TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  How did you become time lost in this place? 
   
  How did you learn of the location of the Ancient ruins? 
   
  What do you plan to do about the T. Rex? 
   
  Have you made arrangements for an empty casket 
  memorial service if you don’t return? 
  IMPRESSIONS 
   
  The sweep of pterosaurs above 
   
  The constant drip of the rain forest from above 
   
  The crunch of the jungle underbrush and its insects 
  under your feet 
   
  The stomp of a T-rex reflected in a puddle 
   
  The whine of insects 
   
  The howl of a distant Raptor 
   
  The intense green of the primeval vegetation 
   
  A smoking volcano in the distance 
   
   
   
   
  THE LAND THAT TIME 
  MISLAID V1.0B 
  An Adventure Starter by Mark Tygart 
  For Red Box Vancouver’s 
  Dungeon Planet 
  https://redboxvancouver.wordpress.com/ 
   
  GOA LS 
   
  Establish details, describe 
   
  Use what they give you 
   
  Ask questions 
   
  Leave blanks 
   
  Look for interesting facts 
   
  Help the players understand the moves 
   
  Give each character a chance to shine 
   
  Introduce NPC’s 
   
  Fill out your worksheet 
  DU NG EON M OVES 
   
  Change the environment 
   
  Point to a looming threat 
   
  Introduce a new faction or type of creature 
   
  Use a threat from an existing faction or type 
  of creature 
   
  Make them backtrack 
   
  Present riches at a price 
   
  Present a challenge to one of the characters 
   
   
   
   
   
   
   
   
  CUSTOM MOVES 
   
  Prehistoric Mire  
  When you step in mire, Roll+Dex. On a 10+, gain both. On 
  a 7–9, choose 1: 
  • You are able to avoid alerting the Raptor Lookout 
  • You avoid being ensnared in the mire 
  Less than 6: The Raptors are alerted and you are ensnared 
  Weather 
  Roll each day 1d6: 
  1-2: Hot 
  3: Heat and Humidity (Humans -1 all throws) 
  4: Rain (Humans, Robots and Androids -1 all throws) 
  5: Hurricane (1d6 damage without shelter) 
  6: Volcano Erupts (1d8 damage without shelter) 
   
   
   
  
  Locations 
  City of the Ancients 
  Primeval Portal  
  This intelligent artifact strongly resembles the time travel 
  portal from Star Trek’s TOS episode The City on the Edge of 
  Forever. 
  When you find the Primeval Portal, roll +Charisma.  
  On a 10+, The Portal will agree to teleport the party home 
  once the cannibals have been eliminated.  
  On a 7-9: The Portal agrees not to attack in exchange for 
  eliminating the cannibals and promises to teleport the 
  party “to a safe place” once the cannibals are eliminated. 
  Less than 6: The Portal teleports the party to the 
  Prehistoric Mire. 
   
  Cannibals’ Cave 
   Bear Trap  
  When you step on a hidden trap trigger, Roll+Dex. On a 
  10+, gain all. On a 7–9, choose one: 
  • You are able to avoid setting off the alarm 
  • You do not suffer 1d8d  
  Less than 6: The alarm is sounded; you take 1d8d  
  Sounding the alarm will summon the Mutant Disco 
  Cannibals. 
  The cavern is littered with artifacts from the 1970s, and is 
  illuminated by a giant disco ball. Disco music plays at all 
  times. 
   
   
  THINGS 
  Pterosaur Egg                                                             1 Weight 
   
  Adventures can use threats to the egg to gain immunity 
  from Pterosaur attacks. Such eggs are worth at least 500 
  credits each. 
   
  Monsters 
  Mutant Disco Cannibal Group, Stealthy, Devious, 
  Organized, Intelligent, Hoarder, Terrifying  
  Crude Weapons (d6 damage)  
                            6 HP 
  Close 
   
   
  These are twisted cannibals with wiry frames and crazed 
  eyes, and reeking mouths full of rotten teeth, stained with 
  the dried blood and flesh of their victims. They are 
  descendants of past time travellers from the 1970s 
  mutated by their time machine. 
  Special Qualities: Blood-stained, rotting maw 
   
  Stage a distraction or lay a trap 
   
  Shriek for reinforcements 
   
   
  Pterosaur, Hollywood                                         Group, Large                                                  
  Bite (b [2d10+2] damage)                                                10 HP 
  Close        
  Special Qualities: Flying 
  Instinct: Swoop! Glide! Bite! Caw! Soar! Buffet! Roost!  
   
  Raptor, Spielberg                       Group, Stealthy, Organized 
  Teeth & claws (b [2d8+2] damage) 
  Close 
   
          5 HP, 0 Armor 
  Instinct: Hunt prey! 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/)                                      
  For more free Dungeon World material 
   
   
  Spielberg Mosasaurus                                        Solitary, Huge                  
  Teeth (b [2d12+3] damage 2 piercing)                            20 HP  
   Reach  
  Special Qualities: Amphibious 
  The ‘Meuse River Lizard’ was discovered by Johan Leonard 
  Hoffman and formally given a full scientific name by 
  William Mantell in 1829. Mosasaurus lived during the late 
  Cretaceous period from 70-66 million years ago. 
  Mosasaurus preyed on fish, birds and other marine 
  reptiles. The Mosasaur also possessed a second set of 
  teeth in its upper palate to prevent its prey from escaping. 
  Instinct: Devour 
   
  Erupt from the sea 
   
  Swallow whole 
   
  Escape with prey 
   
   T-Rex, Cinematic                                               Solitary, Huge 
  Bite (b [2d10+2] damage)   
   Reach, Forceful, Near                                       25 HP, 5 Armor 
  An 80 feet tall bird-lizard, straight from Jurassic World.               
  Instinct: Eating a lawyer in one bite? 
   
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/The Land That Time Mislaid.pdf