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Tomb of Horrors





Review
For generations the Tomb of Horrors has held an inescapable allure. It draws adventurers to it like a beacon and then devours them utterly like some monstrous predator. Within its sepulchral, trap-ridden halls and chambers lay the secrets and treasures of the demilich Acererak and, some say, the demilich himself.
Tomb of Horrors™ is a far reaching Dungeons & Dragonss® adventure that takes characters from 10th level to 22nd level, with natural break periods between stages for other adventures. It includes background material, adventure hooks, new monsters and magic items, and a powerful campaign arc that pits heroes against a deadly dungeon complex and its echoes in the planes of the Feywild and the Shadowfell. This adventure also includes a double-sided map depicting key encounter sites.
An ice-shrouded city of shattered stone spires and decaying arched bridges comes into view from out of the swirling black mist. Gray lightning surges within the clouds, and a boiling sea of black surrounds the base of the towers a hundred feet below. Several other spires connect to the one closest to you, but uncounted hundreds more spread farther in the distance, their shattered bridges out of reach.
When Acererak made his most recent attempt at seizing absolute power, his staging ground was Moil, the City that Waits. A maze of ruined towers extending down to the deepest depths of the Shadowfell, Moil provided a fertile ground for undead experimentation, as well as an access point to the demilich’s great Fortress of Conclusion.
Held within an extra-dimensional space of pure necrotic essence, this fortress served as the site of Acererak’s planned divine apotheosis—a process by which the mastery of undeath would grant him godlike power. However, great heroes destroyed both Acererak’s plans and his sanctum. As with its dread master, though, mere heroes could not forever stop the power of the Fortress of Conclusion.
Series: 4th Edition Game Supplements
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