Klar zum Entern

2007 · Scenario / Adventure / Module

Klar zum Entern

This campaign module is set in the southern seas of Aventuria, where rival powers struggle over the wealth of the forest islands, colonies, and supply ports. The conflict involves the Bornland, Al'Anfa's Black Alliance, and the Golden Alliance of Brabak, the Horas Empire, and the Kemireich, using trade blockades, espionage, poison, and naval maneuvers. Player characters become involved with merchants, admirals, privateers, and independent pirates. Adventures take place aboard ships, in smoky taverns, and throughout dense jungles. The module also includes rules for naval combat.

Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Trait / Aspect Based (personality affects gameplay)

Game facts (players, playing time, age, credits) from BoardGameGeek.