Idea Chest: The Land of the Lost

For the lack of a better name, welcome to “Idea Chest”. This is a feature I’ve considered for some time but held off on because I couldn’t settle on a proper name. As you can see, I’m still not there with the name but rather than procrastinate endlessly, I’m going to trudge on.

Old-timers will already be familiar with “Appendix N”, a section at the back of the AD&D Dungeon Masters Guide (1e) (1979) listing authors and works which influenced the creation of Advanced Dungeons & Dragons. As a kid I spent countless hours reading books from that list after tracking them down at my local library.

Well, with this feature I would like to showcase some other properties that have influenced my tabletop adventures over the years. Some of these are still fairly mainstream today and some have been somewhat lost to time. With each of these I will attempt to illustrate how bits and pieces may be borrowed to build rich stories and content for your games. Each installment will dive into a specific property, offering insight into its TTRPG adaptation possibilities. Hopefully, you’ll find something that sparks an idea for your games along the way.

As always, I’d love to hear your thoughts on these and please chime in if you have any suggestions of your own.

The Land of the Lost

I am going to kick things off with a property that is dear to my heart. The Land of the Lost was a children’s adventure television series produced by Sid and Marty Krofft. It ran for 3 seasons, starting in 1974-not to be confused with the unfortunate 2009 Will Ferrell movie of the same name. Being born in 1970, I suppose I was in the target demographic for this show and it certainly made an impression on me.

The series portrays the adventures of the Marshall family (Rick and his two children Will and Holly). After an earthquake strikes during a white-water rafting trip, the trio find themselves trapped in a prehistoric world (and likely an alternate universe). The titular Land of the Lost is inhabited by dinosaurs, other curious humanoid creatures, and occasional travelers from other places/times. Each episode revolves around the family trying to survive and find their way home.

A word of caution—this was a television show crafted in the 1970s, for children. If you explore this property expecting something binge-worthy for adults, you will likely be disappointed. While hokey and clearly showing its age, the charm lies in the nostalgia it carries. That said, I believe there are a number of elements present that are great inspiration for a fantasy ttrpg campaign. Here are just a few:

Stranded in a Strange Land: The concept of having your party find themselves stranded in a foreign place could take any number of forms. While it’s unlikely that a band of adventurers would be white-water rafting during an earthquake, they might easily walk through a magic portal, tinker with and ancient artifact, or even escape a sinking ship, only to wash up on shore of some uncharted land.  

Something like this could provide an exciting new arc for your players or even encompass the entirety of a campaign. Exploration and survival would take on a new meaning when faced with the unknown dangers and wonders of this new territory. The party would need to adapt quickly, forging alliances with local inhabitants or outsmarting hostile creatures. Scarcity of resources and the constant quest for essentials like food and shelter would add a layer of urgency, emphasizing the struggle for survival.

The Dinosaurs: Stats for dinosaurs have been common in gaming bestiaries since the 1970s. However, few published adventures take advantage of them. It certainly seems plausible that the prehistoric behemoths could still be found lumbering around parts of your fantasy world.

Sleestak leader visiting the Skull of Wisdom.

The Sleestak: The Sleestak are a reptilian humanoids in the Land of the Lost. They have scaly skin, large eyes, and a distinct hissing language. I recently borrowed these fellows and their underground lair for my Revisiting the Isle of Dread campaign. Dwelling in subterranean tunnels under a Lost City, the Sleestak made for a mysterious and ominous presence.

Sleestak wandering the jungle at night.

Goblins and kobolds are largely played out with most groups. However, Sleestak could easily fill the same role, even in an existing campaign. Their mysterious nature allows for narrative flexibility and you’re not bound to the source material. The party might encounter them as guardians of an ancient prophecy, or they could be the last remnants of a once-mighty civilization with dark secrets. File off whatever you like and use what works for your game.

The Pakuni: The Pakuni resembled early human primates who were nearly fully covered in fur. Indigenous to the Land of the Lost, the Pakuni are initially aggressive and mistrusting of the humans. However, over time, one of their group (Cha-Ka) warms up to the family and becomes a regular.  

The Pakuni visit the Marshalls.

The play here I would think would be to introduce another culture for the PCs to interact and exchange knowledge with. Fantasy cities are often very diverse, with NPCs of varying ancestries. However, how often does your party come into contact with a group that has been lost to time? Adding a group like the Pakuni would offer a unique opportunity for cultural exchange and learning within your campaign. As the party gradually earns their trust, they might uncover valuable information about the region, hidden dangers, or even ancient secrets. This interaction adds depth to your world and creates opportunities for quests, alliances, or conflicts based on how the players navigate these newfound relationships

“Grumpy” the T-Rex visits a pylon.

Unknown Technology: The pylons were one of the most captivating parts of the show for me as a child. These metallic obelisks were larger inside than out (like a TARDIS from Dr. Who). They contained stone tables bearing colored crystals that served various purposes. The exact mechanics governing the use of these crystals was never fully explained in the show, contributing to their mysterious nature. The Marshalls often experimented with different crystal combinations, leading to unexpected adventures and encounters.

Introducing unknown technology to your campaign can be a good way to keep your players on their toes and add an element of discovery. These could be magical in in nature, divine, or truly alien (as was the case with S3 Expedition to the Barrier Peaks.) Ancient, structures similar to the pylons could be scattered across your world, waiting to be explored. These structures might house forgotten knowledge or powerful artifacts. The party could stumble upon an underground complex filled with arcane machinery, or perhaps a floating island with a dormant device. The mystery surrounding this technology offers you the flexibility of having its true nature be anything from a simple diversion to a central pillar of your campaign world.

Conclusion

It’s possible that I simply have fond memories of this property from my youth. However, I suspect I’m not the first to find some inspiration within The Land of the Lost. Hopefully you can find some use as well.

Have you ever borrowed from The Land of the Lost? Do you have any properties that are dear to your heart and often find their way into your games? Please take a minute and let me know. This is the stuff I love about gaming.

That’s all for this week. The holiday rush has taken a bite out of my writing time but I’m now free from work until the new year. Thank you for taking the time to stop by and I hope you have a great week.

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