Produktbeschreibung
Adventure & Exploration in Darkest Africa
112 page Players Guide explains how to generate characters - anything from the classic Victorian explorer to an Arab trader or a feral Jungle Lord - and how to outfit that all important expedition. Our simple yet effective rules handle anything from an individual encounter to a full-on battle.
144 page GM's Guide and scenario book gives details on the many forms of misery the GM can dish out: from a Maasai war party to an enraged bull elephant, from tsetse fly to dysentry. GM's opting for an even darker Dark Continent can unleash anything from cannibal cults to a Ghost Walking shaman or the dreaded Leopard Men. Includes two full length scenarios: a heroic rescue attempt in Abyssinia and an epic adventure to uncover the secrets of the Great Rift Valley.
But that's not all!
Two A5 booklets designed as player handouts give a Victorian traveller's guide to exotic Zanzibar, the starting point for all East African exploration, plus the Catalogue of the Topan Trading Company, suppliers of everything the budding explorer needs to mount an expedition.
Two A3 player maps allow your expeditions to plot their own routes and discoveries as they uncover the myseries of the Dark Continent.
Everything you need to play is in the box - just add dice for months of African adventure and excitement. |