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If your keeper can't afford it, chip in and buy it for him. You won't regret it. The Antarctic Explorer pack is also nice, but not necessary for playing.
The story brings the players from 1930s New York to New Zealand to Antarctica and finally to uncover the tragic fate of the Miskatonic University Expedition that preceded them, chronicled in Lovecraft's short novel "At The Mountains of Madness". Along the way, they will encounter murder, mayhem, sabotage, the lost chapter of Edgar Allan Poe's "Narrative of Arthur Gordon Pym" and at last, the ice-bound city of the Elder Things where a secret beyond imagining lurks.
The sheer amount of work that has been put into this is amazing. Everything to prepare you for an Antarctic expedition from shipping manifests to equipment is detailed - and even made part of the adventure. The supernatural element of this adventure is surprisingly minimal for a Cthulhu tale, but it is no less suspenseful or terrifying to face up to madness and thuggery. At the end of the day, the Elder Things are alien creatures more akin to extraterrestials than ghosts. Think of John Carpenter's "The Thing" and you'll start to get a feeling of what I'm driving at.
This is not a book or a campaign to be undertaken lightly - it will take a lot of hard work from both Keepers and players to make it work. On the down side, the adventure tends to be a little linear and assumes too many things to make the plot work. However, I literally could not put it down - heavy as it was - it was also a compelling read just for the sheer amount of *story* alone. As a high water mark for would-be game designers to read and emulate, it is in a class of its own. Well worth the price, and the read.
But you should play it. I have *almost* finished the campaign and it's been a nine-month blast!