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 some 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.

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.

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 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

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.
For posts Cross Tree, my starting village go here.
For maps & plot hooks, go here.
For my Idea Chest posts, go here.
For some random tables, go here.
Finally, for a bit about me and some general stuff, this is the spot.
Hey Talaraska! back from your trip, finally home? I don’t think this show aired over here, I’m not familiar with it. One thing I can say though is I like your “Idea Chest” concept. As you know that’s something I like to do too but at least you have name for it, that’s better than me!
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Done with work. Now off to visit the folks. Will be good to unwind for a bit. We’ve had a touch of Covid in the house for the past couple weeks, so we’re just starting to feel normal again.
The folks that produced this made all sorts of children’s programming back in the 1970s. May be a couple more that make the list yet.
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I have been fascinated with Land of the Lost since childhood, especially the pylons and the lost past they hinted at. Always thought the show was ripe for a dark reboot.
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I agree. I don’t suppose it will ever happen but that property is ripe for the picking, in terms of a reboot with adults in mind. Thanks for stopping by.
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Hello!
Never had the pleasure to see that show, but by your description it does feel like it was drawn straight from some cheesy hexcrawl booklet. (Or inspired some.) I remember some other “Lost World” TV show I did actually watch in my time, but it must’ve been intended as infinitesimally more serious than this one. Anyway, your point stands.
Also, the campaign premise “you are lost in some alien world” comes with an in-built handy endgame: to get out (preferably rich and in one piece).
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Hello!
Yes, despite being a production for children, there was a lot going on with this show. I wish there was a way to learn more about how it all came about. A number of fairly well known SF authors wrote scripts for the show, including Ben Bova and Larry Niven.
I suspect that the show you remember may have been “The Lost World”. It was a syndicated show from the 90s that was very loosely based on the novel by Arthur Conan Doyle. I can’t say for certain but I suspect that the success of Hercules: The Legendary Journeys and Xena: Warrior Princess started a wave of those shows, with a formula of just enough action and cleavage to attract an audience. While they were all a bit corny, I always found them great for harvesting little ideas.
Thanks for stopping by. Happy New Year.
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Hello! I too have been looking at skinning the Sleestak for use in the Isle of Dread, among other things. I have only just started on the build as I could not find any builds online to use. I would be interested to see your Sleestak stats if you would be interested in sharing them?
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Absolutely. Give me a day or two and I’ll dig it up. We’re car shopping atm (ughh) but will post it asap.
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Here’s what I used for our game. Mind you, I was running a game using the Rules Cyclopedia, so I imagine things would need to be radically different for a modern game. I mashed-up the Sleestak Lost City with the caldera. As such, they met stronger resistance as they got closer. The Ambush and Fear abilities came about as an homage to me being so scared of them when I was a child. I added the poison because the Sleestak were kind of bumblers in the show and I needed to up the ante a bit. Best of luck with your game. You’ll have to post how it goes.
Sleestak
Armor Class: 5
Hit Dice: 2+2 (9-14 HP)
Move: 90′ (30′)
Attacks: 1 × claw (1d4), weapon, or net
Special: Ambush, Fear Aura
Save: Fighter 2
Morale: 8
Treasure: (P) D
Alignment: Chaotic
Number Appearing: 2-8 (2d4)
XP Value: 50
Ambush: Sleestak are masters of camouflage in their native environment. They surprise on a 1-4 on a d6.
Fear Aura: Sleestak emit a terrifying hissing sound, causing nearby creatures to be frightened for 1d4 rounds unless they make a successful saving throw against spells.
Mini Crossbow: Range: 30’ range. Damage: 1d4, save vs. Poison or suffer additional 1d4 damage. Rate of Fire: 1 bolt per round Special: Sleestak crossbows are small and difficult to use. Characters without proficiency in crossbows suffer a -2 penalty to attack rolls.
Net: Range: 10 feet Special: Sleestak nets are designed to entangle their prey. Creatures hit by the net must make a successful saving throw versus Paralysis or be entangled and unable to move for 1d4 rounds. Each round, an entangled creature can make a new saving throw to break free.
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Thanks for the stats! You have done more than what I already have haha. I started with stats based on lizardfolk and troglodyte creatures.
I picked up The Monster Overhaul for starting points and really like the book. I was kind of working backward from there. I was planning to give them acid resistance, dark vision, and bonuses to flame and light attacks against them.
I was toying with making their breathing a specific ability so that they could hold their breath for 2D6 minutes for ambushes, which would hold with what they did in the show whenever they surprised the Marshalls’ and “suddenly” you heard them hissing 🙂 However I like that fear aura idea better… makes more sense for in-game mechanics.
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It reminds me a bit of the “Dinotopia” mini series from the early 2000’s: https://www.imdb.com/title/tt0310443/
There was some crystal energy source in that show too.
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I wasn’t aware of the mini series but now that you mention it, I vaguely remember the books. I’ll have to go down the rabbit hole and check it out. Thanks.
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