Idea Chest: Lonesome Dove

I may be going out on a limb with this week’s addition to the Idea Chest but I will ask that you bear with me on this one. When I hatched the idea for this regular feature, it was out of the desire to inspire other gamemasters with franchises that had inspired me. I can honestly say that this property has influenced me both as a gamemaster and a player for over 30 years.

Lonesome Dove is a 1985 western novel by Larry McMurtry, as well as a 1989 TV miniseries starring Tommy Lee Jones and Robert Duvall. The story tells the tale of two former Texas Rangers as they lead a cattle drive from Texas to Montana.

I was 15 years old when I found the novel laying around my house. My mother had finished reading it the week prior. Much like I suspect many of you are feeling at the moment, I had almost zero interest in westerns whatsoever. However, I was three weeks into my summer break from high school and I had nothing else to read. Thinking back, I did have Boot Hill from TSR Hobbies sitting on my game shelf. I suspect I was thinking that I might stumble onto a good idea for an adventure, if I just gave it half a chance.

I realize that a western is probably even less appealing to folks today than it was in 1985. That said, I can’t stop myself from suggesting it. Even for a fantasy campaign, I think it would be worth checking out either the novel or the miniseries. Both were excellent and I feel that at the very least you’d get some solid entertainment out of the experience. Without rattling on further, here’s what I find the most useful out of exploring the franchise.

The Epic Journey

The trope of the party getting hired to guard a caravan is probably as old as “the party meets in the tavern”. However, what if the journey was the point of the whole campaign? The central cattle drive in Lonesome Dove is an excellent framework for a campaign. Much like a religious pilgrimage, a crusade, or a grand expedition, a journey of that magnitude could provide everything you need to keep your players entertained.

As a GM, this type of campaign style would give you the ability to have a somewhat linear campaign, without really railroading your party. I mean, if the whole point of the campaign is to travel from point A to point B, it does really narrow the field in terms of what you need to prep for. For instance, the party may need to choose between Caradhras or Moria but at least they wouldn’t been choosing from anything under the sun.

Environmental Challenges

Still focusing on the journey, some of the most gripping parts of the story come from environmental challenges like dust storms or dangerous river crossings. It’s a good reminder that not all challenges need to be combats or monsters. Environmental obstacles can be just as compelling, testing the party’s skills and resourcefulness.

A Well-Crafted Party

While my previous Idea Chest posts have focused solely on GM inspiration, Lonesome Dove is great for players as well. The story is a virtual master class in interesting characters. The Hat Creek Cattle Company is essentially a party of adventurers, each member with their own backstory and role. Joshua Deets, Pea Eye Parker, Bolivar, Newt—they’re all vividly realized characters that could inspire PCs or NPCs in your campaign. If you encourage players to create characters with rich pasts and motivations, you’d be hard pressed to find a more dynamic group.

Twilight Heroes

The story’s protagonists, Woodrow Call and Augustus McCrae, are former Texas Rangers in the twilight of their lives. This aspect alone is a gold mine for your games. Instead of starting as green adventurers, imagine characters who have already lived a life full of stories, coming together for one last grand quest. Even if you’re starting a new campaign with level 1 characters, there’s no reason that you couldn’t opt for the narrative the some of the characters are grizzled old veterans who are a bit rusty but gradually getting their skills back.

Blue Duck: A Versatile Villain

Blue Duck is a memorable villain who exemplifies how to craft a villain’s ominous presence. He could be a notorious bandit, a cunning warlord, or even a mystical threat, depending on your campaign’s needs. McMurtry skillfully weaves whispers about Blue Duck into the narrative, long before the protagonists come face to face with him. The fear and anticipation build through the stories told by others, and this sets a done of dread that could be useful in your game.

In addition, Blue Duck’s terror stems not from supernatural abilities but from his malevolence and the psychological impact of his actions. This is a great lesion that a compelling antagonist needs no extraordinary powers to be formidable. Instead, the villain’s reputation and the fear they instill can serve as powerful tools, engaging your players on a psychological level.

The Tragic Tale of Jake Spoon

No spoilers but Jake Spoon’s storyline is ripe for adaptation as a PC or NPC. He’s a charming character that can serve as a cautionary tale or a complex backstory, offering moral dilemmas and character development opportunities. Bottom line, memorable characters make for a great campaign as much as a great story.

Conclusion

That’ll do it for this week. Have you ever crossed paths with Lonesome Dove? Leave a comment if you have and let me know. While it’s a western, I believe there’s a lot to be mined from it, even for a fantasy campaign. I know it would be a stretch for a lot of you but I recommend giving it a read or watching the miniseries if you’ve never seen it. Thanks for stopping by. Good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Cold as Ice

Nestled in the foothills to the west of the Khared Draz mountains, the village of Hemlock is known for its harsh winters. This year, however, the weather has been particularly unforgiving. Recently, a brutal storm dumped an unusually heavy load of snow on the area. A thick white blanket covers the landscape, adding to the rustic charm of the village. Naples Creek, now frozen over, splits the village in half.

Made with Campaign Cartographer (Winter Village style).

What the Party Knows

The party arrived in Hemlock on the heels of the last storm, seeking respite from their recent endeavors. Hemlock, though small, offered a warm welcome amidst its snow-covered surroundings.

During their stay, the party quickly has learned that Hemlock is facing a pressing predicament. The villagers have been anxiously awaiting a crucial delivery of supplies from Summersville to the east. However, it has not arrived. With winter’s grip tightening, the absence of these supplies spells serious trouble for the village.

Herr Vogelmann, the village’s appointed steward, has approached the party with a proposition.  A man with a grave demeanor, the official realizes that the party may be the village’s only hope. Offering up a modest reward, he has tasked the party with an urgent mission: to head east and locate the missing shipment.

What the Party Doesn’t Know

Flurry the ice mephit. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

The situation in Hemlock is even more perilous than the villagers, or the party, realize. The much-needed shipment did indeed set out from Summersville days ago. The dependable and hardy driver, Gunther Baumann, loaded his wagon and headed out on schedule. But fate, it seems, had a cruel twist in store.

Two days ago, as the most recent storm reached its peak, a trio of mischievous ice mephits named Flurry, Sleet, and Squall chanced upon the struggling wagon. Always on the lookout for opportunities to create chaos, these elemental tricksters saw the wagon as a perfect target for their malevolent games.

Utilizing their fog cloud ability, Flurry, Sleet, and Squall shrouded the path in a dense, disorienting mist. Confused and blinded by the sudden fog, Herr Baumann lost control of the wagon. It veered off the road, crashing down a slight incline, and onto the fragile surface of a frozen pond. The impact was severe, and while the horses escaped unharmed, Herr Baumann was grievously injured in the accident.

The mephits, in their twisted sense of amusement, chose not to deal a fatal blow to the driver. Instead, they left him wounded and barely clinging to life, a bait of sorts in their cruel game. They hoped that his plight would soon attract rescuers, bringing more unsuspecting victims into their icy playground. Now, Herr Baumann lies helpless, the vital supplies scattered and at risk, as Flurry, Sleet, and Squall wait with bated breath for more ‘players’ to arrive.

Frozen pond battlemap. Made with Campaign Cartographer (Winter Village style).

The Encounter

As the party nears the site where Herr Baumann went off the road, their presence does not go unnoticed. The trio of ice mephits, Flurry, Sleet, and Squall spot the adventurers from afar. Anticipating new targets for their mischief, they prepare their icy trap with malicious intent.

Employing their fog cloud ability, the mephits cloak the edges of the frozen pond in a dense, chilling fog. This strategic move is designed to disorient and confuse any newcomers, masking the dangerous transition from the solid ground to the ice.

Upon the party’s arrival at the scene, the aftermath of the wagon’s crash is visibly evident. The deep ruts left by the wagon’s wheels veer sharply off the road, leading down a gentle hill. The tracks disappear into the fog-laden area, where the sound of Herr Baumann’s groans and calls for help can be faintly heard.

Approaching the site of the wreck, each party member should make a DC 12 Wisdom (Perception) check in order to discern the shift in landscape from solid ground to snow covered ice. Characters failing this check will become aware of the ice once they reach the wagon. However, by then they will be some 40’ out onto the ice.

As the party approaches, their every move is silently observed by Flurry, Sleet, and Squall. The mephits use their false appearance ability to disguise themselves as innocuous shards of ice on the pond’s surface. When a party member finally reaches Herr Baumann, the mephits seize their opportunity to strike. They spring to life and launch a surprise attack on the unsuspecting party.

At the start of each character’s turn, the Dungeon Master rolls a d20. On a roll of 1-2, the ice beneath that character begins to crack. The player must succeed on a DC 12 Dexterity saving throw to quickly move to a more stable area or fall through the ice. If a character falls into the icy waters, they must immediately make a DC 15 Constitution saving throw to withstand the shock of the cold. Failure results in the character taking 1d6 cold damage, being unable to climb out of the water and suffering disadvantage on attack rolls and ability checks due to the numbing cold. Allies can attempt a rescue, but each round the character remains in the water, they must repeat the saving throw, with failure resulting in additional cold damage.

The mephits focus their attacks while on the ice and will not pursue the party onto land. If two of the mephits are defeated, the remaining one, realizing the tide of battle has turned, flees across the ice to safety.

Set a timer for 6 rounds after the encounter begins. If the party fails to defeat the mephits or move the wagon by then, the weakened ice gives way, causing the wagon and its supplies to sink into the pond. If the party manages to defeat the mephits before the timer expires, the immediate threat to the wagon is neutralized, and it does not sink.

Frozen pond battlemap w/fog cloud.

Aftermath

If the party has horses and sufficient rope, they can attempt to pull the wagon to shore. However, taking horses onto the fragile ice is risky. If a party member possesses appropriate skills, such as proficiency in carpenter’s tools, they can make repairs to the wagon on the spot. If not, or if the party lacks horses, they will need to return to Hemlock and seek Herr Vogelmann’s assistance to recover the wagon and its contents.

Conclusion

I’m still not settled on the mechanics for this one. I kicked around the idea of having certain squares be more susceptible to having the ice crack than others but settled on this. I’ve also been back and forth on the total number of mephits. Ultimately, since these posts are merely a method for me to give ideas to GMs, I figured I’d leave it as it was. If you happen to incorporate this encounter or some version of it into your game, please let me know how it goes.

That’s all I’ve got for this week. I hope you’re staying warm wherever you happen to be and thank you for stopping by. Good gaming!

For more maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Vintage Ads From Dragon Magazine #83

This week I’m back with some more vintage ads from the pages of Dragon magazine. This week I’m looking at issue #83, from March of 1984 and featuring cover art by Denis Beauvais.

As I’ve previously mentioned, unless you happened to live in close proximity to a local gaming store, it was likely that you would have never been exposed to many of these products. However, by 1984 Dragon Magazine could readily be found on the shelves of Waldenbooks or B. Dalton locations in almost any suburban mall. This helped to spread the word of diverse offerings in the TTRPG market to more casual fans.

Atlantean War Mastodon

Kicking things off is this striking mini from Ral Partha Enterprises. Ral Partha was a prominent manufacturer of miniatures for TTRPGS and wargames at the time.  This ad showcases the company’s new additions to their range of fantasy miniatures.

It’s not really clear whether the Atlantean War Mastodon was intended for TTRPGs or fantasy wargaming, though I suppose it may have found a home with either. I’ve always been fascinated with the whole wargaming scene but I’ve never had the time (or money) to take a deep dive into the hobby. I will say that back during this time period, it was common to see all manner of miniature wargames represented even at local gaming conventions.

The miniatures of the time were typically made of metal (often lead or a lead alloy) and were sculpted at a scale compatible with most RPGs (often 25mm, as specified in the ad).

Witch Hunt

Next up we have an ad for an RPG titled Witch Hunt, which supposedly allowed players to take on the role of either magistrates or witches (presumably with access to real magic) during the Salem Witch Trials.

I have no recollection of this game or the publisher StatCom Simulations Inc. However, I found some interesting information about it over at Wayne’s Books. If you’re not familiar with his site, it’s worth a look, especially if you like peeking back at some of these old titles.

The main reason I chose to include this ad in particular was to point out what a diverse selection of games were being churned out in the 1980s. There’s just something magical to me when I think about all of these people (at a time when very few people even owned a home computer) creating these games and throwing their hats into the ring.

Villains & Vigilantes  

Of the ads I’ve selected for this post, Villains & Vigilantes probably saw the most mainstream success. It was also the only one of these products that I happened to own at the time. Designed by Jack Herman and Jeff Dee and published by Fantasy Games Unlimited, V&V was one of the earliest TTRPGS to tap into the superhero genre.

As you might expect, the game prompted characters to create their own heroes to adventure with, using easily recognizable powers. The game was available as a boxed set, which included an introductory adventure, a reference screen, and dice. The game stuck around for quite a while and was supported with a number of adventure modules and at least a couple “rogues gallery”-type publications featuring colorful NPCs for use with the game.

As a teen, I was immediately drawn to the Jeff Dee art in all of the products. Jeff also provided art for a number of D&D and AD&D products during this time period.

DM’s Records

Again, just adding this one because I love the entrepreneurial spirit of it all. Here we have an ad for various “DM’s Records” for monster, spell, and party stats, as well as a time record sheet. These were almost certainly created for D&D or AD&D and churned out there, in hopes of them catching on. I love looking back and seeing stuff like this. I hope they sold a bunch.

Game Master

This period of the 1980s saw one of the first big influxes of home computing. While still not commonplace in every household, owning a computer was certainly something that was becoming popular. As you might expect, the crossover between home computer users and TTRPG hobbyists was considerable. Even a couple years prior to this I can recall sitting in a Radio Shack with my buddies and gleefully generating random d20 rolls on a TRS-80. Game Master, the product featured in this ad, was an early application for managing your D&D game.

Conclusion

That’ll do it for this week. Covid knocked me out last week, so I needed to get myself back into the saddle. Have you had any encounters with any of these products? Did reading through these bring back memories of any others? Leave me a note and let me know. Thanks for taking the time to visit. In the meantime, stay warm and good gaming!

For maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Have You Ever Used a Real-World Map for Your Campaign?

If you have visited my blog previously, it’s probably fairly obvious that I fall into the camp of those who enjoy tinkering around with maps. I spend far more time creating maps and adventures than I do actually playing. To me, it’s another part of the hobby that I find very rewarding. However, I realize that some people don’t enjoy it and others simply don’t have that kind of time to spend on prep.

For those of you who may be short on time or inspiration, one little trick we would use back in the day was to use a real-world map as a template for some or all of your campaign map. It’s a resource that’s versatile and can be adapted with minimal effort for a variety of settings.

My friend Mike used this park map for years to represent the western portion of his campaign setting.

For instance, I grew up in upstate New York and my family would frequently vacation in the Adirondack mountains. Back in the early 1980s when I first got heavily into role-playing games, there were always paper road maps lying around. These mundane maps became the campaign setting for my high school AD&D group. Oh, I made the scale larger and changed most of the names. However, it provided me would a workable map on a very limited budget. A few years later, my friend Mike used a map of Mount Desert Island in Maine for the western side of his Fantasy Hero campaign. 

These days there are quite a few resources out there, allowing people to easily craft their own maps. However, real-world maps can still be useful. The geological features in our world have been crafted by eons of history. If you are wanting to create your own map but time is precious, maps from our world can be a great place to start. Simply choose an appropriate area, trim a bit here and there, and you’ll be on your way with geography that makes sense. Using a little artistic license, it’s relatively easy to take a real-world map and sprinkle in some fantasy elements where you see fit. A mysterious forest here, an ancient ruin there, and before you know it, you have a living, breathing world that your players can explore.

Years later I recreated Mike’s campaign world in Campaign Cartographer. As you see, the western third of the map is simply Mount Desert Island.

It occurs to me that since returning to the hobby I haven’t been exposed to much other than my own games. I’m curious to hear what is common for other game masters. Do you lean toward using published campaign settings? Do you run your games in your own world and create your own maps? Alternately, do you tend to leave the overland stuff a bit more abstract and only focus on adventures and encounters?

That’s all for now. Thank you for stopping by and I hope you have a great week. Good gaming!

For more maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here. Finally, for a bit about me and some general stuff, this is the spot.

Idea Chest: Planet of the Apes

This week I am going to offer up another entry for the Idea Chest. The Planet of the Apes franchise weaves post-apocalyptic themes with societal commentary. While the TV series and more recent films have contributed to the legacy, for this post I will specifically be focusing on the original 1968-1973 film series that started it all. Before I dive in, consider this a spoiler warning for those who haven’t yet experienced these classic films.

As a young boy, I was spellbound by the “Planet of the Apes” series. I discovered them around the same time as tabletop RPGs and they left an indelible mark on my imagination. I feel that these movies can provide a wellspring of inspiration for not only sci-fi or post-apocalyptic games but fantasy campaigns as well. There are a number of elements of this franchise that can provide inspiration for your games.

A Familiar Yet Altered World

General Ursus. Beneath the Planet of the Apes 1970.

The characters in “Planet of the Apes” find themselves in a world that is eerily familiar yet starkly different. This situation is not just interesting, it’s full potential for fantasy settings. For instance, imagine your party stepping through a portal to a world where orcs are the cultured rulers and humans, elves, and dwarves are seen as primitive. Such a reversal of roles can offer a fresh perspective and challenge players’ preconceptions about “civilization” in your game.

The New Society

If you do expose your PCs to an altered world, it also opens up the possibility to delve into the social structure of that world. This dynamic can be reflected in a campaign setting, where different factions vie for power, influence, and survival. It can serve as a mirror to our own society, offering an opportunity to explore themes of equality, prejudice, and governance.

Echoes of the Future

Cornelius & Zira in a holding cell. Escape from the Planet of the Apes 1971.

Envision the players encountering a future version of their own world within the campaign. It’s a startling revelation that can bring the consequences of their actions into sharp relief. How have their decisions affected the world? What legacies have they left behind? This concept encourages players to think long-term about their journey’s impact.

A Glimpse of the Past in the Present

Conversely, consider the story possibilities if beings from a potential future were to somehow arrive in the current campaign timeline. This twist, akin to what happens in Escape from the Planet of the Apes, could lead to compelling interactions and conflicts. How does the world react to these beings? Are they seen as omens, deities, or threats?

Dr. Zaius discusses the newly arrived Taylor with Cornelius & Zira. Planet of the Apes 1968.

The Forbidden Zone

The Forbidden Zone in “Planet of the Apes” is a desolate and dangerous region that harbors secrets of the past. In a fantasy campaign, such a zone could be the result of a lost civilization sealing itself away, using magic to deter intruders. This concept can introduce an area filled with mystery, danger, and forbidden knowledge, tempting the brave and deterring the cautious.

The Cult of the Lost

Denizens of the Forbidden Zone worshipping the bomb. Beneath the Planet of the Apes 1970.

The mutants in the Forbidden Zone worship a nuclear bomb, a relic from a bygone era. This concept can be mirrored in a fantasy setting. Imagine a group of isolated people who, cut off from the rest of the world, begin to revere an ancient artifact from their history. This could be a dormant magical object or even a misunderstood natural phenomenon. Their worship, based on misinterpretations or half-lost memories, could have transformed this entity into something far removed from its original nature. It becomes a symbol of their identity, shaping their culture and perspective on the outside world. Does the party attempt to understand and empathize with these people’s beliefs, or do they try to reveal the truth behind the object of worship?

Infinite Regression

The concept of infinite regression—discovering that every ‘new’ world is just a layer over the ‘old’ one—could turn a campaign into a multidimensional exploration of history and reality. What if the ‘ancient ruins’ your party discovers are not from the past but from a future that has come and gone?

Conclusion

I’m curious to know if you’re familiar with the Planet of the Apes franchise and whether you’ve ever drawn from its themes for your games. Have these films inspired your campaigns? Have you ever flipped the script on your players with a setting that challenges their notions of the norm? Finally, as someone who’s not caught up on all of the newer films, I’d love to hear if you’d recommend them.

That’s all for now. Thanks for taking the time to visit and I hope you have a great week. Good gaming!

For more Idea Chest posts, go here.

For maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Port Town of Hughgrot

The port town of Hughgrot lies along the southern coast of Archia, on the shore of the Zarhut’lm sea. A forsaken naval outpost, its abandonment became a siren call for pirates, smugglers, and a motley crew of those who preferred life in the shadows.

Made in Campaign Cartographer. I primarily used the Cities of Schley symbol set but added some other touches as necessary.
The notorious Grondo-Ri once held Hughgrot with his warband. Artwork © 2015 Dean Spencer, used with permission. All rights reserved. dean-spencer@live.co.uk

This coastal haven, colloquially known as “The Underbelly,” bustles with clandestine dealings. An unspoken code, rather than formal laws, governs its narrow, chaotic streets. Leaders of shadowy factions pull strings from behind the scenes, understanding that too much noise could attract the unwanted gaze of Archian authorities.

Nestled along the eastern shore, Hughgrot sprawls around the mouth of the river Alum. Weather-beaten docks stretch into the bay, bearing witness to the constant flow of contraband. A handful of warehouses are located on eastern edge of town, storing the storing various ill-gotten goods. Ramshackle structures and makeshift stalls cling to the shoreline, where dubious transactions play out on a daily basis.

Hughgrot is melting pot of architecture from different eras. Sturdy remnants from the Archian days stand beside hastily assembled buildings of questionable design. Here and there, traces of orcish construction linger-a testament to the time when the orc shaman Grondo-Ri and his warband claimed residence here.

Statue of Mareen in Hughgrot. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.

An old church of Mareen crowns the cliffs to the north. Though lacking in followers, it stands unmolested. Superstitious as they are, seafarers offer a wary nod to the goddess of the seas.

Hughgrot’s streets echo with the tongues of many different races and cultures, each telling the tale of trade, and survival. Secrets are currency, and every shadow hides a story. Those who dare to visit are best suited to mind their own business and watch their backs.

Conclusion

This week’s map is another creation that sprang forth from my friend Mike’s Fantasy Hero campaign, back in the 1980s. I have used it regularly in my games ever since. I think a place like this fits into almost any campaign, so I figured it was time to make a proper map of it.

Do you have a seedy town in your campaign? Do your players have a place to go when they need to acquire that rare spell component or elusive bit of information?

I appreciate you taking the time to visit. I hope you’ve enjoyed the holiday season and are getting some much-needed free time to spend with your hobby. Good gaming!

For more maps & plot hooks, go here.

For my Idea Chest posts, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

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.

For maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

The Lost City of Wakou M’baque

Two weeks ago, I posted a map of some ruins deep within the jungles of Gowandia. Among the crumbling stones, a spiral staircase was found, tempting adventurers to descend into the unknown.

The spiral staircase descends for hundreds of feet, in total darkness. Characters with any type of mining skill will marvel at how this could have been created. The stairs end at a 20-foot-wide tunnel running south-southwest. The air grows increasingly humid, and the distant sound of rushing water becomes a steady echo in the darkness.

The lost city of Wakou M’baque. Created with Campaign Cartographer.

The passage ends after roughly 50 feet with more stairs going down, though straight and steep this time. A faint yellowish glow beckons from the depths. Reaching the final stretch of the descent, the glow intensifies, casting an eerie light that dances on the edges of the cavern. The stairs widen, revealing a breathtaking sight—a massive cavern (visible from location #1)

Stretching over 700 feet in each direction this immense chamber is a natural wonder. A glowing chartreuse lichen adorns the vaulted ceiling. Weaving around giant stalactites, it casts an eerie yellow light over the ground, some 100 feet below.

In the heart of this colossal cavern, a forgotten city lies frozen in time. Stepping onto the widened stairs, the sight unfolds—buildings crafted from clay with flat roofs, stand like silent sentinels against the glow of the chartreuse lichen. Single and two-story dwellings line the streets, remnants of a civilization tucked away from the world above. The city’s layout reveals an intricate design, reflecting the architectural prowess of those who called this underground expanse home.

While not visible from this vantage point, two similar stairways lead up from the city. One may be found at location #2 and the other at location #3.

A roaring river bisects the city from northeast to southwest. Two bridges span the water, connecting the two halves of the metropolis. The glow of the lichen, combined with the reflections from the water creates the sensation that the center of the city is undulating. While not clearly evident, if someone were to exit the cavern following the path of the river (location $4), they would eventually come out to Maguni Falls.

At the far end of the cavern, a monumental ziggurat dominates the skyline (location #5), reaching halfway to the cavern ceiling. Its purpose, like the city itself, is veiled in the echoes of time. Beyond the ziggurat, a colossal statue of Ka-Zaa, the ancient Gowandian god of magic, surveys the subterranean realm (location #6).

The entire city, though silent and seemingly abandoned, carries an air of preserved majesty. Odd markings on some structures hint at a purpose but their meaning may be lost to time. Patches of multi-colored crystals jut out of the earth in many places. Looking down the empty streets, one is forced to wonder what this place looked like in its prime.

The air within the cavern is thick with humidity, and strange flora adds an otherworldly charm. Giant mushrooms (some as tall as a man) and patches of orangish-brown fungus litter the area. Despite a lack of any actual sunlight, towering purple ferns can be found throughout the city.

Taking in the sights from the staircase, the adventurers are poised for discovery. surrounded by the echoes of a city lost to time. The lost city of Wakou M’baque lies before them and the secrets it guards are ready to unfold.

Conclusion

Wakou M’baque has lived in my head for over 40 years, in one form or another. To me it’s always been a bit of a mash-up of Robert E. Howard tales, with a bit of the classic B4 The Lost City thrown in for good measure.

How would you use a location like this in a game? Is the city truly abandoned? Are their still people living here? Has some bizarre alien presence taken hold of the place? Let me know in the comments, as I’m always curious to see what folks will come up with.

That will do it for this week. Thank you for taking the time to stop by and I wish you the best with the week to come. Good gaming!

For maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Maguni Falls

Nestled deep within the heart of Gowandia’s jungle, Maguni Falls stands as a forgotten sacred site, shrouded in mist and mystery. Sacred to the early Gowandians, this enchanting locale has remained untouched for ages. Adventurers lucky enough to find this location will be the first witnesses in untold years.

Maguni Falls. Created with Campaign Cartographer’s Forest Trail style.

Amidst the lush jungle, unique flora thrives (more about this in Weeds of Wonder). The Stikricki Bush, whose razor-sharp thorns serve as natural caltrops, and the Magasorium, whose leaves offer protection against the jungle’s relentless insects may both be found here. The air is rich with the scent of the Billitri plant, a fragrant guardian against keen-nosed predators, while the Manshooki tree provides resilient vines coveted by the Gowandian tribes.

A rickety old bridge (location #1) tempts the party to cross the raging river to a narrow strip of land along the base of the northernmost cliff. Those who are brave enough to traverse the span will find a hidden path behind the waterfall (location #2).

Emerging on the western side of the veil of water, the path leads to a stone arch at the edge of the southern cliff (location #3). Ancient Gowandian runes are carved into the side of the arch. If any of the party are able to decipher these runes, they will learn of a secret entrance to the lost city of Wakou M’baque in the cave directly below (location #4).

Conclusion

I struggled a bit with this map style in trying to properly illustrate the different cliffs. Hopefully things ae clear enough. Having now explored two different entrances to Wakou M’baque, we’ll head underground next week to see some of the city itself.

Thanks for stopping by. Have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.

Jungle Ruins

Nestled in the deepest jungles of the southern continent, Gowandian tribes live among the ruins of ancient civilizations. Gowandian scholars frequently take pilgrimages to distant lands in order to record major events but many secrets still lay hidden away in the wilds of this remote nation.

Treading through the jungle’s heart, the silence is broken only by the rustling leaves and distant calls of unseen creatures. The air is thick with the enchantment of magic, and the path ahead is veiled in mysteries waiting to be unraveled.

This map reveals a forgotten sacred site where ancient tribes once sought the blessings of Ka-Zaa, the god of magic. Weathered standing stones form a mystical triangle around a statue of the deity, depicting the harmonious blend of mind, body, and spirit required to master arcane powers.

Nature has claimed these ruins with a lush overgrowth. Vines and ferns intertwine with remnants of a mysterious past. Among the crumbling stones, a spiral staircase tempts adventurers to descend into Wakou M’baque, a lost city swallowed by time and the gods.

Conclusion

Keeping this one brief, as I’m hoping to build on it in coming weeks. I had originally intended for the party to be attacked by axe beaks outside the ruins. However, it felt like an empty combat so I opted to just let the tension build as the adventurers investigate the scene. That’s all for now. Thanks for stopping by and have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Want to help me to compile a list of TTRPG conventions? Click here.

Finally, for a bit about me and some general stuff, this is the spot.