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TWG Chain Reaction Expansion Adventures in Lost Lands PDF
TWG Chain Reaction Expansion Adventures in Lost Lands PDF
TOC
ADVENTURES IN THE LOST LANDS
Specific Medium Fierce 13 Harvesting the Kill 22
Specific Small Fierce 14 Defending a Kill 22
Generic Feeder 14
Specific Gigantic Feeder 14 GATHERING 23
Specific Large Feeder 14
Gathering Food 23
Specific Medium Feeder 14
Gathering Table 23
Specific Small Feeder 14
Carrying Items 23
Generic Fierce Mammals 15
Specific Gigantic Fierce Mammal 15
Specific Medium Fierce Mammal 15 RAID 24
Specific Small Fierce Mammal 15 Finding the Camp 24
Generic Feeder Mammals 15 Setting Up Camp 24
Specific Gigantic Feeder Mammal 15 Occupants 24
Specific Large Feeder Mammal 15 Who Activates First 24
Specific Medium Feeder Mammal 15 Taking Captives 25
Specific Small Feeder Mammal 16 Captive Movement 25
Escape 25
AFTER THE BATTLE 16 Improving Rep d6 25
Loot 25
After the Battle Recovery Table 16
CONQUER 25
RESOLVING PEFS 16
PEF Resolution Table 16 CONTACT 26
PEF Resolution – Dinosaur 16 Finding the People 26
Rival Clans 17
PEF Resolution – Caveman 17 RESCUE 26
Friendly Cavemen 17 CAMPAIGN 26
PEF Resolution – Lost World 17
PEF Resolution – Expedition 17 TYPES OF CAMPAIGN 26
PEF Resolution – Adventurers 18
Grow Your Tribe? 26
Your Village 27
HOW MANY OF THEM 18
TIME IN THE CAMPAIGN 27
HOW NPCS MOVE 18
PEF Movement Table 18 AREAS 27
NP Movement Table 18
Lemuria Map 27
ENCOUNTERS 19 HOME BASE 27
EXPLORE 19 FOOD 27
Exploring the Section 19
Tracking Your Food 27
Exploration Table 20
TOC
ADVENTURES IN THE LOST LANDS
Charge into Melee Table 30
Melee Combat Table 30
Melee Damage Table 30
Challenge Test 31
PEF Movement Table 31
PEF Resolution Table 31
PEF Resolution – Dinosaurs 31
Generic Fierce Dinosaurs 31
Generic Feeder Dinosaurs 31
PEF Resolution – Caveman 32
Australopithecus List 32
Cro-Magnon List 32
Neanderthal List 32
PEF Resolution – Lost World 32
PEF Resolution – Expedition 32
PEF Resolution – Adventurers 33
Adventurers List 33
Natives List 33
How Many of Them 33
NP Movement Table 33
TOC
ADVENTURES IN THE LOST LANDS
Specific Gigantic Fierce, 13
Specific Gigantic Fierce Mammal, 15
INDEX OF TABLES Specific Large Feeder, 14
Specific Large Feeder Mammal, 15
Adventurers, 3, 33 Specific Large Fierce, 13
Australopithecus, 2, 32 Specific Medium Feeder, 14
Challenge Test, 31 Specific Medium Feeder Mammal, 15
Charge into Melee Table, 30 Specific Medium Fierce, 13
Conversion Table, 11 Specific Medium Fierce Mammal, 15
Cro-Magnon, 2, 32 Specific Small Feeder, 14
After the Battle Recovery Table, Dinosaur, 16 Specific Small Feeder Mammal, 16
Reaction Tests, Dinosaur, 29 Specific Small Fierce, 14
Distilling Table, 10 Specific Small Fierce Mammal, 15
Exploration Table, 20 Vehicle Fast Move Test, 7
Gathering Table, 23 Vehicle Repairs Table, 10
Generic Feeder, 31 Vehicles Table, 6
Generic Feeder Mammals, 15
Generic Fierce, 31
Generic Fierce Mammals, 15
Getting Stuck Test, 9
Kill Shot Table, 21
Lose Control Test, 8
Melee Combat Table, 30
Melee Damage Table, 6, 30
Mercy Table, 28
Natives, 4, 33
Neanderthal, 3, 32
NP Movement Table, 18, 33
Opposites, 4
Out of Gas Table, 10
PEF Movement Table, 18, 31
PEF Resolution – Adventurers, 18, 33
PEF Resolution – Caveman, 17, 32 SPECIAL THANKS TO:
PEF Resolution – Dinosaur, 16, 33
Paul Kime: For another great cover.
PEF Resolution – Expedition, 17, 32 Ken Hafer, Bob Minadeo and Ron "Baddawg"
PEF Resolution – Lost World, 17, 32 Strickland: For insisting that, "It's not just a gang
PEF Resolution - Expedition, 17, 32 warfare game."
The THW Guys on the Group and Forum: For the
Ranged Combat Damage Table, 5, 30 constant support.
Reaction Tests, 29 Clay Skaggs – For editing.
Running Into or Through Table, 8 Craig Andrews – For digital editing.
And Lil…
Specific Gigantic Feeder, 14
Specific Gigantic Feeder Mammal, 15
TOC
ADVENTURES IN THE LOST LANDS
PROLOGUE HUMANOIDS
You heard the whispers. Giant creatures from the dawn of
time, alive and walking the earth: Dinosaurs! How can it This section will explain how to play Adventures in the
be? As a hunter, you had to find out the truth, so you Lost Lands with Humanoids only. After you feel
followed the rumors to this God-forsaken corner of the comfortable with this section you can move on to the
world. Dinosaurs. (1)
You’ve spent days and large sums of money in tracking the (1) When you read Dinosaurs, we also mean the Mammals (page
Beast, and now it’s come to this. Your bearer trembles as 15) found in the book.
he pulls back the branch giving you a clear view of the
Beast. As you steady your aim it turns, looks you in the
eye, and at that moment you wonder… TYPE OF GAME
Who’s hunting who? There are four ways to play Adventures in the Lost Lands
and the choice is up to you. Here’s how we do it:
DINOSAURS - In these games you are a Dinosaur.
Only the Dinosaur Lists are used.
INTRODUCTION CAVEMAN - In these games you are a Caveman.
Only the Cavemen Lists are used. You can use
Adventures in the Lost Lands is the first supplement for some or all of the Lists.
Chain Reaction 3.1 (CR 3.1). It is not a stand-alone game LOST WORLD - In these games you can choose to
and you will need a copy of CR 3.1 to play. You can be a Dinosaur or a Caveman. The Dinosaur and
download this free game off our website at: Cavemen Lists are used.
LOST WORLD EXPEDITION - In these games you
http://www.twohourwargames.com/chrefive.html
can choose to be a Dinosaur, Caveman, or
Unless specified differently, all rules in Chain Reaction Adventurer.
3.1 apply.
Once you have chosen what type of game you will play go,
to the appropriate List (page 2) and recruit your first group
(CR 3.1 page 6). (1)
(1) You can choose to recruit your first group later in your career
but you can only recruit one group. Adding members after your
one time of recruitment requires you finding new NPCs and
having a successful Challenge with each one.
HUMANOID LISTS
The following Lists are used for Humanoids.
AUSTRALOPITHECUS
CRO-MAGNON
NEANDERTHAL
ADVENTURERS
NATIVES
AUSTRALOPITHECUS
In Adventures in the Lost Lands, these are the missing link.
Not quite an ape and not quite a human, these creatures are
basically pretty docile and timid. This is the hardest
Caveman type to succeed with.
CRO-MAGNON
# TYPE REP WEAPON SPECIALS
(1)
1 Leader 4 Two-Hand Weapon Fierce
2 Hunter 4 Two-Hand Weapon (1) Fierce
3 Tribesman 3 Two-Hand Weapon (1) Brute
4 Tribesman 3 One-Hand Weapon Brute
5 Female 3 Improvised Weapon Skittish
6 Female 2 Improvised Weapon Skittish
(1) The Two-Hand Weapon is a spear that can be thrown 6”
using the Ranged Combat Table. Impact is 2.
AUSTRALOPITHECUS
FIERCE - Counts a +2d6 in Melee versus other
# TYPE REP WEAPON SPECIALS
Humanoids. Takes the Crisis Test with 3d6,
1 Leader 4 One-Hand Weapon Brute counting the best two results.
2 Tribesman 3 Improvised Weapon Skittish BRUTE - Counts a +1d6 in Melee versus other
3 Tribesman 3 Improvised Weapon Skittish Humanoids. Takes the Crisis Test with 3d6,
4 Tribesman 3 Improvised Weapon Skittish counting the best two results.
5 Female 2 Improvised Weapon Skittish SKITTISH - Counts a -1d6 in Melee versus all.
6 Female 2 Improvised Weapon Skittish Takes the Crisis Test with 1d6. Any result of
Hunker Down becomes Leave the Battlefield.
ADVENTURERS
# TYPE REP WEAPON SPECIALS
1 Leader (a) 5 Combo (1) Fierce
2 Femme Fatale (b) 3 Combo (1) Inspire
3 Guide 4 Bolt-Action Rifle None
4 Hunter (c) 4 Big Game Rifle (2) None
5 Askari (d) 3 Bolt-Action Rifle None
6 Bearers (e) 3 Improvised Weapon Skittish
(a) When playing Military Expeditions, this is the Commanding
Officer. (b) When playing Military Expeditions, replace this with
a Rep 4 Junior Officer; one only. (c) When playing Military
Expeditions, replace this with a Rep 4 Soldier with a Semi-
Automatic Rifle. (d) Natives with European training. (e) Local
natives. (1) Armed with Semi-Automatic Rifle and Pistol. (2)
Bolt-Action Rifle with Impact of 5.
NATIVES OPPOSITES
# TYPE REP WEAPON SPECIALS
There will be times when characters from different Lists
(1) (2)
1 Leader 5 Two-Hand Weapon Fierce come into contact. Some Lists are more likely to fight
2 Witch (a) 4 Two-Hand Weapon (1) Inspire other Lists. We call these opposites of each other. Here’s a
3 Warrior 5 Two-Hand Weapon (1) (2) Fierce list of the opposites.
4 Warrior 4 One-Hand Weapon (2) Brute
OPPOSITES
5 Warrior 4 One-Hand Weapon (2) Brute
6 Female 3 Improvised Weapon None LIST OPPOSITE
(a) Can only be one Witch Doctor per Encounter. Count as Rep 4
Warrior otherwise. (1) The Two-Hand Weapon is a metal edged Adventurers Natives
spear that can be thrown 6” using the Ranged Combat Table. Australopithecus Other Cavemen
Impact is 3. (2) Can be armed with shield. Cro-Magnon Other Cavemen
Natives Adventurers
FIERCE – Counts a +2d6 in Melee versus other
Neanderthal Other Cavemen
Humanoids. Takes the Crisis Test with 3d6,
Feeders Fierce
counting the best two results.
Fierce Feeders
INSPIRE – Any Native within 4” will take the
Crisis and Recover From Hunker Down Test with
a +1d6 bonus, counting the best two results.
BRUTE – Counts a +1d6 in Melee versus other
Humanoids. Takes the Crisis Test with 3d6
counting the best two results.
SKITTISH– Counts a -1d6 in Melee versus all.
Takes the Crisis Test with 1d6. Any result of
Hunker Down becomes Leave the Battlefield.
CHASED DOWN
If the Target of the charge passes more d6 than all chargers
it can choose to Leave the Battlefield. This means the
Encounter is a failure. The Target could get Chased Down
(page 12).
MELEE DAMAGE
This is the new Melee Damage Table incorporating
Dinosaurs.
VEHICLES
DEFINING VEHICLES
ERA VEHICLE SIZE SPEED CARRY
Vehicles are defined in the following ways:
Victorian Daimler 1 18/12 2
In what era can the vehicle be used? Motorcycle
What type of vehicle is it? Victorian Olds Steam Car 3 12/4 4
What size is it? Victorian Simms Motor 2 14/6 4
How fast is it? Scout
How many occupants can it carry? WWI Douglas 1 24/12 2
For ease of play, all the defining elements of each vehicle Motorcycle
have been grouped together in one place, on the Vehicle WWI Rolls Royce 3 28/8 4
Table. Silver Ghost
WWI Ford Model T 3 14/8 2
WWI Ford Model T 4 16/8 2+6
ERA Truck
Vehicles can be used in the following three eras: Pulp Harley 1 36/24 2
Davidson
VICTORIAN - From 1835 to the turn of the Motorcycle
century. Pulp Ford Coupe 3 30/12 2
WWI - The period after the turn of the century Pulp Buick Sedan 3 32/12 5
through WW1. Pulp Studebaker 6 24/14 2+6
PULP - After WWI and before WWII. You know Truck
it when you see it.
Bottom line is, it’s your game so use whatever you like
whenever you like.
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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ADVENTURES IN THE LOST LANDS
VOLUNTARY MOVEMENT
VEHICLE GROUPS When active, a vehicle may move up to its maximum
All Group rules previously learned in Chain Reaction 3.1 speed as specified on the Vehicle Table.
(page 7) also apply to vehicles.
The vehicle may be activated by the driver or a FAST MOVE
non-driver Leader, chosen beforehand.
If desired, the driver of the vehicle can attempt to move
faster than its maximum speed. Here’s how we do it:
TURN SEQUENCE Roll 2d6 versus the Rep of the Driver and consult
the Vehicle Fast Move Test.
Vehicles follow the same Turn Sequence as previously Go down the left-hand column to the number of
learned in Chain Reaction 3.1 (page 9). d6 passed and across to see the results.
Immediately carry out the results.
ACTIONS
When active, characters can do the following vehicle-
2 VEHICLE FAST MOVE TEST
related actions: (Taken vs. Rep)
Enter or exit a vehicle at a reduction of 2” from # D6 RESULT
their movement. PASSED
Enter a vehicle and start it up.
Start it up and move up to half move. 2 Vehicle successfully moves straight ahead 1.5 x
its maximum speed and counts as Fast Moving.
Move full move.
Move up to half move and turn off the vehicle. 1 Vehicle successfully moves straight ahead 1.25
Turn off the vehicle and exit from it. x its maximum speed and counts as Fast
Moving.
0 Vehicle moves normal move and stops. The
FIRING transmission is damaged and the vehicle will
In addition to the previous actions, occupants can fire from now only move at 1/2 its normal movement
the vehicle subject to all shooting and LOS rules distance and may no longer attempt to Fast
previously learned in CR 3.1. Move. It could be repaired (page 10).
# D6 RESULT
PASSED SIZE/DV RUNNING INTO OR THROUGH
2 Vehicle continues on with no problem. (Looking for successes)
1 Vehicle slides over one body width
outward from the direction of the turn # OF RESULT
when starting the turn and continues on. If SUCCESSES
it runs into something, immediately take Score more Target hit and flies 3 + 1/2d6”.
the Run Into or Through Test. successes
0 Vehicle slides over one body width than Target Vehicle Target disabled and occupants
outward from the direction of the turn must take the Recover Test from
when starting the turn, rolls over, and Damage.
become unusable.
Building Target has hole smashed
Occupants must take the Recover Test from
through it equal to the width of the
Damage.
vehicle plus 1” on either side.
and stops inside the river.
When next active, the driver takes a Getting Stuck DINOS &VEHICLES
Test.
Dinosaurs will treat vehicles as other Dinosaurs. Here’s
On subsequent turns, the vehicle moves out of the
how we do it:
river at the normal rate if it isn’t stuck.
Crossing vehicles are considered in cover up to Dinosaurs will always go after the Target closest
the top of the wheels while fording. to their Size when given the choice.
Vehicles can attempt to Run Into or Though
Dinosaurs as previously outlined (page 8).
1 GETTING STUCK TEST Dinosaurs will attempt to Charge into Melee with
a vehicle if given the chance.
(Taken vs. Rep)
If the vehicle passes more d6 on the Charge into
# D6 RESULT Melee Test with the Dinosaur, it will attempt to
PASSED avoid the Dinosaur by moving a full normal move
directly away. If caught, a melee will be fought.
1 The vehicle may exit the river this turn of Vehicles count as Feeder Dinosaurs when in
activation. melee with a Dinosaur, receiving 1 Melee d6 per
0 The vehicle is stuck and may not move this point of Size (page 11).
turn of activation. Vehicles that win a melee can cause damage to
the Dinosaur! It is assumed it is caused by
ramming.
INVOLUNTARY MOVEMENT
Vehicles may be forced to perform involuntary movement DAMAGING VEHICLES IN MELEE
based on a Reaction Test result taken by the driver. These
involuntary reaction movements are the same as those Dinosaurs have the ability to damage vehicles based on
found in Chain Reaction 3.1 (page 10). their Size and ferocity. This is the net effect of physical
battering damage resulting in doors being torn off, wheels
destroyed, and so on. Here’s how we do it:
MOVING WHEN NOT ACTIVE If the Dinosaur wins the melee with a vehicle, roll
If the vehicle is not active it may still move. Here’s how for Melee Damage (page 6).
we do it: Treat the vehicle as a Dinosaur for damage
purposes. All occupants must take the Recover
If the vehicle was moving when previously active Test from Damage.
and does not activate when its side does, it will Vehicles will take Wounds just like Dinosaurs
still move on its side’s turn, moving last. (page 11). When it has absorbed Wounds equal to
The vehicle will continue in the same direction its Size the vehicle is beyond repair.
and the same speed it was moving during its last Each Wound reduces the movement of the vehicle
activation. by 2”.
Vehicles on a road will follow the road. If the Vehicle is Knocked Down it is effectively
Vehicles cannot stop moving unless required to defense and counts zero successes in Melee.
by a Reaction Test.
Vehicles will move if forced to by a Vehicle
Reaction Test.
If required to fire due to a Reaction Test, it will
not stop to fire.
RESULT
If you decide that you would like to keep the same vehicle PASSED
for more than one game, use the following rules.
2 Vehicle is out of gas.
1 Vehicle has enough gas for the next
REPAIRING VEHICLES Encounter only.
0 Vehicle is running low on gas.
Vehicles that took Wounds equal to their Size cannot be Count the vehicle as one Size higher for all
repaired while those that did not, can. Here's how we do it: subsequent tests.
If you have left the table, the vehicle falls into
enemy's hands and is lost. GETTING MORE GAS
If you held the field, or recovered the vehicle,
there is a chance that it can be returned to duty. Ok, you’re outta gas in the Jurassic, surrounded by hungry
Roll 1d6 per point of Size of the vehicle, looking Dinosaurs. Pretty tough situation, but it may be possible to
for successes – a score of 1, 2, or 3. get that metal moving again.
Consult the Vehicle Repairs Table to see what
happened. Don’t worry about the how of doing it, FINDING A NEW FUEL SOURCE
as that’s not important. Heck, it’s a game about
Dinosaurs, Lost Worlds, and Cavemen! For vehicles there’s a new resource called Fuel. A vehicle
requires a number of Fuel units equal to its Size every
month to keep going. Here’s how we do it:
SIZE VEHICLE REPAIRS Start with 4 Food units.
Roll 2d6 versus the Rep of your Star.
(Looking for successes)
Determine how many d6 are passed and consult
SUCCESSES RESULT the Distilling Table.
Go down the left-hand column to the appropriate
One or Repair one Wound for each success rolled.
row and across to see the result.
more
successes
Zero No repairs can be done.
2 DISTILLING
successes (Taken vs. Rep)
# D6 RESULT
Wounds that are not repaired are counted against the PASSED
vehicle in future Encounters and can be rolled for after the
next Encounter has ended. 2 The 4 Food units convert into 2 Fuel units.
1 The 4 Food units convert into 1 Fuel unit.
0 The 4 Food units go to waste.
SIZE
Size is a number that expresses how large the Dinosaur is
in relationship to a Humanoid. Humanoids are Size 1 and
suffer Out of the Fight and Obviously Dead results.
Dinosaurs are a little different. Here’s how we do it.
Dinosaurs can take one Wound, per point of Size.
They are not knocked down when receiving the
wound. They can only be knocked down by a
failed Dinosaur Recover Test (page 29).
When they take as many Wounds as their Size
they fall over, dead. Dead, dead. Until then they
behave normally.
See the new Ranged Combat Damage (page 30)
and Melee Damage (page 30) Tables for more
info.
A Dinosaur, in Melee, will subtract 1Melee d6 for
each point of Size smaller it is, than its opponent.
CHASED DOWN
This will usually apply to Dinosaurs but could apply to
COORDINATED MELEE
Humanoids.
If you’re a Humanoid, fighting a Dinosaur in Melee is not
When a Humanoid or a Dinosaur scores a result of Leave a good idea as melees are fought one-on-one. But because
the Battlefield on the Charge into Melee Table, it may get Dinosaurs are so large, and slow, it’s possible to surround
chased down by the chargers. Here’s how we do it: and attack them from different directions. Here’s how we
do it:
The figure leaving (the runner) rolls 1d6 per inch
of normal movement, counting successes. Up to 1 Humanoid per point of Size of the
The chaser rolls 1d6 per inch of normal Dinosaur can attack in melee at the same time.
movement, counting successes. When Active, each Humanoid rolls 1d6. The
If the runner scores more successes than the result will be an odd or even number.
chaser, he has escaped. The player can choose to attack with all the even
If the runner does not, he has been caught. Note or all the odd scoring Humanoids, combining all
that not all chasers may catch the runner. of their d6 into one roll.
Take the runner and chasers that caught the After that round of melee is resolved, the player
runner, off the table and carry out a round of must attack with all of the remaining Humanoids
melee. in the same manner. This gives the Humanoids
The first round of melee is fought with the runner two melees per turn.
not rolling any d6, counting as scoring zero When inactive, the Dinosaur melees the
successes. Humanoid that is closest to its front.
Subsequent rounds of melee are fought normally.
After the melee between the runner and chasers
are resolved one of two things will have Example – 6 Humanoids surround a Size 4 Utahraptor.
happened: Only 4 of them can melee. I roll 4d6 and score 3 odd
The runner has defeated the chasers and is results and 1 even. The 3 odd scoring Humanoids combine
removed from the Encounter. their d6 (20) in melee versus the Dinosaur d6 (16). The
The chasers have defeated the runner and Humanoids score 3 more successes. I roll for damage and
they are replaced back on the table, having score a 3. The Utahraptor has taken a Wound (page 11).
looted the runner if desired.
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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ADVENTURES IN THE LOST LANDS
SIZE - How many Wounds it can take before
falling over dead.
DINOSAUR LISTS
REP - The Reputation of the Dinosaur.
MELEE - How many d6 it will roll in melee in
Here are the Dinosaur and Mammal Lists. We have addition to 1d6 per point of Rep.
included Generic Lists as well as creature specific Lists. MANY - The number of Dinosaurs you can meet
when a PEF is resolved.
MOVE - How far the Dinosaur can move each
EXPLAINING THE LISTS turn. Dinosaurs do not Fast Move.
This section explains how to read the Lists. Here’s how we
do it:
# -The 1d6 or 2d6 score.
TYPE -Whether the Dinosaur is Fierce or a
Feeder.
PERIOD - The period the Dinosaur existed.
GENERIC FIERCE
# TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 5 14 1 8
2 Large 6 5 12 1 12
3 Medium 4 5 10 1/2d6 16
4 Medium 4 5 10 1/2d6 16
5 Small 2 4 8 2 + 1/2d6 20
6 Small 2 4 8 2 + 1/2d6 20
GENERIC FEEDER
# TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 4 8 1/2d6 8
2 Large 6 3 6 1/2d6 12
3 Large 6 3 6 1/2d6 12
4 Medium 4 3 4 1 + 1/2d6 12
5 Medium 4 3 4 1 + 1/2d6 12
6 Small 2 3 2 2 + 1/2d6 8
RESOLUTION – DINOSAUR
1 PEF RESOLUTION - DINOSAURS
(Read the result as rolled)
# RESULT
1 Feeder. Go to the appropriate List.
2 Feeder. Go to the appropriate List.
3 Feeder. Go to the appropriate List.
4 Feeder. Go to the appropriate List.
5 Fierce. Go to the appropriate List.
6 Fierce. Go to the appropriate List.
FRIENDLY CAVEMEN
When you come across Friendly Cavemen of your type,
you can recruit up to 1/2d6 of them. Here’s how we do it:
Roll once on the appropriate List for each
possible Recruit.
Take a Challenge Test with each, counting the
Difficult modifier if recruiting a female.
CIRCUMSTANCE RESULT
HOW MANY OF THEM Mounted or in vehicles. +1d6
When you run into Dinosaurs, how many of them have Outnumber similar enemies by 2:1 or more. +1d6
you met? This can be found on their List (page 13). When
running into Humanoids, we use the following procedure # D6 RESULT
as found in CR 3.1. Here’s how we do it: PASSED
Roll 1/2d6 and read the result as rolled.
Roll a second d6. 1 Fierce Dinosaurs – Move directly to charge
the closest group, player or NP.
If a success (1, 2, or 3) is rolled, the 1/2d6
Feeder Dinosaurs –
score is subtracted from the number of
figures in your group. If have LOS to Fierce Dino move
directly away full move.
If a success (1, 2, or 3) is not rolled, the
1/2d6 score is added to the number of If within half-move of a Rival Clan of
figures in your group. larger Size will move away a normal
You can never have less than one figure. move.
Otherwise, move to nearest vegetation,
or center of section, to feed. If already
HOW NPCS MOVE feeding, remain in place.
Humanoids –
When PEFs are first deployed, they will move according
to the PEF Movement Table. This is the same one found If outnumbered by 2:1 or more, or facing
in Chain Reaction 3.1. Fierce Dinosaur, move away from threat
at Fast Movement.
Otherwise, move towards closest group.
0 All – Halt in place.
OBJECTIVE
Your objective is to explore the table.
To be successful, you must move into each
section and spend one turn of Activation in its
center.
FORCES
Your group can be as big or as small as you
desire.
The enemy forces will be based upon the type of
game and Encounter you are playing.
TERRAIN
The board is divided into nine sections and
terrain generated normally (CR 3.1 page 25).
DEPLOYMENT
You will enter the board through sections 7, 8, or
9.
PEFs are generated and deployed as outlined in
the PEF section (CR 3.1 page 28).
SPECIAL INSTRUCTIONS
Your group enters the table through section 7, 8,
9, or any combination of those sections if you
choose to split your group.
After you have entered the table, place the PEFs.
When the enemy activates, go to the PEF
Movement Table (page 31).
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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ADVENTURES IN THE LOST LANDS
2 EXPLORATION
THE HUNT
(Add the results together)
In this Encounter, you are hunting for survival or
# RESULT trophies, depending upon which list you choose to use. If
2 You have come across the camp of Cavemen, desired, and give it a try at least once, you can be a
rolled randomly. The Active side moves to 6” Fierce Dinosaur looking for a meal. You can use any List.
from the Inactive side. Take a Challenge Test,
counting the Difficult modifier. If successful, OBJECTIVE
they are friendly. If failed, they are not.
3 Cavemen, rolled randomly, returning from a You must make one or more kills.
Raid with 1/2d6 Captives and 3 + 1/2d6 Food If you are playing a campaign, you must protect
units (page 27). They are not friendly. your kill (see Scent of the Kill) before the
4 Cavemen, rolled randomly, Gathering Food Encounter can be completed.
(page 23). The Active side moves to 6” from the
Inactive side. Take a Challenge Test, counting
the Difficult modifier. If successful, they are
FORCES
friendly. If failed, they are not. Your group can be as big or as small as you
5 Fierce Dinosaurs on the Hunt (page 20). desire.
6 Food units that can be Gathered (page 23). The enemy forces will be based upon the type of
7 Feeder Dinosaurs eating Food units (page 21). game and Encounter you are playing.
8 Food units that can be Gathered (page 23).
9 Cavemen, rolled randomly, Gathering Food TERRAIN
(page 23). The Active side moves to 6” from the
Inactive side. Take a Challenge Test, counting The board is divided into nine sections and
the Difficult modifier. If successful, they are terrain generated normally (CR 3.1 page 25).
friendly. If failed, they are not.
10 Fierce Dinosaurs feeding on a kill (page 21).
DEPLOYMENT
11 Neanderthals returning from a Raid with 1/2d6
Captives and 3 + 1/2d6 Food units (page 27). You will enter the board through sections 7, 8, or
They are not friendly. 9.
12 You have come across the camp of Cavemen, PEFs are generated and deployed as outlined in
rolled randomly. The Active side moves to 6” the PEF section (CR 3.1 page 28).
from the Inactive side. Take a Challenge Test
counting the Difficult modifier. If successful,
they are friendly. If fail, they are not.
SPECIAL INSTRUCTIONS
Your group enters the table through section 7, 8,
9, or any combination of those sections if you
choose to split your group.
After you have entered the table, place the PEFs.
When the enemy activates, go to the PEF
Movement Table (page 31).
Resolve PEFs as needed (page 31).
Use the NP Movement Table when needed (page
33).
Play continues normally until the player has
accomplished his Objective, been destroyed, or
leaves the table.
As soon as the first Kill is made, the Scent of the
Kill Encounter (page 21) is triggered.
#D6 RESULT
TERRAIN PASSED
The board is divided into nine sections and 2 You have gathered Food units equal to the
terrain generated normally (CR 3.1 page 25). number of characters gathering, +1/2d6.
1 You have gathered 1/2d6 Food units.
DEPLOYMENT 0 There is nothing to be gathered here.
You will enter the board through sections 7, 8, or
9. CARRYING ITEMS
PEFs are generated and deployed as outlined in Each character can carry Items. Items are things that you
the PEF section (CR 3.1 page 28). can use during your games. Weapons, Food, and a
Captive are examples of Items. How many Items can you
SPECIAL INSTRUCTIONS carry? Here’s how we do it:
Your group enters the table through section 7, 8, A character can carry twice their Rep in Items.
9, or any combination of those sections if you Anything used with one hand counts as one Item.
choose to split your group. Anything used with two hands counts as two
After you have entered the table, place the PEFs. Items.
When the enemy activates, go to the PEF Food units count as a two-hand Item.
Movement Table (page 31). Humanoids count as a two-hand Item. Up to 2
Resolve PEFs as needed (page 31). Humanoids can be carried at one time.
Use the NP Movement Table when needed (page Items can be picked up only when Active, but
33). can be dropped when Active or Inactive.
Play continues normally until the player has When you carry more than your Rep in Items
accomplished his Objective, been destroyed, or you cannot Fast Move.
leaves the table.
FORCES
Your group can be as big or as small as you
desire.
The enemy forces will be based upon the type of
game and Encounter you are playing.
CAMPAIGN
So you’ve played every Encounter in the book, maybe
some twice. Is that it? Heck no; it’s time to try a
TERRAIN Campaign.
The board is divided into nine sections and
terrain generated normally (CR 3.1 page 25).
DEPLOYMENT
TYPES OF CAMPAIGNS
You will enter the board through sections 7, 8, or Just like there are different types of games, there are
9. different types of campaigns. The objectives of each
PEFs are generated and deployed as outlined in campaign will vary based on the type you are playing.
the PEF section (CR 3.1 page 28). DINOSAUR - Hunt enough Food to stay alive and
survive.
CAVEMAN - Grow your tribe as big as you can
SPECIAL INSTRUCTIONS
and find enough Food to keep it alive.
Your group enters the table through section 7, 8, NATIVE - Grow your tribe as big as you can and
9, or any combination of those sections if you find enough Food to keep it alive.
choose to split your group. ADVENTURER - Cover yourself in Fame and
After you have entered the table, place the PEFs. Fortune growing your Rep to hideous heights!
When the enemy activates, go to the PEF
Movement Table (page 31).
Resolve PEFs as needed (page 31). GROW YOUR TRIBE?
Use the NP Movement Table when needed (page
33). In the basic rules, the number of characters in your group
Play continues normally until the player has cannot exceed your Rep. In the Campaign, when you
accomplished his Objective, been destroyed, or reach a Rep of 6 or higher you can form your own tribe.
leaves the table. Here’s how we do it:
At Rep 6, all of your group members become
Leaders.
FINDING THE PEOPLE Each Leader now recruits his own group.
The primitive people are encountered by resolving a PEF Each group member owes allegiance to you as
as Cavemen. Any of the Cavemen that you meet fulfill the the Chief. They make up your tribe.
criteria. Your objective is to get them to gawk in wonder. You can now go on Encounters with many more
Here’s how we do it: characters.
Example – Garhi and Stewie, two Monkey Boys kill a Size FINAL THOUGHTS
2 Feeder. They harvest 1 Food unit each for every Sometimes I just want to play a light, fun game. A game
uninterrupted turn of Activation. They harvest 4 Food that is easy to learn and will surprise me. That’s
units. Two are immediately consumed to satisfy their 1 Adventures in the Lost Lands. Every game is an
Food unit monthly needs. The other 2 are saved. adventure. I never know what I’ll run into. We’re talking
At the start of the next month they eat the 2 saved units. Dinosaurs, Cavemen, Natives, and Adventurers. That’s a
wide variety of opportunities for adventures.
Playing the Campaign is fun as well. It’s like writing a
MERCY OF THE ENEMY story or the screenplay of an action movie. It gives each
adventure purpose and with little bookkeeping.
Sometimes things don’t work out quite like you planned. Adventures in the Lost Lands may not be my “go to”
Somehow, you (or a group member) find themselves Out game. That’s usually 5150: Urban Renewal. But it’s one
of the Fight with an enemy standing over them. What that I come back to again and again when I just want a
happens next? light, fun game. I hope you enjoy Adventures in the Lost
Start with the Rep of the Hostile Leader. Lands like I do. And remember…
Modify the Rep by any applicable Circumstance.
Roll 2d6 versus the modified Rep and determine
Just Play The Game!
how many d6 were passed.
Go down the left-hand column to the appropriate
row on the Mercy Table, then across to see what
happens.
Immediately carry out the result.
2 MERCY!
(Taken versus Rep)
CIRCUMSTANCE MODIFIER
You were the attacker in the Encounter. -1
You are an opposite of the Hostile Leader. -2
# D6 RESULT
PASSED
2 All - Takes all your belongings, but let’s you
live. You are left behind as they leave the
table.
1 Cavemen - Kills you.
Native - Takes you prisoner. Time for a
Rescue Encounter.
Adventurers - Takes you prisoner. Time for a
Rescue Encounter.
0 All - Kills you.
CIRCUMSTANCE MODIFIER
2 REACTION TESTS
(Taken versus Rep) In cover. +1d6
* = Star may exercise Free Will
# D6 RESULT
PASSED
2 Character completes the challenge PEF MOVEMENT &
1
successfully.
Character may choose to immediately re-
roll the challenge, counting a result of pass
RESOLUTION
1d6 as if pass 0d6.
OR
Decide not to continue the challenge and
DINOSAURS
may not try again.
0 Character fails and suffers consequences. GENERIC FIERCE
# TYPE SIZE REP MELEE MANY MOVE
2 PEF MOVEMENT 1 Gigantic 8 5 14 1 8
2 Large 6 5 12 1 12
(Taken versus the Rep of 4)
3 Medium 4 5 10 1/2d6 16
#D6 PASSED RESULT 4 Medium 4 5 10 1/2d6 16
5 Small 2 4 8 2 + 1/2d6 20
2 The PEF moves 8” directly towards the
6 Small 2 4 8 2 + 1/2d6 20
player ending in cover if possible.
1 The PEF moves 4” directly towards the
player ending in cover if possible. GENERIC FEEDER
0 PEF does not move. # TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 4 8 1/2d6 8
2 PEF RESOLUTION 2 Large 6 3 6 1/2d6 12
3 Large 6 3 6 1/2d6 12
(Taken versus PEF Rep of 4) 4 Medium 4 3 4 1 + 1/2d6 12
# D6 5 Medium 4 3 4 1 + 1/2d6 12
PASSED RESULT 6 Small 2 3 2 2 + 1/2d6 8
1 Leader 4 Two-Hand Weapon (1) Fierce 1 You have come across Dinosaurs. Go to the PEF
2 Hunter 4 Two-Hand Weapon (1) Fierce Resolution – Dinosaurs Table.
2 You have come across Dinosaurs. Go to the PEF
3 Tribesman 3 Two-Hand Weapon (1) Brute
Resolution – Dinosaurs Table.
4 Tribesman 3 One-Hand Weapon Brute
3 You have come across Dinosaurs. Go to the PEF
5 Female 3 Improvised Weapon Skittish Resolution – Dinosaurs Table.
6 Female 2 Improvised Weapon Skittish 4 You have come across Cavemen. Go to the PEF
(1) The Two-Hand Weapon is a spear that can be thrown 6” Resolution – Cavemen Table.
using the Ranged Combat Table. Impact is 2.
5 You have come across Cavemen. Go to the PEF
PEF RESOLUTION CAVEMAN 6
Resolution – Cavemen Table.
You have come across Adventurers. Go to the
PEF Resolution – Adventurers Table.
PEF RESOLUTION
NATIVES
# TYPE REP WEAPON SPECIALS ADVENTURERS
1 Leader 5 Two-Hand Weapon (1) (2)
Fierce NATIVES
2 Witch (a) 4 Two-Hand Weapon (1) Inspire
3 Warrior 5 Two-Hand Weapon (1) (2) Fierce HOW MANY
4 Warrior 4 One-Hand Weapon (2) Brute
5 Warrior 4 One-Hand Weapon (2) Brute NP FORCE MOVEMENT
6 Female 3 Improvised Weapon None
(a) Can only be one Witch Doctor per Encounter. Count as Rep 4
Warrior otherwise. (1) The Two-Hand Weapon is a metal edged
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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