Review Arrgh! Thar Be Zombies 

 

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Arrgh! Thar Be Zombies! (2010)

Eden Studios, Inc.

Date Reviewed: 05-31-2011

Critical Kobold Rating:  (5 out of 5 Dice)

 

Ahoy! Undead off the port bow!

          Emilio Caravazzo moved quietly through the pre-dawn jungle of the small unnamed island, the white sand softly whispering under his boot steps. Soon he came upon the small clearing beside the freshwater spring, and heard the rasp of shovels working on the sandy earth. Peeking from the foliage, he saw Captain Morago and two crew from the galleon  Harpoon working in the pale light of the coming dawn. There was a thump as one of the spades struck the buried wooden box that Caravazzo knew would be there.

          Morago laughed, a throaty rumble, and directed his pirates to lift the chest from the hole. Caravazzo slipped out of the tree line like a shadow, behind the dark-skinned buccaneer captain. As the deck rats hefted the creaking box up, Emilio drew his saber, and with one fluid motion drive it through Morago’s back until the hilt struck the pirate captain’s body.  Emilio prepared to yank the saber free as Morago fell, and he drew his flintlock pistol to deal with the first pirate mate before the second could act. That had been the plan.

          But Morago didn’t fall.

          “Oy, Caravazzo,” he drawled, rolling the r’s as he always did in his odd islander accent. “Ya don’ be disappointin’ me. I suspected ya would be showin’ yaself here.” Emilio’s eyes widened, and his surprise loosened his grip on the saber, allowing Morago to turn and face him. Morago gave no sign of discomfort at the two feet of steel still protruding from his chest. No blood soaked the pirate’s tunic. And Emilio gasped when he saw that Morago’s eyes were smoldering pinpoints of green light in his deathly pale skull. 

 

 

            “Ya should not a-be followin’, swab,” the captain said, almost apologetically. “Ya no gon’ like what ya see.”

          The sun crested the horizon at that moment, and dappled light cut through the gnarled trees. Emilio saw the two pirate lackeys were also emaciated ghouls, taut grey flesh pulled over sharp boney features. Their eyes flickered green as well. They dropped the chest on the sand, and with a kick broke the aged wooden lid open. Inside was a hundred pounds of silver Spanish ingots, and a skull. One of the zombie crewmen grasped the skull, and the two deck rats then headed back towards the Harpoon, ignoring the silver.   

          Caravazzo realized he was standing numbly, pistol in hand, facing the undead Morago on an unmapped island hundreds of miles from the nearest port. His mind spun. Was every pirate on the Harpoon undead? How is it he had never seen Morago or the men looking like walking corpses in the months he’d sailed with them, been spying on them?

          “Ay, so mahny questions ya have, amici,” drawled Morago, as he pushed the tip of the saber back into his chest, until the heavy weapon fell from his back. ”Ah know. I too was like ya before… before tha curse that afflicts me an’ mah crew.” The Caribbean captain’s eyes burned brighter, and he raised a hand in front of Caravazzo, his bone fingers curled into an odd gesture. Emilio felt like he was watching a scene in a play, and was dimly aware that his own hand, with the pistol, was raising to his head.

          “Ah’ll explain ever-ting to ya, Caravazzo… now that ya a-be joinin’ us for good.” Emilio tried to scream as his own finger tightened on the trigger, and the flintlock’s boom sent birds flying into the morning sun. 

 

 


 

          Arrgh! Thar Be Zombies! is the latest addition to Eden Studio’s All Flesh Must Be Eaten line of zombie-licious fun.  Powered by their sleek Classic Unisystem engine, the A!TBZ! sourcebook provides a treasure trove of material for role playing your undead apocalypse on the high seas. Everything a crew needs to run a ship-based campaign is included, plus some nifty material to add to any other All Flesh Must Be Eaten setting. A word of warning: you need the AFMBE core book to play, because character creation rules aren’t included in this sourcebook.

 

          A!TBZ! makes a vibrant Age of Sail setting circa the 14th through 17th centuries come alive (so to speak, heh heh!) Players can be explorers, pirates, smugglers, privateers, scalawags, merchants, navy officers, or even haunted seamen cursed to ply the sea lanes for eternity, among other adventurous jobs. As always with AFMBE books, if you really want to ignore the zombie trappings, well, me bucko, the remainder of the goods offered here will allow you to play a more historical seagoing or cinematic swashbuckling game just fine. So hoist yer jib sails, me hearties, and trim your… mizzen masts on… uh… the fo’castle, as we explore the goodness in this tome!

 

          To get you in the mood to swing from the mainmast and cut down a zombie boarder with your gleaming cutlass, Arrgh! opens up with a brief history of piracy in the real world, with some dates and real-world pirate biography notes. A rundown on the Pirate Articles of government and national letters of marque are covered, as well as some of the pirate hotspots of the world around the16th century. There are simple notes on the various sea-going nations, and a realistic look at society and the harsh everyday life most cultures endured during these years; in your game, disease, illness, starvation, and even medical care can be just as likely to kill a crew as a broadside of cannon fire from a zombie pirate galleon!     

 

          Naturally, Arrgh! lays out some new game material. New Qualities such as “Born for the Sea” and “Sea Legs” can tweak your sailor into an impressive man of the world, while Drawbacks such as “Landlubber” will mark you as a fish out of water to anyone on the docks.  A handful of new Skills also hone your character’s talents, such as Navigation, Seamanship, and Florentine fighting style (two rapiers are better’n one, my little musketeer!)

 

          Obviously, the big draw will be the nautical and piratey equipment. A description of flintlock weapons, tools, and goods common to the era are provided, as well as a brief explanation of exchange rates of currency being plundered (doubloons, farthings, Louis D’Ors.)

 

 
 

Nothing good ever comes of something like this.

 

 

 

 

     There are complete rules for creating ships of the sea, outfitting them with mighty cannons (eight kinds!) and loading them with booty. A dozen example ships are provided for those who want to get right to the plundering. (“Ahoy, Cap’n! Off th’ starboard bow thar be… a Viking longship?!”)

 

      Naval battles and boarding actions are covered with an elegant ship-to-ship combat system, which includes options to simulate common strategies for sailing skirmishes such as tacking, broadsides, and stealing wind. More advanced optional rules include environmental factors such as currents, tides, and wind direction and speeds, which can add an extra bit of complexity to your fight, if you’d like.

 
 

 

          Your ship’s entire crew, which could possibly number in the scores (or even more than one hundred for massive galleons), can be represented by a generic set of group stats, Qualities, and Drawbacks instead of as many individual NPCs, which makes running exciting fight scenes easier. This is useful for mano-a-mano combat on deck in boarding actions between opposing ship crews, and in larger mass combat scenarios involving several ships. Crews are also rated on their ability level, so an inexperienced “Wet B’hind th’ Ears” crew of shanghaied wharf rats will have penalties to more complex duties such as combat maneuvering, whereas experienced “Vet’ran” crews of bloodthirsty buccaneers will have bonuses to ship operations. These group crew Qualities are purchased by the captain using character creation points, either during char gen or with XP gained from play.

 

          But let’s not forget about the zombies and other supernatural sailors roaming the seven seas! There are Qualities that may be assigned to ghostly ships or their damned crews, allowing them to become incorporeal, or fly, or run silently, or even drain the essence of any living being who steps aboard. Perhaps nightmares herald the approach of the cursed vessel, or a sinister black fog precedes an attack by a foul band of ghoulish privateers. There are enough spooky characteristics to create dozens of unique evil zombie or ghostly enemies for your players to run afoul of.

 

 
 

Salty sea air can really dry out the pores.

          The spellcasting of the setting is based on vodou magic (“voodoo” to the layman), and is examined more closely in this sourcebook than in some prior Unisystem books where this island magic has been mentioned.  For those who dabble in the supernatural arts, the history and customs of traditional vodou are detailed in A!TBZ!  along with a list of Rituals that may be manipulated with this potent mojo. Some legendary gods, figures, and spirits from the vodou traditions are described, with suggestions as to how they might work their way into a game setting. Using mystical essence is always more fun when the creatures granting the power may show up to ask for a favor in return…

 
 

 

         Arrgh! wraps up with a few chapters offering Dead World campaign outlines for your game. There’s a standard “zombies infesting the world” setting, centered on the Caribbean isles, with some voodoo hijnks at the core of the problem. The Spanish Main is the setting for a campaign about some undead shenanigans in the New World, centered around some Aztec legends and a ghostly cursed pirate fleet. For some Asian flavor, there’s a campaign set in 18th century Vietnam, as three brothers vie for control of the country against each other as well as against formidable neighboring nations. (Add the material from the Enter the Zombie sourcebook, and this campaign could be an amazing wuxia adventure!) My personal favorite, however, has to be the fantasy sci fi world of the Dark Sea setting, where brave sailing crews navigate ships animated by magic to soar through space, traveling nebulae spanning several solar systems, to visit exotic planets, where they find zombies who try to eat their brains!  A fun and very different campaign setting as well as an obvious homage to one of the most popular and bold role playing lines of decades past.

 

 
 

 

 

          So you see, me hearties, Arrgh! Thar Be Zombies! delivers the goods! So quit yer dallyin’, ye wobbly-legged deck monkey, and stow yer gear! Th’ tides a’comin’ in, and we set sail to capture that villainous pirate Grey Lucious a’fore he strikes at any more o’ the King’s treasure ships! What? No, ye sotted drunkard, I’m sher th’ rumors that Lucious an’ his crew was already killed off the shores of Tortuga last season are just so much bilge! Why, his ship was seen jus’ last week, slidin’ away into that odd bank of fog not far from this very port…       

 

 
     

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