The cover of Faeriemound of Dragonkind, 1987.
A GM-less solo adventure game book originally published by TSR, now out of print.
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Painted in 1981 by Tim and Greg Hildebrandt for their 1982 Atlantis calendar.
Info from @70sscifiart Adam Rowe's substack website:
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The instant you enter the chamber, sparks fly from the fingers of an incredibly ancient elven wizard. The sparks don't do any particular damage, but they certainly serve notice that you're not welcome here.
Glancing quickly around the magician's combination laboratory and library, you see many magical items: floating potion bottles, spellbooks, scrolls, a five-pointed star and circle inscribed on the floor, jars of spell components, and even several pairs of mysterious eyes peering at you from atop a bookshelf. And watching each move you make is a small, curious reptile, clearly the familiar of the wizard.
Suddenly the sparks change color, and you sense that they are steadily becoming more dangerous. Do you want to quickly try to talk to the wizard? Turn to 113A. If you want to use your own magical weapons against the old elf, turn to 68D. Or do you want to pretend he's not there, and just look around as quickly as possible and get
out? If that sounds good to you, turn to 92A.
The wizard's laboratory is one of the first rooms you can access from the faerie king's throne room. Unsurprisingly for this book, it is full of ways to teleport yourself somewhere else before you get a good look at everything.
Scan from Faerie Mound of Dragonkind, 1987, published by TSR, out of print.
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Night In Atlantis, Hildebrandt Brothers, 1981.
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