that's an exaggeration, we certainly do throw off the shackles of the traditional (dull) D&D zombie.

There's a bit of a campaign world kicking around in the Lords of the Night books but its least obvious in this one. The Darkness Rising (a brand name I suspect people will start fighting over) is a scary place, it lives up to its name and enjoys reoccurring themes and evil forces. You don't need any of the other Lords of the Night books but there are the occasional references to them. You can use the Black Surgeon class from Zombies without knowing the Vampires presents alternate Black classes for all the core d20 classes.

Take what you know about D&D zombies and toss it away. No. Wait. Don't do that - I've changed my mind. If you do that then you risk campaign world continuity problems, don't you? You've already had zombies in your game. Those zombies are just one type of zombies, the ones without a spark of life, the ones lost to the Decay. The main zombies in Lords of the Night: Zombies have a spark of life and are called Risen.

It's the spark of life in the zombies which helps to put the spark of life into the book. The Risen need this spark of energy to stay mentally alert and sentient but they also need to spend this very same energy in order to use their powers! That dilemma alone is enough to keep roleplayers on their toes for an entire campaign. It gets worse (or better, depending how you look at it), Risen need to consume a point of Corpus (the name for this spark) every day just to stay, er, unalive. The Risen regain Corpus generally buy eating fresh flesh.

There are six main types of zombies, of Risen, detailed in the book. The background explains why - it's not a random number, but I'm not going to risk the mild spoiler. The book details six types of zombies suitable for PCs or NPCs (rather than just encounters; they come later) and with them six different paths to becoming or creating such a zombie.

The Path of Alchemy can create the Alchemical Zombie - these are the most "human" of the Risen, kept in their state due to a chemical formula. The Path of Sorcery can lead to an Eldritch Zombie. Ironically, perhaps, Eldritch Zombies make rubbish spell casters - they're too prone (like it or not) on consuming the magic. The necromancers of the Risen, the Ether Zombies are created by the Path of Ether and the sewn together Golem Zombies are as a result of the Path of Surgery. We can thank the Path of Corruption for Mock Zombies and the Path of Invention for the Revenant Zombies. Each type has their own hunger, set of powers and characteristics. Each type is likely, eventually, to succumb and become mindless, soulless, horrors.

There are powers - Corpus Powers - and new magics in the book too. Towards the end (rather than in the headlines at the front) there are related classes as well. The necromancer, black surgeon, reanimator and spirit reaver. You can use this book to allow PC zombies, have NPC zombies or even have hugely detailed minions for a PC necromancer (or one of the associated prestige classes). There's surprising scope packed into the 96 pages. It's a nice balance too. With powers there comes the slide towards death - or that unnatural undeath which gives the Risen their powers. It is easier to slide down the scale the further down the scale you are, the more you've succumbed, but it's also easier to spend Corpus energy and use those powers associated with unlife.

There's almost always a give and take with zombies. Their powers are bad enough as they might be tempted to use them one too often but there's an extra catch. The Risen also pick up disadvantages (marks) as their powers mature. In an added twist of the surgeon's knife - it's the DM who gets to pick these handicaps. There's a brief mention of common sense here. The DM can't go out to thwart the new powers the zombie player just picked. The DM is supposed to pick as appropriate for the character and the player's gaming style. I think it'll require close collaboration between the DM and the player to ensure everyone, including the other players, are happy.

In addition to the six Risen and their powers The Lords of the Night: Zombies also presents a short bestiary of zombies which aren't "alive enough" to be counted as a Risen. Included in this list are what happens to Risen who run out of Corpus energy. Here we find the likes of Gangrel and Hollow Ones. No, that was naughty of me, it might be hard to shrug off White Wolf (as was seen in Lords of the Night: Vampires (but BIG did it)) but there's no trace of the World of Darkness left in Darkness Rising.

I'm reluctant to mention too much of the history which specifically relates to the Risen - this is because it leaps out of the book as excellent plot material. There's actually a whole chapter of help and plot ideas for the GM too. I will say that there's a small geographic location which is closely associated with the Risen - an atmospheric ghost story, if you like - which The Lords of the Night: Zombies embellishes on very well.

Of the three Bottled Imp Games books it is The Lords of the Night: Zombies which is my favourite. It's my favourite because it's as gritty and gothic as the other two (without being tragically hip angst) and because it picks a frightfully hard subject to spice up and does it so well. I couldn't finish the review without mentioning the illustrations either; the front cover is clearly the best BIG cover to date and although I think there's slightly less artwork inside the book, every one is a winner.

The Lords of the Night: Zombies deserves to fly off the shelves - but I suspect companies like Bottled Imp Games will find it hard to convince retailers that they're the small d20 publisher which is still worth stocking. I've got my copy and I'm going to keep it in my easy-reach rule shelf. That's enough for me.

* This Lords of the Night: Zombies review was first posted at GameWyrd/
 

Disclaimer: I am a playtester for Bottled Imp Games. I don't think this unduly biases me, but you may not feel the same way.

The Lords of the Night: Zombies is the third book in Bottled Imp Games' Darkness Rising series (Vampires and Liches being the first and second, respectively). Zombies is a 96 page softcover with a pricetag of $19.95. The cover depicts a necromancer standing over a corpse which is strapped down to a table. The ominous appearing wizard is casting some sort of spell on the cadaver. The whole piece has a green tinge, conveying a sinister feeling.

LotN: Zombies isn't about your average mindless brain-eating undead. The book talks about what I like to think of as advanced zombies, which the book refers to as Risen. Chapter 1 (pgs. 5-9) details how Risen came to be; let's just say it involves a crazed scientist experimenting on how to bring back a lost love. It's a very good overview of how Risen are created, what drives them, and what their limitations are.

Chapter 2 (pgs. 10-13) details the rules and mechanics for creating and running a Risen. Corpus energy takes the place of Constitution when a creature becomes Risen. Corpus energy is incredibly important: all of the Risen's special abilities and powers are manifested using Corpus energy. In fact, a Risen must expend at least one Corpus a day to remain unliving. If a Risen's Corpus energy ever falls to zero, it becomes a mindless killing machine (a la your traditional zombie). Never fear, each type of Risen (below) have different ways to regain Corpus.

Chapter 3 (pgs. 16-38) talks about the six Paths which create Risen:
Path of Alchemy: Create Alchemical Zombies using a new elixir known as Serum. They regain Corpus through regular infusions of Serum. Alchemical Zombies are a new creature type: Living Dead. They're not living, but they don't suffer many effects of being undead, notably, turning.
Path of Sorcery: Create Eldritch Zombies, which feed on magic. These bad boys are my absolute favorite in the book. Got a cocky spellcaster? Throw one of these spell-eaters at them and watch them go crying to mommy.
Path of Ether: Create Ether Zombies, which feed on life energy (character levels). Ether Zombies have great control over undead, being able to raise corpses to unlife. They command powerful necromantic abilities.
Path of Surgery: Create Golem Zombies, the traditional Frankenstein monster pieced together from multiple corpses. Golem Zombies have tremendous strength but don’t tend to be heavy thinkers. They gain Corpus through electricity, and have many abilities that make them melee combat machines.
Path of Corruption: Create Mock Zombies, perhaps the strangest of the Risen. A Vampire (note the capital 'V') fails in its attempt to turn a mortal into a Vampire with the Black Kiss, they may instead rise as a Mock Zombie. They have many abilities tied with acid and poison; Mocks feed on blood (Con drain).
Path of Invocation: Create Revenant Zombies, a spirit called back to this world and given physical form to complete some task. The wound that originally killed them is an eternal mark on a Revenant Zombie; nothing they do can remove it. They regain corpus by eating flesh.

Chapter 4 (pgs. 40-45) details Corpus Powers, all those cool abilities you can spend Corpus energy on. Risen select a number of Powers based upon a number of criteria, including character level and relative power (known as their Signum). For brevity's sake, I'll just say they range from the mundane and useful, such as Claws or Bite, to the really cool and nasty like Black Turning (rebound a cleric’s turn attempt back at them). There's a nice range of powers, and I should note that many of the Risen types have some special Corpus Powers open only to them.

As a DM, at this point, I'd be asking about balance, and that's where Chapter 5 (pgs 46-51) Marks of Decay comes into play. Each Corpus Power in chapter 4 has an associated number of Marks attached to it (from 1-3). These need to be balanced with an equal number of Marks of Decay, which are detrimental to the Risen. Marks usually make it harder for a Risen to hide in public, gives them weaknesses against certain things, or forces them to burn more Corpus energy. The really nice thing is that THE DM PICKS MARKS OF DECAY FOR THE PLAYER. I really like this because it limits min-maxing; i.e. players don't take Marks of Decay that won't effect them much. Never fear over-worked DMs, each Corpus Power has a suggested Mark of Decay if you’re feeling a little lazy.

Chapter 6 (pgs. 53-56) details the Manse, a sort of sanctuary for Risen. Chapter 7 (58-70) introduces new monsters, mainly variant zombies which don't rise to the level of Risen. Chapter 8 (pgs. 72-74) details….necromantic children. I really don't know how else to explain it. This part of the book was probably the least useful to me personally; others may find it kind of interesting.

Chapter 9 (pgs. 76-84) details a new core class, the necromancer. It follows in the same vein as FFG’s School of X books in that the necromancer is severely limited in their spell selection (almost totally consisting of arcane and divine necromancy spells with a few divinations thrown in), while gaining some interesting new abilities, such as an undead minion, some additional feats, and growing immunity to level drain, disease, and the like. Overall I think it's a pretty strong class. The alignment prerequisite is any non-good, so PC necromancers are possible. This chapter also has three prestige classes, the Black Surgeon (can surgically enhance zombies), the Reanimator (can create legions of undead to serve them), and the Spirit Reaver (can manipulate the souls of the living). The PrCs seem well balanced and interesting, although the "evil only" alignment restriction may limit them to NPCs. The most glaring error occurs in the level progression chart: in speaking with the publisher, it was indicated that the number represented show the minimums needed to enter the PrC. In other words, a level 1 Reanimator has a BAB of +5 and F+3, R+5, W+3. It becomes a problem when you only want a couple levels of a PrC and then want to go back to your base class. I’m told this will be addressed in the errata.

Chapter 10 and 11 (pgs. 85-92) offer advice to DMs on how to run a Zombie game, as well as many scenario ideas. This is perhaps the most solid portion of the book, with many many great ideas crammed into these pages. Chapter 12 (pgs 93-95) details a smattering of new necromancy spells.

Whew! This got a little long, but hopefully you have a better idea of all the fantastic stuff in this book. It's the most generic book in the Darkness Rising series, which left me a little disappointed; I would have liked to see a little more tie in to Vampires and Liches. Nevertheless, I certainly understand the business reasons for keeping it more generic: it appeals to almost everyone, DMs and players alike. Whether you need new monsters, or would like to start a Zombie campaign, this book certainly has something for everyone. For the editing "oops" with the PrCs and the lack of Darkness Rising material, I’d like to give Lords of the Night: Zombies a 4.5 out of 5. Darn the lack of a ".5" ranking in the ratings system!
 

It is a shame that there is a blow-up over this review. I think it was quite fair. I too was disappointed that there was not more Darkness Rising material. I own both of the previous books and would have liked the material to wrap them all together.

While I cannot condone the actions of the author, I do know him and respect his talent. He places a great deal of emphasis on quality and really throws himself into this work. After investing one's self so deeply into a project, I would probably take reviews personally myself. In my view, you are simply getting the typical "Artist" personality.

Van Gogh cut off his ear in a "temper tantrum". No one questions his talent or contribution to art, however. I think this needs to be viewed the same way. Stuart is an artist and he produces some of the best material I've read (in any system, in any genre). This cannot be denied, even in the face of this little tiff.
 

This review nails my viewpoint of the entire Bottled Imp Games books. IMHO, however, I liked Vampires best, because it had a better flavor to it. Zombies ranks my second favorite though.

These books do deserve to fly off the shelves. Go buy it. You can't spend your money any better.
 

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