In the far reaches of the world, under a lost and lonely hill, lies the TOMB OF HORRORS. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil DemiLich.

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Weirdly, D&D didn't encourage my leanings towards trying magic of my own at all. In fact, it frustrated them. Even the most pompous and ambitious historical magicians, from the Zaroastrian Magi through John Dee, Francis Barrett and Aleister Crowley, never claimed to be able to throw fireballs or lightning bolts like D&D wizards can. So D&D was never going to feed the fantasies of practising magic in the real world. That is all about gaining secret knowledge, a higher level of perception or inflicting misfortune or a boon on someone rather than causing a poisonous cloud of vapor to pour from your fingers (Cloudkill, deadly to creatures with less than 5 hit dice, for those who are interested). The game, as we played it, just doesn't support the occult idea of magic.

In fact, it might even be argued that, by giving such a powerful prop to my imagination, D&D stopped me from going deeper into the occult in real life. I certainly had all the qualifications—bullied power-hungry twerp with no discernable skill in conventional fields and no immediate hope of a girlfriend who wasn't mentally ill. It's amazing I'm not out sacrificing goats to this day.
Mark Barrowcliffe
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