Your feet crunch down in baked sand as you land on the side of a wind-carved dune in a seemingly empty desert of this particular Earth. The first rays of a blueish-cast sun crest a hill, casting purples and violets across the reddened sky.
The Joey here, located in a settlement just over the Northern dune, tripped the sensors just hours ago, twice. You determine, from local time, he must have Walked in his sleep, then Walked back to his bed; it's unusual enough that your whole team was dispatched by the Old Man (The Joe in charge of Interworld Team Assignments) to bring him back to Interworld for training and study.
Equipment assignment for field work is always tricky. Interworld has some miraculous gadgets of either magical or technological power, but they all can be rendered useless (and worse, degraded) by one errant Walk to an oppositely-aligned Earth.
This is a medium-level magic-skewed earth and, as such, the inhabitants can look like anything. The best Interworld was able to offer were hooded cloaks and theatrical make-up that you could hopefully apply once you get an idea of the locals. [Interworld's official policy is to try to operate in secrecy where possible, but getting a Walker is more important than not freaking the locals.]
Before you can determine how to proceed, the ground shifts around you and creatures the size of Moles but with strong-looking fanged-teeth and dark scales drag themselves out of burrows in the sand. There are about 20 of them.
J.O.E.I, please give me a Will roll, to see how you fare in a this Magical world.
Stuff on you - three days food and water, and a salve that, when applied, protects from environmental cold, heat, and radiation for 8 hours. If you stay here for when the sun is fully up, some of you may need to apply this. A pocket-sized rebreather. The aforementioned hooded cloaks and make-up.
And, of course whatever is on your character.