I take photos of derby, shopping carts, kittens, whatever.
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Fada ✫
Drawing for Inktober
Art prints / Instagram
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Gruumsh One-Eye rules over the pantheon of the orcs with an iron fist. "He is a fearsome, brutal god who revels in warfare, and ever seeks new territory for his race." (Terry Dykstra for DMGR4: Monster Mythology by Carl Sargent, supplement for AD&D 2e, TSR, 1992)
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Im not religious but cathedrals are so beautiful





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Centaur adventurer (Glenn Blacow, Alarums & Excursions 17, Nov 1976)
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The bustling street outside Elmore Inn (Larry Elmore, D&D Expert Rulebook, TSR, 1983)
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High level cleric and druid (Jeff Easley, D&D Master Players’ Book, TSR, 1985)
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Mama copper dragon (David Sutherland, AD&D Monster Manual, TSR, 1977)
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"This painting is a replica of a classic tapestry hanging in the main hall of Baron Vorloi's home. This scene of elf warriors battling a green dragon sums up much of what early settlers thought of the lands of Karameikos: a forested home of many monsters." (Eric Hotz, Mystara Campaign boxed set Karameikos, Kingdom of Adventure, TSR, 1994) Hotz's art style here references early medieval culture, similar to his work for the Harn series by Columbia Games.
Mystara was the AD&D 2e version of the Known World campaign setting originally created by Moldvay and Schick at Kent State. The Known World became an official D&D setting in the 1981 B/X Expert rules and in module X1: Isle of Dread, then was expanded upon in the 1987 Gazetteers.
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Shell game (Dave Trampier, Dragon 10, October 1977, for “D&D Option: Orgies Inc.” by John Pickens)
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A hat like that commands respect, but you'd better be powerful enough to back it up (Claus D Biswanger cover art for Auf dem Weg ohne Gnade, Adventure 4 for Das Schwarze Auge, Schmidt Spiele, 1985)
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The troglodyte champion steps into the fray and croaks its horrible challenge. (Jeff Easley, AD&D module S4: The Lost Caverns of Tsojcanth, TSR, 1982)
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Thinking of a megadungeon-like underworld crawl, a whole campaign framework that takes place inside a dungeon (but with special safe zones to punctuate the exploration), and I just hit upon a funny idea. What if character options are very basic to begin with (maybe literally basic: the seven classes from Basic/Expert D&D) and as characters explore the underworld players unlock more character options should they need to create spare characters or hirelings. Like when the party discovers Goblintown now goblins become a playable character type, the Fungus Farm unlocks funguys, etc.
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