Even within the deepest recesses of history’s own heart, one cannot find a sorcerer more powerful nor infamous than the man known as Alak-Ammur. His origins lie hidden behind a veil of lies and half-truths so thick that it is useless to even speak of them. Know simply this, that Alak-Ammur grew strong in the ways of arcane lore as easily and quickly as other men take to breathing fresh air.
Few were surprised, even in his own time--or at least all records seem to indicate--when Alak-Ammur disappeared mysteriously. Most of his kinsmen and peers assumed that he had died, although in truth he had neither kinsmen nor peers. But assumptions about men like Alak-Ammur are so often wrong that it hardly seems worth relating that they were.
But they were.
The sorcerer left the world of his birth and explored the myriad worlds beyond. He lived for a thousand more years than his fellows knew, for he never returned to that place he had once called home. When it came time for him to die--when his body could no longer continue to house his spirit--he used his magic to fashion a tomb for himself. But Alak-Ammur’s tomb would be no more a normal crypt than he was a normal man.
True to his nature--and his nature was power, pure and simple--Alak-Ammur crafted for himself a world in which to put his physical form to eternal rest. Not a large world, as world’s go, but truly an entire world as distinct and unreachable from any other world as, well, another world.
If one could find this tomb-world, surely it would hold great secrets, it would solve vast mysteries, and it would make one wealthy and powerful beyond imagining. If such a deed could be done at all--and survived.
"The Tomb-World of Alak-Ammur" is a mini-adventure for 12th-level PCs written by 3rd Edition designer Monte Cook. Originally released through Dungeonaday.com, this PDF is 32 pages and comes completely linked and bookmarked.
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