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SOURCE OF THE NILE

In Europe
If you feel you have enough funds†: Otherwise:
• Pay 500 $ or a Free Ticket • Discard any Free Tickets
• Embark for Africa • Pare hand down to 5 cards
• Start planning your expedition • Draw a card
• Publish (draw a card per full 4 vp)
• Cash loot in
Bonus Items are worth d6 vp except for Botanists, Geologists and Zoologists, who roll 2d6–7 (min 1).

Journalists have a fixed budget of 1000 $ plus a universal free ticket.
On a boat headed for Europe
Arrive in Europe: • Draw a card
• Publish (draw a card per full 4 vp)
• Cash loot in
On a boat headed for Africa
Arrive in port: • Purchase expedition
In an African port
If headed into Africa, proceed as below, skipping the disaster phase. Update your map. Each
port (and Cape Colony hex) has a Doctor.
Otherwise, disband expedition (selling objects at half price) and embark for Europe (for free).
In Africa
Disaster phase _________________________________________________________________
Except in port/mission/hospital or within the Cape Colony. The explorer dies instead of the
target on 2d6 = 12 (if absent, on 2d6 ≥ 11). Animals are shot on d6 = 6 (Zoologist: 5+).
Choose rate of movement ________________________________________________________
mp Cautious Normal Reckless
Foot 1 2 3
Mounted, Canoe 2 4 6
Canoe: If less than 8 Bearers per Canoe, lose 1–3 mp (7–4: –1, 3–2: –2, 1: –3).
Without Bearers, a Canoe expedition can only drift 1 hex downriver.
Balloon: Roll d6 for direction, 2d6 for strength (2: 0, 3: 1, 4–6: 2, 7: 4, 8–10: 3, 11: 1, 12: 0).
Starvation: For each turn of starvation, suffer a cumulative –1 mp penalty (except Balloon).
___________________________________ Move____________________________________
Repeat until stopped or you run out of mp.
Movement restrictions:
• Foot: Cannot enter Lake
• Canoe: Can only enter Lake or Swamp, or follow shore (incl. sea) or River
• Mounted: Cannot enter Lake or Swamp; Camels cannot enter Jungle either
• Balloon: Cannot enter Mountain; cannot land in Lake or Swamp
Movement costs: Known: 1 mp; Unknown: 2 mp (Balloon 1); Swamp: ×2 (Canoe 4; Balloon 1)
Canoe: Portaging around a cataract costs 1 mp.
You may accumulate mps; thus you can explore a hex every other turn when cautious.
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Getting Lost ___________________________________________________________________
Only if entering unknown (exceptions: freshly hired Guide, Canoe going downriver, Balloon).
Leaving: Upriver, Shore, Swamp,
Mountain Jungle Jungle-Swamp
Lake, Desert, Veldt Jungle-Mountain
Lost Number: 2 3 4 5 6
Modifiers: Explorer sick or starving: +1; Reckless: +1; Cautious: –1; Guide: –1
If (d6 ≤ Lost Number), you are lost: movement ends; a guide deserts.
Generate Terrain _______________________________________________________________
1a. Desert cannot abut Jungle or Swamp: replace with Veldt or Lake.
1b. If Mountain, it is a Volcano on 2d6 of 12 (+1 vp); check for height.
1c. If Lake or Swamp, d6+size must be < 9; check for additional area (cumulative).
2. Check for River (except in Lake or Swamp). Check for cataract and height
(Canoe expedition going downstream normally loses d6–5 canoes; reckless loses d6–4).
3. If Desert and no River, check for Oasis.
4. Check for natives (assign ID). If none, find Lost Civilisation on 2d6 of 2.
5. Attitude is zero, size is ∏ 3d6 (max die capped at nearest port distance; if < 10, no natives).
6. Check for bonus (end movement to collect); some bonuses consume ammo.
Balloon: If it runs out of wind over a Lake or Swamp, it crashes and is lost; its contents are lost
(except for the explorer’s musket and 9 portage) on a d6 roll of 1–5 (Lake) or 1 (Swamp).
Native Interaction ______________________________________________________________
Skip if the tribe is already Friendly to the explorer.
Balloon: May skip interaction (and forfeit bonus check) by not landing.
If the expedition cannot enter the natives’ hex, interaction and bonus check still occur but
friendly natives will not feed the expedition. The expedition cannot choose policies 1 or 2.
Choose a policy:
1. Expedition goes on the defensive. It may not hunt or check for bonuses this turn.
Movement ends.
2. Expedition attempts to retreat. If ambushed, it undergoes hand-to-hand combat. A
successful retreat (anything but ambush) forfeits any bonus.
3. Expedition attempts to contact the natives with a great show of force.
4. Expedition ignores the natives. If it could not enter the hex, the tribe is automatically
neutral (no negotiation).
5. Expedition approaches the natives in an open and friendly manner. An Ethnologist adds
the number of friendly tribes he knows to this policy number.
Modifiers:
• Add the distance to the nearest port and the tribe’s attitude
• Balloon expedition: +3
• Non-balloon expedition AND policy 4 or 5 AND no Askaris: +2
• Starving explorer: +1 or +2 (as many as minuses to movement)
• Known hex OR previously interacted OR guide hired within 6 hexes and policy 3 or 5: +1
• Sick expedition members: +1
• Cautious: +1
• Reckless: –1
2
If 3d6 > modified policy, the tribe is hostile, otherwise neutral
Hostile: If the expedition’s # of muskets > # of natives + raw policy, the tribe hides and there is
no further interaction. Otherwise the tribe attacks.
Natives Attack _________________________________________________________________
Subtract 1 from the tribe’s attitude.
Roll two dice, keep highest. Balloon: +1; Mounted (except in Desert): +1; Foot in Desert: –1
If result < raw policy, the tribe ambushes the expedition: skip the charge
Natives Charge ________________________________________________________________
Expedition retreats if the policy was 2. A Balloon takes off on 2d6 < 11.
Kill one native per shooter (spend ammo). Multiply # kills by d6 (policy 1: 2d6, keep highest):
If result ≥ # of tribe survivors,
the tribe is defeated, otherwise proceed to hand-to-hand combat
Hand-to-Hand Combat __________________________________________________________
Half (round down) the Bearers desert empty-handed. The # of Askaris killed is the tribe’s size
divided by d6 (round down, then add 1). For each Askari killed, the explorer dies on 2d6 = 12
(subtract 1 from the tribe’s attitude). If all Askaris are killed, the explorer is defeated.
Otherwise, do a morale check:
If # of Askaris killed times d6 > initial # of Askaris + 1,
they break and run (explorer is defeated), otherwise they stand and fight
If they stand and fight, apply the same procedure for the Askaris (+explorer) killing natives.
Natives Defeated _______________________________________________________________
A Journalist in Africa gets 1 vp.
The # of prisoners taken is the # of Askaris minus d6; on a 6, the Askaris take no prisoners and
will loot the village if found. An Ethnologist, Doctor, or Missionary must release all prisoners (1
vp). Prisoners may serve as bearers as long as each is guarded by an Askari.
If 2d6 ≤ # of prisoners + raw policy,
the village is found (Balloon always finds it)
If the village is found, it may be looted. An Ethnologist, Doctor, or Missionary may not loot.
Looting: Subtract 1 from the tribe’s attitude. Roll as many d6 as the tribe’s original size:
1–4: 1–4 rations; 5: 1 gift; 6: 1 camel (in Desert), canoe (River, Lake, or Swamp), or reroll
Consequences of Defeat _________________________________________________________
Subtract 1 from the tribe’s attitude. A Journalist in Africa gets 2 vp. Roll d6:
1 or less Held prisoner (Slave traders: treat as a 3). To escape, roll at –2 on this table next
turn. Missionary/Doctor may attempt to evangelise/treat next turn; any attitude
change is a bonus or penalty to subsequent escape rolls.
2 Killed. Subtract 1 from the tribe’s attitude.
3 Escapes alone without food or weapons.
4 Escapes alone with his musket and 9 rations.
5+ Escapes with his musket and 9 rations. Roll on table A once for 5, twice for 6, etc.
Table A: 1 Guide; 2 Askari; 3 Bearer; 4 Camel; 5 Horse; 6 Canoe. Reroll unavailables.
On a roll of 3–6, roll d6: 1–3: 10 rations; 4–5: 10 gifts; 6: 10 muskets and/or ammo boxes
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Negotiation ___________________________________________________________________
Choose how many gifts to offer the chief. Roll 2d6, keep highest. An Ethnologist rolls one
additional die per tribe friendly to him. If you give everything you have, or have nothing to give
(excluding your personal musket), or are alone and starving, success is automatic.
If result × # gifts ≥ size of tribe, it is friendly,
otherwise it is hostile (resolve again, treating hide as poison attempt)
Friendly Natives ________________________________________________________________
A friendly tribe remains friendly until its attitude hits –5; explorer gets +4 when interacting.
If the tribe is new to the explorer, check for bonus.
If no bonus, on 2d6 = 12 you discover Dr. Livingstone.
Doctor: Must spend a turn treating a new tribe:
1 Contract strange disease and die
2 Become sick
3 Fail to halt epidemic; attitude –1, chief makes a poison attempt
4 Successfully treat minor cases
5 Successfully treat moderate cases; attitude +1, 1 vp, witch doctor makes a poison attempt
6 Successfully treat major cases; attitude +2, 2 vp, two witch doctor poison attempts
Ethnologist: Must spend a turn studying a new tribe. If 2d6 = 12, the explorer becomes sick.
Missionary: Must spend a turn evangelising a new tribe:
1 Natives jeer and taunt
2 Natives ignore the Missionary; attitude +1, 1 vp
3 Natives listen respectfully; attitude +2, 1 vp
4 Natives applaud; attitude +3, 2 vp, chief and witch doctor make poison attempts
5 Witch doctor asks to be baptised; attitude +4, 2 vp, chief makes a poison attempt
6 Chief asks to be baptised; attitude +5, 3 vp
Poison attempt: Roll 2d6, keep highest: 1–2 Explorer dies; 3 Explorer sickened; 4+ Attempt fails
Trade: The exchange rates change every turn. Jealous witch doctor makes poison attempt.
1 musket 2d6 gifts
1 ammo box 10d6 gifts (if the natives have been traded muskets before)
1 gift d6 rations
2d6 gifts 1 Askari (with spear), Bearer, Guide, Canoe (River, Lake, Swamp), or Camel
Camels are available only in Desert hexes that are connected to Khartoum by Desert hexes.
Limits: Each native can trade one animal or canoe, hire himself out, or accept a gift or musket.
Hunting ______________________________________________________________________
Ports/missions/hospitals feed you. Otherwise, roll (1 + # Askaris) d6 on the Hunting table (one
at a time if you wish). Spend 1 ammo per whole 10 rations collected.
Balloon: Make a separate hunting roll for the Balloon’s fuel in order to go next turn.
Starvation: Starving personnel deserts (unless guarded by Askaris). If the explorer fails to eat a
third consecutive time, he dies. Desert: Personnel not supplied with water deserts (or dies). An
explorer without water dies.

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Sickness _____________________________________________________________________
Roll a d6 for each sick expedition member (including animals).
Modifiers: Healthy Doctor –1 (incl. port/mission/hospital); starving +1
≤2: recovers; 3: remains ill; 4: improves (cumulative –1 on subsequent rolls); ≥5: dies
Each person abandoned while sick is –1 vp (except with friendly natives); a
Missionary/Doctor/Ethnologist cannot do so. Stretchers may be made (this takes a turn); they
weigh 3 and allow a pair of healthy Bearers to carry one sick person plus a total of 2 portage. A
mounted sick person must have its animal led. Sick animals will not move; they may be killed
but not butchered.
Bonuses
Fulfilment ____________________________________________________________________
If a bonus requires some terrain (or a friendly tribe) to be adjacent (e.g. “find healthy spot for
mission or hospital”), the card may be kept as long as there is a chance that one of the adjacent
hexes may fulfill the conditions, and as long as the expedition does not leave the ring of
candidate hexes.
Mineral Wealth_________________________________________________________________
Samples must be collected (treat as a weight 2 bonus item).
Missions and Hospitals __________________________________________________________
These are built when the hex is published.
Botanist ______________________________________________________________________
When finding a large coffee grove in the desert, if there is neither a River nor an Oasis, add a
previously-unknown Oasis.
Doctor _______________________________________________________________________
When “stopping impending battle between neighbouring tribes”, a second tribe must be in an
adjacent hex (treat as a bonus fulfilment condition). The Doctor must seek this other tribe out,
and receives a +1 attitude bonus if the tribe is not already friendly to him.
Journalist _____________________________________________________________________
When “witnessing a tribal battle”, a second tribe must be in an adjacent hex (treat as a bonus
fulfilment condition). The Journalist must seek this other tribe out, and receives a –1 attitude
bonus if the tribe is not already friendly to him (he did not stop the battle).
Missionary ____________________________________________________________________
When “stopping war between friendly and neighbouring tribe”, a second tribe must be in an
adjacent hex (treat as a bonus fulfilment condition). The Missionary must seek this other tribe
out, and receives a +1 attitude bonus if the tribe is not already friendly to him.
Disasters
Animal Trail: Foot and mounted expeditions only.
(D) Fight over water: Occurs in Desert without River only. May occur at an Oasis.
(D) Sandstorm: Wait out the storm (do not move this turn).
(D) Scorpion: Occurs in camp and thus affects all expedition types.
(J) Leopard: Foot and mounted expeditions only.
(J) Python: The python is shot; only the animal is lost.

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(J) Voodoo Sign: Foot and mounted expeditions only.
(JS) Quicksand: Foot expeditions only (Animals will sense the quicksand).
(M) Avalanche: Foot and mounted expeditions only.
(M) Cold Sickness: Foot and mounted expeditions only.
(M) Flashflood: Occurs in camp and thus affects all expedition types.
(R) Crocodile: Occurs in camp and thus affects all expedition types.
(S) Eating Roots: Also applies if adjacent to Swamp.
(S) Evil Spirits: If in Swamp, the Bearers insist on leaving it at once. If the shortest way out
(ignoring unknown hexes) is not taken, they desert—keep as many as you have Askaris.
The Bearers will refuse to go back into that Swamp system for the remainder of the
expedition.
(S) Guide steps on crocodile: Foot expeditions only.
(V) Black Mamba: Occurs in camp and thus affects all expedition types.
(V) Buffalo: Occurs in camp and thus affects all expedition types. Trophy if shot.
(V) Centipede: “Bearers while hunting” because Bearers accompanied the Askaris in order to
bring back the game.
(V) Elephant Stampede: Roll d6+2 on the Consequences of Defeat table.
(V) Rhino: Occurs in camp and thus affects all expedition types. Trophy if shot.
Miscellaneous
Ammo _______________________________________________________________________
All muskets come with a gun belt of 10 rounds of ammo. Ammo is used while hunting (one
round per whole 10 rations collected), fighting native charges, bagging trophy animals, collecting
certain animal samples (all but the Cichlid Fish, Desert Chameleon, Forest Elephant Shrew,
Goliath Beetle, Mountain Toad, Safari Ants, Striped Swordtail Butterfly, and Termite Mounds),
and defending against certain disasters (such as the rhino in the veldt or the chimpanzee raiders
in the mountains). Ammo boxes cost 10 $, weigh 1 portage, and hold 50 rounds of ammo.
Reloading one’s gun belt during a battle (a rare occurrence) means no shot for that round.
Attacked while with Friendly Natives________________________________________________
During a charge, only the explorer and his Askaris may shoot. During hand-to-hand, all natives
count as Askaris (the tribe size is actually the number of men). Losses are proportional, and the
explorer checks for his own death only for his Askari losses.
Balloon_______________________________________________________________________
Takes a whole turn to assemble if carried inland. An expedition may not be aboard more than
one balloon at a time, and balloons cannot carry animals or canoes. When discovering natives,
the explorer may skip interaction, forfeiting any bonus check.
Caches _______________________________________________________________________
There is a limit of one cache per explorer per hex. In an unpublished hex, an explorer’s cache is
safe from other explorers. In a published hex, other explorers can end their movement and
search for it; it is found on an odd die roll. Also recall that caches are lost upon retrieval on
d6 = 1.

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Desertions ____________________________________________________________________
Bearers leave with a proportional amount of gifts and rations. Likewise for mounted Bearers and
Askaris. If the explorer does Bearer work, one Askari deserts per turn, until the explorer regains
their respect by killing a dangerous animal or vanquishing an unfriendly tribe.
Disbanding Friendly Natives ______________________________________________________
If the explorer is with Friendly natives when they disband (having fallen below size 10 for some
reason), he gets to “loot” the village (he is offered things as the natives pack up and leave).
Epic Journeys _________________________________________________________________
The vp are calculated using the shortest route traceable through the hexes actually entered by
the expedition, giving preference to previously published hexes as much as possible.
Explorer’s Musket ______________________________________________________________
This is the only thing he can carry without losing the respect of his Askaris. It is of sentimental
value and never leaves his person.
Game Scale ___________________________________________________________________
A hex is about 145 km (90 mi) across. A turn is 15 days.
Lone Explorer and Friendly Lake Natives ____________________________________________
A lone explorer will be ferried across a lake by Friendly natives. Movement stops upon reaching
non-Lake terrain.
Oases________________________________________________________________________
An expedition entering an already-mapped but unpublished Oasis hex finds it on an odd d6 roll.
Lost Civilisations
Desert: Ruins _________________________________________________________________
You have stumbled upon long-abandoned ruins. The Bearers, Askaris, and Guides recognise it
as a legendary demon dwelling place. (d6 minus # of Askaris) Bearers desert.
If you decide to explore it, you pitch camp, leaving the animals outside, and go in (you may
cache equipment before doing so). More terrified hands desert (d6 Bearers, then Guides, then
Askaris). Roll d6 (Missionary: +1):
1 The ancient gods still live! In the depths of the ruins the explorer is confronted by the
unspeakable forces of darkness. His expedition is destroyed and he is driven temporarily
insane. He escapes alone into a random adjacent hex, carrying his musket and 9 portage.
2 The city is an empty, crumbling ruin (+1 vp). Deserters ran away for nothing.
3–4 Great sliding blocks of stone trap, crush and kill half (round up) the Bearers and Askaris.
The explorer escapes with a bag of gems worth 500 $. The accesses are sealed shut as
the ruins sink below the sands of the desert, never to be seen again.
5–6 King Solomon’s Mines! The treasure trove is found and looted. The explorer takes two
bags of gems worth 500 $ each; fill the rest of the expedition’s portage with precious
items worth 10 $ each (roll the treasure trove’s size as for tribe size, plus 10). On
subsequent turns, the expedition falls under an eerie curse. Each turn, d6–2 men
(Guides, then Bearers, then Askaris) are found dead, drained bloodless, with a look of
unspeakable terror on their faces. The curse lifts upon reaching a port, mission or
hospital. The explorer may return to finish looting (the gems are found just once) but
must roll again on this table at +1; the curse reactivates every time.

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If there is a White Goddess with the explorer, she keeps her head if he goes insane, remaining
with him (with 9 portage) until he recovers his sanity. She likewise survives the sliding blocks.
She senses the nature of the curse as it comes upon the expedition and will try to ward it off
before it takes its first victim. As a chill wind cuts through the heat of the day, and a shadow
crosses the Sun in a cloudless sky, she will face in the direction of the city you have left, raise
her arms and begin a rhythmic chant. On a d6 ≤ 2, the curse is broken. If the curse holds, she
gets another attempt at +1 when she and the explorer are the only ones left. If she fails, only
she will perish, placing a protective geas upon the explorer as her dying act —the explorer falls
victim to the curse only a d6 = 1.
On his return to civilisation, the explorer may publish the hex as uninhabited unless it is King
Solomon’s Mines, since no one will believe more than one could possibly exist. He may tell his
adventures to a well-known novelist who will publish them as a work of fiction, the only form in
which they can be presented to the public. This nets the explorer another 500 $ (Journalist:
1000 $ because of his writing skill). Add 250 $ if the White Goddess tragically died while
protecting her husband from the curse. Repeat visits to the lost city may be published as
sequels only by the Journalist, for 250 $.
No other explorer will find the lost city (assuming it’s still there) upon visiting the hex. Neither
will the original discoverer if accompanied by another explorer. He can only return on his own.
Veldt or Jungle: Elephants’ Graveyard ______________________________________________
You have found the fabled Elephants’ Graveyard! Roll number of tusks as for tribe size, plus 10.
Elsewhere: Atlanteans ___________________________________________________________
You have discovered a glittering city inhabited by descendants of the mythical Atlanteans. Your
first glimpse is of tall, tan-skinned people wielding bronze weapons and wearing ornaments of
gold and precious gems. Roll d6:
Odd The Native Kingdom is ruled by a Tyrant Warrior-King.
Even The Lost City is ruled by an evil High Priest and a beautiful White Goddess.
In both cases the army size is rolled as for tribe size, plus 10. If the explorer is already married
to another city’s White Goddess, he automatically encounters a Tyrant Warrior-King.
Choose a policy:
1. Expedition immediately retreats. The hex remains unexplored and if it is re-entered the
lost civilisation will not be found again. Maybe it was a collective hallucination?
2. Expedition approaches the city walls while putting on a great show of force.
3. Expedition approaches the city in a friendly manner, attempting to communicate by signs
and gestures. The explorer discovers, to his amazement, that some of the ruling class
speak a form of ancient Greek. Having had a classical education himself, the explorer
naturally speaks classical Greek.
The explorer may cache equipment before approaching the city. Base number is 9.
Modifiers:
• Balloon expedition: +3
• Non-balloon expedition AND policy 3 AND no Askaris: +2
• Starving explorer: +1 or +2 (as many as minuses to movement)
• Previously interacted: +1
• Sick expedition members: +1
• White Goddess rules the Lost City: +1 (she’s interested)
• White Goddess with the explorer: +1 (the Tyrant is interested)
• Cautious: +1 Reckless: –1
• Guide hired within 6 hexes: –1 (neighbouring tribes are oppressed by the lost civilisation)
8
If 3d6 > modified base number, they attack;
otherwise, the explorer is Guest of the City
Lost Civilisation Attack __________________________________________________________
If d6 ≤ policy, it’s an ambush: skip the charge.
Lost Civilisation Charge __________________________________________________________
A Balloon takes off on an even d6.
Kill one soldier per shooter (spend ammo). Multiply # kills by d6:
If result ≥ # of surviving soldiers,
the civilisation is defeated (go to Guest of the City), otherwise proceed to
hand-to-hand combat
Hand-to-Hand Combat (same as against natives) _____________________________________
Half (round down) the Bearers desert empty-handed. The # of Askaris killed is the army’s size
divided by d6 (round down, add 1). For each Askari killed, the explorer dies on 2d6 = 12. If all
Askaris are killed, the explorer is defeated. Otherwise, do a morale check:
If # of Askaris killed times d6 > initial # of Askaris + 1,
they break and run (explorer is defeated), otherwise they stand and fight
If they stand and fight, apply the same procedure for the Askaris (+explorer) killing soldiers.
Lost Civilisation: Consequences of Defeat ___________________________________________
The explorer and the rest of his expedition are thrown in a dungeon; all supplies are lost but the
expedition is fed (if badly) and the sick well cared for (as per hospital).
Tyrant Warrior-King: A Young Noble Scholar aspirant to the throne contacts the explorer and
offers to help in return for his support in a forthcoming rebellion.
White Goddess: She falls in love with the explorer, has him released by day under guard, and
pledges to help him escape.
The ruler orders the explorer thrown into the sacred pool next turn, where he will be devoured
by a mosasaurus, a gigantic aquatic dinosaur which has miraculously survived the eons in the
lost city. The explorer must now choose whether to try to escape from prison or to challenge
the priest of the monster god to a duel of magic and faith (this challenge may be issued just
once). If the monster was slain earlier, the explorer is destined for the Altar; if the High Priest
(or his predecessor) lost or drew a duel of magic and faith, he refuses the challenge. A turn
passes.
Escape attempt: Roll d6, +1 if there is a rebel faction, +1 if there are Askaris.
1–3 The attempt fails! If the Young Noble Scholar has seized power, see below. Otherwise,
security is tightened, and the surviving expedition members are sacrificed. Next turn the
explorer is taken to the Monster Pool (or the Altar if the monster is dead).
4+ The attempt succeeds! The explorer escapes with 100 $ in gold (Geologist: 500 $ in
gems), the White Goddess (if present), d6 Askaris, and a Guide. If animals are available,
the group escapes on/with them on a d6 of 1–2. If the Young Noble Scholar has seized
power and the explorer later returns to the city, go directly to Guest of the City.

9
Duel of magic and faith: The explorer challenges the high priest to a public duel of “magic” using
gunpowder, a magnet, and a magnifying lens. Roll d6, +1 if there is a White Goddess, +1 if
Missionary, –1 if no ammo.
0–3 The high priest is no fake! Using powers of lost Atlantis science, he creates a rain storm
(putting out the burning gunpowder) and shoots a lightning bolt from his wand
(demagnetising the magnet and cracking the magnifying lens). Next turn the explorer
goes to the Monster Pool (or the Altar).
4–5 The duel is a draw: the high priest has hypnotic powers. The explorer is thrown back into
prison, where he must Attempt to Escape next turn.
6+ The high priest is a fake! The explorer humiliates him and is accepted as Guest of the
City.
The Monster Pool: The explorer is taken to the temple and is thrown into the Monster Pool. Roll
d6, +1 if there is a White Goddess:
1–3 The explorer is devoured by the mosasaurus.
4–5 The Young Noble Scholar or White Goddess smuggle a musket to the explorer. If the
explorer had no musket and ammo left, reroll. He shoots and kills the monster god. In
the resulting confusion, he Attempts to Escape (all rolls at –1 until Guest of the City).
6+ The explorer breaks his golden chains and throws the Tyrant Warrior-King or evil High
Priest to the monster, which promptly chokes on it and dies. The explorer is accepted as
Guest of the City. The Young Noble Scholar takes power.
The Altar: The death of the monster god has caused a crisis within the city. The ruler has
erected an altar in the temple, and built a great bonfire next to it. He will personally conduct a
human sacrifice and burnt offering to appease the angry spirits. The explorer, as the one mainly
responsible for the current state of things, is to be the guest of honour.
Roll d6, +1 if an Ethnologist, +1 if there is a White Goddess:
1-3 The explorer is sacrificed. If there is a White Goddess, she strides forward and mortally
stabs the High Priest who slew her love, and then leaps into the flames after him. This
action throws the city into upheaval. News of the disturbances are spread to neighbouring
tribes by those who flee the city, heedlessly leaving the Path open. This lasts until
another explorer reaches the city again (a new High Priest will have taken power, but
there is no longer a White Goddess). This truly incredible story, with its overtones of
ancient myth, is worth an extra 250 $ when published.
4-5 The explorer has used his classical education to figure out the priests’ sacred language of
Old Atlantean (a really archaic form of Ancient Greek). He shouts for a stop to the
ceremony and his immediate release, in the name of the angry gods! Whilst the
thunderstruck populace stares in amazement, he seizes the great sacrificial dagger and
plunges it into the ruler’s heart. He then runs for it (resolve Escape Attempt). The Young
Noble Scholar takes power.
6+ As above, except that just as the explorer is about to run for it, he is blocked by the entire
population kneeling down before him. Next turn, he is Guest of the City.

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Guest of the City _______________________________________________________________
The explorer and his expedition spend a turn enjoying the hospitality of the city: they are fed,
and any sick cured.
Botanist: Receive a Miracle Cure (d6 doses).
Doctor: Receive a Miracle Cure (d6 doses). The explorer cannot treat the inhabitants as they
are all in perfect health!
Ethnologist: Take notes on Atlantean history (treat as a second book, below).
Missionary: May attempt to evangelise the inhabitants. Roll d6, add 2 if the high priest was
vanquished earlier:
1–2 Speech infuriates the existing priesthood: go to Consequences of Defeat
3 Inhabitants listen respectfully: 1vp
4 Inhabitants applaud: 1 vp, jealous high priest (if present) makes a poison attempt
5 High priest asks to be baptised: 2 vp but tyrant (if present) makes a poison attempt
6+ Ruling class (incl. White Goddess) asks to be baptised: 3 vp
Zoologist: Take notes on the mosasaurus (treat as a second book, below). If it has been killed,
he gets a hold of its skull (weight 7, worth +2 vp).
If the ruler is the Young Noble Scholar
The explorer is brought before him and is told that the old power-cult has been overthrown and
that the city has returned to its ancient Aristotelian ethics. The Young Noble Scholar is now the
city’s Philosopher-King. He discourses upon ethical monotheism and the pharaoh Akhenaton for
a time. He then releases the explorer’s surviving companions and loads him down with 9 bonus
items, strangely engraved curios wrought of precious metals. They look oddly like an item he
once saw in the bazaars of Khartoum, which the seller claimed came from some desert lost
demon city. He laughed…then.
The Philosopher-King then says that the expedition is free to leave. The explorer may hire
personnel as when trading with a friendly tribe before leaving.
If any explorer later comes back to the city, it will have vanished! Did it sink into the ground?
Has it been hidden by the lost ancient arts of Atlantis? Whatever the reason, there is no sign it
was ever there, except a small memorial to the great god Aton. This contains another d6
strangely engraved curios wrought of precious metals. The explorer can only march off,
wondering at the mysteries hidden in the heart of Africa.

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If the ruler is an Evil High Priest or Tyrant Warrior-King
The explorer discovers that, unfortunately, no one is ever allowed to leave the city alive. He
determines to flee, taking as much treasure as he can. Roll d6, +1 if there is a White Goddess,
+1 if the explorer previously defeated the army or won a duel of magic and faith:
1–3 Attempt fails. The rest of the expedition is killed, go to Consequences of Defeat except
that a Guest of the City result (following a Duel of Magic and Faith) allows a new Escape
Attempt at +1.
4 Mountain: An unsuspected volcano erupts. Veldt: An earthquake swallows the city into a
gaping hole that later fills to become a Lake or Swamp. Lake, Swamp: An earthquake
sinks the city. Jungle: A catastrophic fire reduces the city to rubble (terrain becomes
veldt). The explorer escapes with 500 $ in gems while the entire population of the city,
including the White Goddess (if present) and the rest of the expedition perishes in the
cataclysm.
5 The explorer escapes with 500 $ in gems, accompanied by the White Goddess (if present)
and any remaining expedition members minus one Askari. If there were no Askaris left,
the White Goddess falls into a chasm, lake, river, or swamp and dies tragically.
6+ The explorer escapes with two bags of gems (500 $ each), accompanied by the White
Goddess (if present) and any remaining expedition members; fill the rest of the
expedition’s portage with precious items worth 10 $ each (roll the treasure trove’s size as
for tribe size, plus 10, plus the initial army size).
On his return to civilisation, the explorer may publish the hex as uninhabited unless it is the Lost
City, or the Native Kingdom, since no one will believe more than one could possibly exist. He
may tell his adventures (assuming he did enter the city) to a well-known novelist who will
publish them as a work of fiction, the only form in which they can be presented to the public.
This nets the explorer another 500 $ (Journalist: 1000 $ because of his writing skill). Repeat
visits to the lost city may be published as sequels only by the Journalist, for 250 $.
No other explorer will find the lost city (assuming it’s still there) upon visiting the hex. Neither
will the original discoverer if accompanied by another explorer. He can only return on his own,
in which case he rolls at +1 on all tables (+2 if the White Goddess—his wife—is with him). She
has learned to shoot a musket and shares in the risk, dying in the explorer’s stead on the first
occasion (she does not protect against poison attempts).

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