The Warriors will be risking their lives exploring the temple cities of the Lizardmen. They will have to face new creatures such as Saurus warriors and Skinks. As well as these they may also have to face the Slann and other creatures from this Lost World. The warriors will need all their strength and courage to face the horrors which await them in Lustria.
Reaching the Lost Kingdoms is weell worth the added risk of sea travel. The rumours of fabulose wealth are usually true and a skillful band of warriors can return to the Old World from this exotic realm and live like lords.
To play a Lost Kingdom Adventure simply set up an adventure as normal. By using the rules in this supplement you can vary the events and monster you find to there more exotic counterparts. As well as using these rules the dungeons and temples of the lost kingdoms are filled with treasure. Every time you gain a piece of treasure roll a D6 and on a 4+ you will recieve an extra item of treasure as well.
Lost Kingdom Campaigns:
You can play several adventures in the Lost Kingdoms linking them together as a campaign. However, this is very difficult for Warriors as strangers in a strange land and dare not get involved with the locals. For this reason, the only settlements they can Safely visit while in the Lost Kingdoms are Seaprots and Cities, which are more cosmopolitan than the majority of settlements. This makes it important that the party "stock-up" before a quest into the Lost Kingdoms.
Warriors may still visit smaller settlement, but this can be dangerouse. Roll 2D6 on the Settlement Event Table each day and every seven days (rather than 14) roll on the Catastrophic Events table.
All items brought in Cities and Seaports whilst in the Lost Kindoms will cost double because they must be inported from the Old World.
It takes an extra 3 weeks to reach a settlement whilst in the Lost Kindoms this is because of the poor knowledge of the area and small number of settlments.
Warriors may choose not to visit settlements and go straight from dungeon to dungeon . This takes D6+3 weeks which is resolved on the Wilderness Hazards table as normal.
Dungeon cards. You will need to sort out the dungeon deck slightly differently from the way you normally do. Put all Objective Rooms except the Throne of the Old Ones back in the box. Shuffle the Dungeon cards, deal out 10, and put the rest back in the box. Shuffle the Jungle Passage and Temple of Sortek in with these 10 cards to make a deck of 12 Dungeon Cards.
Now proceed as normal: deal out six Dungeon cards and suffle the Objective Room card (Throne of the Old Ones) in with them. Place these cards face-down on the table, and put the other six Dungeon cards on top of them to form the Dungeon deck for your Lizardman adventure.
"M" Event cards. There should be enough cards to have a total Lizardmen adventure. You may not have enough figures for all the new cards, for now you can replace these cards with some other cards of your own or from Warhammer Quest.
"E" Event cards. The new special event cards should be combied with the "M" event cards to make the Event deck.
Treasure cards. The Lizardmen treasure cards in this pack can be shuffled and placed on the top of the treasure deck to represent that the majority of treasure will be Lustrian in origin.
LIZARDMEN
| Troop Type | M | WS | BS | S | T | W | I | A | Gold | Arm | Dam | Special |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Skink Archers | 6 | 2 | 5+ | 3 | 2 | 2 | 4 | 1 | 20 | 2 | 1 | Poisoned Bows (Str1,2dam) |
| Skink Javalins | 6 | 2 | 5+ | 3 | 2 | 2 | 4 | 1 | 20 | 2 | 1 | Javalins (Str3) |
| Skink Champion | 6 | 3 | 4+ | 4 | 2 | 9 | 1 | 2 | 150 | 2 | 1 | Magic Weapon |
| Skink Hero | 6 | 4 | 3+ | 4 | 3 | 15 | 6 | 3 | 330 | 2 | 1 | Magic Weapon;Magic Resistance 5+ |
| Skink Shaman | 6 | 2 | 5+ | 3 | 3 | 3 | 5 | 1 | 280 | 1 | 1 | Battle Magic 1;Magic Resistance 5+ |
| Cold Ones | 8 | 5 | - | 4 | 4 | 4 | 1 | 4 | 45 | 1 | 1 | Skinks are Riders |
| Terradons | 8 | 3 | - | 4 | 4 | 4 | 1 | 4 | 45 | 1 | 1 | Skinks are Riders; Fly; Drop Rocks(Str6) |
| Saurus Warrior | 4 | 3 | - | 4 | 4 | 3 | 1 | 2 | 55 | 2 | 1 | |
| Saurus Champion | 4 | 4 | - | 5 | 4 | 18 | 2 | 3 | 330 | 2 | 2 | Magic Weapon |
| Saurus Hero | 4 | 5 | - | 5 | 5 | 25 | 3 | 4 | 720 | 2 | 2 | Magic Weapon;Magic Resistance 5+ |
| Temple Gaurd | 4 | 5 | - | 5 | 4 | 5 | 2 | 2 | 65 | 3 | 1 | Gaurd(Slann) |
| Kroxioger | 6 | 5 | - | 5 | 5 | 20 | 1 | 4 | 840 | 2 | 2 | Fear 5 |
| Salamander | 6 | 5 | - | 5 | 5 | 20 | 2 | 6/td> | 800 | 2 | 1 | Spit Venom(Str4,2dam) |
| Stegadon | 6 | 2 | - | 7 | 6 | 40 | 2 | 5 | 1000 | 3 | 3 | Fear 4; Giant Bow(Str5) |
| Slann Mage | 4 | 3 | 6+ | 4 | 4 | 25 | 2 | 3 | 1000 | - | 2 | Magic Weapon; Shild of Old Ones(4+Save); Battle/High Magic 1 |
| Slann Mage Champion | 4 | 4 | 5+ | 6 | 4 | 30 | 3 | 4 | 1500 | - | 2 | Magic Weapon; Shild of Old Ones(4+Save); Battle/High Magic 2 |
| Slann Master Mage | 4 | 5 | 4+ | 6 | 5 | 35 | 5 | 6 | 2500 | - | 2 | Magic Weapon; Shild of Old Ones(4+Save); Battle/High Magic 3 |
| Slann Mage Lord | 4 | 6 | 3+ | 6 | 5 | 40 | 6 | 8 | 3700 | - | 2 | Magic Weapon; Shild of Old Ones(4+Save); Battle/High Magic 4 |
| Special Charecters | ||||||||||||
| Raptor | 6 | 6 | - | 6 | 5 | 25 | 2 | 6 | 1000 | - | 2 | Fear4; Ambush |
| Slann Mage Xoxzar | 2 | 3 | 6+ | 4 | 4 | 25 | 2 | 3 | 1000 | - | 2 | Magic Item(Plaque of Xhotl); Shild of Old Ones(4+Save); Battle/High Magic 1 |
| Chexo the Saurus | 4 | 5 | 6+ | 5 | 5 | 25 | 3 | 4 | 840 | 2 | 2 | Magic Weapon; Ignore Pain 5+; Double Attacks (8) |
| Tzeixl the Skink | 6 | 4 | 2+ | 4 | 3 | 15 | 6 | 3 | 420 | 2 | 1 | Magic Weapon; Shild of Old Ones(4+Save); Ignore Pain 6+ |
If the Raptor or/and Chexo have been killed earlier they will not appear in the final objective room. If you are not playing Throne of the Old Ones and you roll on this table Lord Xoxzar will be a normal Slann Mage, and Tzeixl and Chexo will be normal heros. The Raptor will be a Kroxigor.
2. SHIFTING SANDS
A deluge of hot sand starts to pour into the dungeon through grilles in the walls of this room. Although there is time to escape, this makes the Warrior's footing unstable.
While on this board section, each warrior must roll a D6 and add their Strength at the start of the Warrior's Phase. On a roll of 6 or less the warrior is unbalanced and falls over - place him prone for the turn.
3. SNAKE PIT
The foor of the room is covered with writhing snakes, coiling about your legs and hissing loudly. Unless your warriors tread warily they may be bitten.
For each square over one that a warrior moves in aturn, roll a D6. On a roll of a 1 the Warrior is bitten by an irritated snakes, and suffers 1 wound. the snakes' bite carry potent venom (see rules for poision). Monsters are uneffeted by the snakes.
4. ALARM
As they enter, one of teh Warriors trips a wire which sets off a cacophonic din of gongs and bells. The Warriors should really watch their step from now on as the Monsters know they're coming!
All Monsters for the rest of the dungeon gain the Ambush (6+) ability. On the roll of a 6 the monsters attack as soon as they are placed on the board.
5. SLIDING WALL
As the Warriors enter, the wall behind them starts to grind across the doorway, blocking off the route out of the dungeon.
Unless one of the Warriors discards a weapon or door spike to wedge the sliding wall in place the exit is closed off, just as with the Cave-in-Event.
Draw another Event card immediately.

Monster Placement in the Lair:
In the Monsters' Phase after the Warriors have entered the Objective Rom, you will find out what evil Monsters they meet. Roll on the Slann Objective Room Table to see what monsters are there, and then place the monsters occording to the following rules.
1. Lord Xoxzar will be placed on the golden throne at the back of the room.
2. The Temple gaurd will be in the squares around Lord Xoxzar.
3. The Raptor/Kroxigior will be placed in the center of the snake pit.
4. All skinks are places at the back of the room, so they can fire their bows.
5. Sauruses will be placed on the six squares either side of the Snake Pit.
Special Rules:
The Snake Pit. Fighting near the Snake pit is particularly dangerous. If any warrior is standing in an square adjacent to the pit gets a natural 1 when rolling to hit will loss his balance and fall into the pit. Roll a d6:
1-3. The Warrior falls into the pit and lands at the bottom (-D3 wounds).
4-5. The Warrior grabs the edge of the pit and cuts him self on the spikes (-D6 wounds). If next turn a sqaure next to him is empty he may climb out next turn.
6. The Warrior leaps out of the way and lands in a empty square on the steps.
The pit is magicly protected by the Slann. You cannot use missile weapons or magic on monsters in the pit. They must be killed in hand to hand combat.

Monster Placement in the Lair:
In the Monsters' Phase after the Warriors have entered the Objective Room, you will find out what evil Monsters they meet. Roll on the Slann Objective Room Table to see what monsters are there, and then place the monsters occording to the following rules.
1. Lord Xoxzar will not be placed.
2. The Temple gaurd will be placed on the squares as you enter the Spawning Pool.
3. The Kroxigior will be placed in the spawning pool.
4. All skinks are places in the spawning pool.
5. Sauruses will be replaced by skinks and are placed in the spawning pool.
Special Rules:
The Spawning Pool Fighting in the Spawning Pool is difficult for the Warriors they have a -1 BS and -1 WS when fighting in the pool.

The Temple of Sortek also has special rules connected with it.
Monsters. The room has 1d6+6 snakes on the floor which coveres the first row of squares. They cannot climb up the steps. It also has D3 Temple Gaurds gaurding it.
Special Rules:
Multi-level Room. The room is on two levels, as you enter the room you are standing on the ground and steps go up on to the dais which covers the other squares of the room.
Power. As a magicical room Wizards may not cast spells at all unless they roll a 6 in the power phase.

The Jungle Passage has special rules connected with it.
Monsters. Raptor ambushes warriors when the arrive in the passage.
Special Rules:
Overgrown. The Warriors move at half movement because the passage is so over grown. Also Warriors have a -1BS when shooting because the foliage gets in the way.
Ambush. Any 'M' event cards drawn while in this room count as ambushers.
This section of the rulebook contains six new adventures for your Warhammer Quest games. Now, when you are selecting which adventure to play, you can elect to play an 'Lizardman' adventure, or you can shuffel the Throne of the Old Ones in with the other Objective Room cards before choosing one at random as usual.
However you end up playing an Lizardman adventure, roll a dice and consult the next few pages to see which specific adventure you will be playing.
The set up rules for each adventure are just the same as those for any game of Warhammer Quest, unless there are special rules set down in a specific adventure. Usually though, the Warriors will fight their way through the dungeon until they reach The Throne of the Old Ones, their objective room. There they will succeed in their quest or die trying!
When playing as part of a campaign you warriors must be in the Lost Kingdoms to play this type of adventure.
Special Rules:
Because the Warriors have had to walk through the hot steamy jungle they can on carry two items of equipment, one must be a weapon the other is up to the warrior. The rest of their equipment has been hidden at the settlement and they can recover it on their return.
Throne of the Old Ones.
Use the Throne of the Old Ones Objective room Monster Table to see what monsters are in the room. Once all the monsters in the room are dead the warriors search the room and find many artifacts which are worth a lot of money at the local settlements. On their return to the settlemnt they have all their equipment back and 1D6 x 100 gold each.
Special Rules:
Set the dungeon deck up as normal. If you draw the Event card Raptor, or are ambushed by him, and you kill the beast he will run of down the corridor instead of dying. You will still get the gold for killing it.
Throne of the Old Ones.
Use the Throne of the Old Ones Objective room Monster Table to see what monsters are in the room. Also add Raptor in the snake pit. Once all the monsters in the room are dead the warriors take the body of the Raptor back to the settlement. This takes an extra 2 days because they have to carry the Raptor with them. On their return to the settlemnt they are paid by a rich merchant for the Raptors body. He pays you 1D6 x 50 gold each + 100 gold to whoever killed the Raptor.
Throne of the Old Ones.
Use the Throne of the Old Ones Objective room Monster Table to see what monsters are in the room. Once all the monsters in the room are dead the warriors take the Plaque of the Old Ones from the slann mages hands. As you take it the floor starts to fall away and 2D6 squares fall away each turn. You must get out of the room before it collapes. If you don't then you are killed. The Imperial Scientist will pay you 1D6 x 50 gold each + an item of treasure to whoever took the plaque.
Special Rules:
Set the dungeon deck up as normal. Every time you kill a Lizardman you will get double the gold for killing them.
Throne of the Old Ones.
Use the Throne of the Old Ones Objective room Monster Table to see what monsters are in the room. Once all the monsters in the room are dead the warriors can escape through a seret passage at the back of the throne room. On their return to the settlemnt they are each given an item of treasure as thanks for their good deed.
Special Rules:
Set up the dungeon deck as normal, making sure you have inclued the Spawning Pool dungeon room.
The Spawning Pool
Use the Spawning Pool Objective room Monster Table to see what monsters are in the room. Once all the monsters in the room are dead the warriors may drop the black liquid into the spawning pool.
The Colonists will pay you 1D6 x 50 gold each.