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Tombs of Terror Chapters 1 & 2 Now Available

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Tombs of Terror, Hearthstone's latest Solo Adventure, is now available and our hub is here to help you with both chapters!

Chapter 3 unlocks September 24 and Chapter IV & Finale unlock October 1.

Blizzard LogoBlizzard (Source)

The Tombs have opened, the plagues of Uldum have been unleashed, and the League of E.V.I.L.’s plans are set in motion. Now, the world needs you, the League of Explorers, to delve into the Tombs of Terror, fight back against the League and their Lackeys, and save the world!

Here’s what you’ll find lurking in the Tombs of Terror:

Plague Lords


The League of E.V.I.L. has unleashed powerful plague lords onto the world, and it’s up to you to stop them! These larger-than-life monstrosities have gigantic persistent health pools. So, while you might not best them on your first attempt, you’ll pick up where you left off on the next run!

Dual-Class Heroes!


When they aren’t delving the depths of deserted dunes, Elise, Brann, Finley, and Reno have spent their spare time in the desert learning new crafts.

Powerful Signature Treasures!


Dig into your pack of tools and start your run with a powerful signature treasure of your choice.

Unlocked by completing challenges and bosses during your runs, your pack will fill out with tons of magical loot and powerful cards as you progress through the Tombs of Terror.



Chapter 1: The Lost City

Buried under the sands of Uldum for countless eons, the League of Explorers has clashed with the first of the terrible Plague Lords in the Lost City of the Tol’vir. Reno has secured his hat, strapped on his Gatling Wand and, in his usual fashion, is diving headlong into the Lost City to battle the Plague Lord of Murlocs!

The Plague Lord of Murlocs has slipped some slimy friends into the decks of both players and bosses. Draw a “Surprise! Murlocs!” card to summon a random number of Murlocs onto your board.


Chapter 2: Scorching Dunes

Trekking across mile after mile of coarse, rough, and irritating sand would test the mental limits of even the most stalwart champions. It’s no surprise that in these dunes is where Sir Finley Mrgglton will square off against the Plague Lord of Madness!

The Plague of Madness has affected the minions played in the Scorching Dunes! At the end of each player’s turn, their right most minion will attack a random enemy!

Unlock the Tombs of Terror

Get Started for Free!


Reno Jackson and the first chapter of Tombs of Terror will be available to everyone – for free!

Unlock Additional Chapters


Launching consecutively over the next 2 weeks, future chapters will be available for purchase as a bundle containing all chapters for $14.99 USD, and individually for 700 Gold or $6.99 USD.

A new member of the League of Explorers will become playable with each unlocked chapter!


Earn Up To 16 Packs!

Earn 3 Saviors of Uldum after completing the fifth boss of each of the first four chapters, another 3 for completing the finale, and earn a Golden Classic Pack when you conquer the entire Solo Adventure. Plus, earn two unique card backs for completing all chapters on Normal or Heroic Mode.


Here's a short overview with what to expect in Hearthstone's latest Solo Adventure. For more details check out the official patch notes.

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2 hours ago, Stan said:

Chapter 3 unlocks September 17 and Chapter IV & Finale unlock October 1.

I do believe it is just Chapter I & II September 17, Chapter III September 24 and Chapter IV & Finale October 1

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Oh I do like the dungeon run style one player part. Here I can laugh of the Hearthstone RNG. 

(In ranked play it is not so so funny to be in the recieving end of a 1/10000 draw)


Thanks to Stan/icy-veins for the tombs of terror hub. I read it after I compleated the first run. I recommend to people to look at before you start. (If you do not like hints do not read any further)

As I went in cold i just choose card buckets and treasures with no plan what so ever. But I did get that Tracking device wihch insures you have a 2,3 and 4 mana card on curve was good. Alchemist stone which reduce the card in your hand with 1 every time you play an odd cost card was an obvious choice. Also had primordal bulward which is an Mega Ice block that gives 20 dam to the enemy hero. (I never used it)

The first 7 bosses went more or less as expected in normal mode. Not to hard unless you are unlucky. Which is hard to be when you always have a curve and your cards keeps getting cheaper.

The plauge lord was a surprise. I knew it had 300 health. But his hero power was immune to damage. Only a dead murloc would give it 3 damage. I got from the setup that Blizzard would like you to chip the plauge lord down during repeated runs. But 100 dead murlocs!.

Then I noticed that there was a lot lot lot of selfspamming murlocs jumping out of mine and his deck. I got 3 Ragnaros the Firelord out and more or less automatically cleared the board. When the plauge lords health reached 200 health the game changed. Now the hero power allow him to transform one of his minion to a 0/4 golem that had a murloc +1/+1 dead rattle. Also YOUR murlocs. And we got rid of the immune to damage.

Here enters my best card for this encounter Nightmare Amalgam. Well its a 3/4 for 3. And it gets buffed +1/+1 by the golems. And it is a target for Dire Frenzy. And when you drop Frost Lich Jaina it heals you. What is not to like?. When the plauge lord reached 100 health the hero power svapped again. It became a count down from 15 towards 10 mana as it allows him to reshuffle all minions in HIS deck. And it gets one cheaper for each dead murloc. Arhhhhh. Luckly for me my side of the board looked like a Jade druid at turn 27. 3 Nightmare Amalgam with around 15/15 - 17/17 each WITH lifesteal. He went from 100 to 0 before he was able to clear the board.

That type of RNG is FUN.  


Edited by PanPan
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