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Heroscape Master Set: Battle for the Underdark

Heroscape Master Set: Battle for the Underdark Rulebook

Table of Contents

Table of Contents

  • Game Contents
    • The First Time You Play
  • Basic Game Guide
    • Get Ready to Play a Basic Game
    • Action 1. Choose an Army Card
    • Action 2. Move Figure(s) on Your Army Card
    • Action 3. Attack with Figure(s) on Your Army Card
    • Ending the Battle
  • Master Game Guide
    • Shadow Terrain
    • Uncommon Army Cards
    • Treasure Glyphs
  • Battlefields and Game Scenarios
    • Battlefield Key
  • Campaign Master Game Rules
    • Dungeon Adventure 1: Ancient Sanctum
    • Room 1: The Lair
    • Room 2: Drow Ambush
    • Room 3: The Portal
    • Room 4: The Ancient Sanctum

Game Contents

  • 10 painted figures
  • 2 dungeon tiles (24 hex)
  • 3 dungeon tiles (7 hex)
  • 2 dungeon tiles (3 hex)
  • 2 dungeon tiles (2 hex)
  • 2 dungeon tiles (1 hex)
  • 3 rock tiles (7 hex)
  • 2 rock tiles (3 hex)
  • 1 rock tile (2 hex)
  • 1 rock tile (1 hex)
  • 3 sand tiles (7 hex)
  • 1 sand tile (2 hex)
  • 1 sand tile (1 hex)
  • 1 grass tile (3 hex)
  • 1 grass tile (2 hex)
  • 1 grass tile (1 hex)
  • 12 water tiles (1 hex)
  • 8 shadow tiles (1 hex)
  • 1 rock outcrop with shadow base (3 hex)
  • 3 rock outcrops with shadow bases (1 hex)
  • 4 Treasure Glyphs
  • 23 wound markers
  • 20-sided die
  • 8 combat dice
  • 8 Army Cards
  • 8 order markers
  • 1 sticker sheet

The First Time You Play

Remove your game parts from their wrappings. Discard the extra materials.

Object: Create a battlefield, choose your Army, then wage war against your opponent. To win, be first to achieve your victory objective.

Basic Game Guide

This game is designed to introduce the novice player to the turn sequence and the basic rules of movement and combat.

Get Ready to Play a Basic Game

1. Set Up Your Battlefield and Your Army. To do this, use the Battlefields and Game Scenarios Section starting on page 20. It features four battlefields with step-by-step instructions for building them. It also provides a Basic Game scenario to get you started. More Basic Game scenarios are available at www.heroscape.com.

After you've chosen a Basic Game scenario and built the battlefield, choose an Army. (Player 1 is the Good Army; Player 2 is the Evil Army.) Place your Army Cards in front of you, and then place your figures on the battlefield.

About Your Army Cards: In this game, you'll use the Basic Game side of the Army Cards. The other side is used in the Master Game. There are two types of Army Cards: Hero Cards, which show one (usually very powerful) warrior; and Squad Cards, which show two or more (usually less powerful) warriors.

For example, let's say you built the Ancient Sanctum: Room 1 battlefield, and chose the Ambush game scenario (see Battlefields and Game Scenarios). If you chose an Evil Army with two Heroes (Pelloth and Feral Troll) and one Squad (three Deepwyrm Drow), you'd take your three Army Cards and place them in front of you, and place your Army (all five figures) on their starting positions on the battlefield.

Each Army Card shows boxed numbers: Move (the maximum number of spaces the figure(s) may move), Range (the number of spaces away the figure(s) can attack — a Range of 1 means the figure has a melee weapon that can attack only from adjacent spaces), Attack (the number of dice you roll for a normal attack), and Defense (the number of dice you roll to defend).

2. The Combat Dice. Place the 8 combat dice near the battlefield and within reach of both players. The combat dice are used as attack dice (rolling for skulls) and also as defense dice (rolling for shields). Unless otherwise directed by your chosen game scenario, you don't need any other game parts for the Basic Game. Just place them aside, out of play.

The Battle Begins! Each player rolls 6 combat dice. The player who rolls the most skulls takes the first turn. (Re-roll if there's a tie.) Players then alternate turns until the game is over.

On Your Turn: Usually, you'll do three actions on your turn, in this order:

  • Action 1. Choose an Army Card
  • Action 2. Move Figure(s) on Your Army Card
  • Action 3. Attack with Figure(s) on Your Army Card

Action 1. Choose an Army Card

First, choose any one of your Army Cards to use on your turn.

Action 2. Move Figure(s) on Your Army Card

Now you may move any or all figures on your chosen Army Card, if you want to. Follow these rules for moving each figure:

  • Check the Move number: You can move a figure in any direction up to the Move number on its Army Card. (Uneven terrain and water might limit their movement.)
  • Order of movement: Move Squad figures in any order, one at a time.
  • Passing and landing on other figures: You can move through a space with a figure you control on it; but you can't move through a space with an opponent's figure on it. Never end a move on a space with any other figure.
  • Moving up and down: When you move to a higher level, count the side of each higher level as one space (as well as the space you land on). When you move to any lower level, you don't need to count sides on the way down.
  • Moving into water: When you move onto a water space from any other space (even from another water space), you must end your move there.
  • Moving onto shadow spaces: Unlike moving onto water, when you move onto a shadow space from any other space, you may continue moving if you have moves left.
  • Moving from water or shadow spaces to land: For water spaces or shadow spaces that are lower than their adjacent land spaces, the "moving up" rule applies. When moving from water or shadow spaces to land, count the side of each land space as you move.
  • Moving a double-space figure: Some figures, such as Othkurik or a Feral Troll, take up two spaces. When moving a double-space figure, decide which side to lead with (for example, the left side or the right side). Then move the figure so that the other side follows the same spaces that the leading side just occupied. Always end a double-spaced figure's move on two same-level spaces. The only exception to this rule is when one of two same-level spaces has a water or shadow tile in it. A double-spaced figure can end its movement on those two spaces because they are considered to be on the same level. A double-space figure does not have to stop when it moves over one water space between two land spaces, but it does have to stop when it moves down onto two adjacent water spaces.

Note: Glyphs, water tiles, and shadow tiles do not add height to any spaces on which they're placed.

Action 3. Attack with Figure(s) on Your Army Card

Now it's time for your Hero or Squad to attack any figures in your opponent's Army that they can.

Who can attack? Any figure(s) on your chosen Army Card within Range of an opponent's figure, and with a clear Line of Sight, can attack. If no figure on your Army Card meets these two conditions, you can't attack and your turn is over.

To see if a figure can attack, check the figure's Range and Line of Sight:

  • Range: A targeted figure must be within the attacking figure's Range. A figure with a Range of 1 can attack a figure only from an adjacent space. A double-space figure, such as Othkurik or a Feral Troll, can attack from either space it occupies. When checking a figure's Range, don't count extra spaces for higher levels. If the distance between your figure and the targeted figure includes an area with no spaces (for example, near the edge of the battlefield), then you must count the spaces along the edge of the battlefield to check the Range.
  • Line of Sight: To attack a targeted figure, your figure must be able to "see" it from its location. If the targeted figure is (for example) behind a stack of tiles, so that the attacker can't see any part of it, then no attack is possible. Line of Sight is an imaginary straight line that has nothing to do with the spaces on the battlefield. The best way to tell if your Attacker has a clear Line of Sight is to get behind its head and look at the targeted figure. If you can see any part of it from the Attacker's head, you have a clear Line of Sight. It doesn't matter if the Line of Sight goes off the edge of the battlefield, with no spaces below it.

Attacking: If you're attacking with a Squad, each figure on your chosen Army Card can attack one at a time, in any order. Each figure can attack only once per turn. Different figures may attack the same opposing figures or different opposing figures. For each Attacker:

  1. Announce which one of your figures is the Attacker and which figure it's attacking. The attacked figure becomes the Defender.
  2. Check the Attack number on your Attacker's Army Card, and then roll that number of attack dice. After you roll, your opponent rolls the number of defense dice on his Defender's Army Card. Height Advantage: If the base of one figure is higher than the base of the other figure (no matter what their actual size), the higher figure rolls 1 extra die.
  3. For every skull you roll for your Attacker, your opponent must roll at least one shield for his Defender to block it. For attack rolls, the Attacker counts only skulls. For defense rolls, the Defender counts only shields.
    • If you roll more skulls than the Defender rolls shields, your attack is successful and the Defender is destroyed. The player who controls it places it out of the game.
    • If the Defender rolls an equal number or more shields than you rolled skulls, then your attack is unsuccessful. The attacking and defending figures stay where they are, and that attack is over.

After you attack with every figure that can attack, your turn is over.

Ending the Battle

Keep playing until one player achieves the victory objective of the chosen game scenario. That player wins the battle!

Create Your Own Battlefield: With experience, you may want to build your own battlefields and create your own game scenarios, Armies, and victory conditions. Good luck; may the best Valkyrie General win!

Master Game Guide

In the Master Game, your Army figures get serious, with special powers and special rules for moving and battling. Because of their extra strength and powers, these warriors can't be defeated so easily. As a Valkyrie General, your mission is to gather a well-balanced Army, lead them boldly into battle, and wage war strategically to conquer the enemy.

The Master Game's turn structure — placing order markers, rolling for initiative, moving figures (Move number, moving up/down, falling, double-space figures, overhangs, tight quarters), Engagement Rules, and attacking (Range, Line of Sight, height advantage, Life, Scoring) — is the same set of rules already transcribed in full under Heroscape Master Set: Rise of the Valkyrie and Heroscape Master Set: Swarm of the Marro. This section covers only what Battle for the Underdark adds to that Master Game: Shadow terrain, Uncommon Army Cards, and Treasure Glyphs.

For first-time players, the rulebook recommends setting up Ancient Sanctum: Room 1 and playing the Dungeon Adventure 1: Ancient Sanctum Campaign Master Game (see Battlefields and Game Scenarios, below).

Shadow Terrain

Shadow spaces are a new terrain type introduced in this Master Set (8 shadow tiles and four rock outcrops with shadow bases are included).

  • Moving onto a shadow space: Unlike moving through water, when you move onto a shadow space from any other space, you may continue moving if you have moves left.
  • Moving from water or shadow spaces to land: For water spaces or shadow spaces that are lower than their adjacent land spaces, the "moving up" rule applies: count the side of each land space as you move.
  • Height: Glyphs, water tiles, and shadow tiles do not add height to the spaces they're on. Because of that, a double-space figure can have one side on a land space and one side on a glyph, water, or shadow tile placed on top of an adjacent space of the same level; they are considered to have the same height as the space below.
  • Falling: Falling rules do not apply if a figure falls onto a water space — a figure can fall onto a water space from any level without taking falling damage. However, all falling rules do apply if a figure falls onto a shadow space.
  • Defense bonus: When a small, medium, or large figure is defending and is on at least one shadow space, that figure rolls 1 additional defense die. A shadow space is NOT a type of water space — any special power that applies to a figure on a water space will not work on a shadow space.
  • Building with rock outcrops: Rock outcrops with bases may be stacked on terrain such as grass, rock, sand, or dungeon, but not on water spaces, shadow spaces, or any other terrain considered to have no height. Rock outcrop bases may also be used alone, without a rock outcrop on top, to represent additional shadow spaces on your maps; they likewise cannot be stacked on water spaces, shadow spaces, or other tiles considered to have no height.

Uncommon Army Cards

This Master Set introduces a new card rarity, Uncommon, between Unique and Common. This Master Set contains one Uncommon Army Card (more are released in expansion sets).

Your Army can include two or more of the same Uncommon Army Card. If so:

  • Unlike Common Army Cards, you must keep track of which figures belong to which Uncommon Army Card. Use the stickers provided in this Master Set to track which Uncommon figure belongs to which Uncommon Army Card.
  • Besides that one difference, Uncommon Army Cards are treated exactly the same as Unique Army Cards for all other rules and special powers on all Army Cards and Glyphs. (Uncommon figures are considered Unique figures for all special powers and Glyphs, including for the purposes of picking up or activating Treasure Glyphs — see below.)

Treasure Glyphs

Treasure Glyphs, available in this Master Set, are a special type of Glyph (Glyphs in general — available in other Heroscape Master Sets and Small Expansions — are explained in the Rise of the Valkyrie and Swarm of the Marro entries). Treasure Glyphs are normally mobile and can be carried by a Unique Hero unless otherwise stated in a scenario. Treat Treasure Glyphs as normal Glyphs with the following exceptions (some scenarios may break these rules):

  1. Only Unique Hero figures can attempt to pick up or activate Treasure Glyphs. Remember that Uncommon figures are considered Unique for all special powers and Glyphs. Other figures can land on spaces with Treasure Glyphs on them, but they cannot attempt to pick them up or activate them unless otherwise stated. Any figure may choose to stand on a Treasure Glyph and not activate it or pick it up, preventing others from gaining access to it.
  2. Treasure Glyphs do not force figures to stop when moving onto them. However, a Unique Hero figure that ends its movement on a space with a Treasure Glyph may attempt to pick it up or activate it, depending on the Treasure Glyph's individual rule.
  3. When attempting to pick up or activate a symbol-side up Treasure Glyph, you always roll for a trap before revealing it. You never roll for a trap on a power-side up Treasure Glyph.
  4. Treasure Glyphs that have been placed on a figure's Army Card affect only the figure that is carrying them unless otherwise stated.
  5. Treasure Glyphs cannot be traded between figures. Treasure Glyphs must first be dropped by one figure (either voluntarily while moving, or by the figure being destroyed), and then picked up by another figure at a later time.
  6. A Unique Hero can carry any number of Treasure Glyphs.

Traps: When one of your Unique Heroes ends its movement on a Treasure Glyph that is symbol-side up, you may attempt to pick the Treasure Glyph up or activate it (depending on the scenario). If you do, that figure might be caught by the scenario-specific trap. Roll the 20-sided die.

  • If you roll a 1–5, you set off the trap. Leave the Treasure Glyph symbol-side up. The scenario-specific trap takes effect.
  • If you roll a 6 or higher, you did not set off the trap, and the figure that landed on the Treasure Glyph now picks up or activates the Treasure Glyph. Turn the Treasure Glyph power-side up, remove it from the battlefield, and place it on the figure's corresponding Army Card (unless otherwise stated in the scenario). That figure now controls that Treasure Glyph.

You do not roll for a trap when landing on a Treasure Glyph that is power-side up.

Dropping Treasure Glyphs: At any point during a figure's movement, you may announce that the figure is dropping a Treasure Glyph. Announce which Treasure Glyph the figure is dropping, and place it power-side up onto a space the figure currently occupies. That figure may now continue its movement. You cannot drop a Treasure Glyph onto a space that already has another Glyph or Treasure Glyph on it.

Losing Treasure Glyphs: If a figure that is carrying a Treasure Glyph is destroyed, the Glyph is placed power-side up onto a space the figure last occupied. If the space (or spaces for double-space figures) already has a Glyph or Treasure Glyph on it, the Treasure Glyph the figure was carrying is removed from the game. If a figure that is carrying more than one Treasure Glyph is destroyed, that controlling player can choose which Treasure Glyph to place on the space that figure occupied. Once each space the figure occupied has a Treasure Glyph on it, the remaining Treasure Glyphs (if any) are removed from the game.

Permanent Treasure Glyphs: The power of each permanent Treasure Glyph is in effect for as long as a figure carries it. Exception: the Brandar's Chest Treasure Glyph is an artifact — it usually represents an object as directed by the specific game scenario.

Temporary Treasure Glyphs: The power of each temporary Treasure Glyph takes effect at a time of your choosing, so choose wisely. A figure must be carrying the Treasure Glyph to activate its temporary effect. Once the effect completes, the Treasure Glyph is removed from the game.

This Master Set includes four Treasure Glyphs:

  • Heroic Rune (Attack +1): This figure adds 1 additional attack die when making a normal attack.
  • Talisman of Defense (Defense +1): This figure adds 1 additional defense die when defending.
  • Potion of Healing (Heal 3 wounds): This figure may drink this potion after revealing an order marker on its Army Card. Remove up to 3 wound markers from that figure's Army Card.
  • Brandar's Chest (Artifact): The rules for this Treasure Glyph vary, depending on the game scenario.

Battlefields and Game Scenarios

This section features one battlefield — the four connected rooms of the Ancient Sanctum — that you can create using this Master Set, together with a Basic Game scenario and a four-part Master Game campaign.

Battlefield Key

As you build your battlefield, note the tile types by their center and border colors: Dungeon (gray-green centers), Sand (golden centers), Rock (gray centers), Grass (green centers), Water (blue centers), and Shadow (black or gray centers). Tiles come in six sizes, keyed by their border color: 24-space (tan borders), 7-space (purple borders), triple-space (black borders), double-space (yellow borders), single-space (red or blue borders), and rock outcrop bases (blue borders).

Rock Outcrops: Each rock outcrop's number refers to the height level of its different peaks (for example, a low peak of 5 and a high peak of 9). A rock outcrop must always sit on a rock outcrop base when placed on the battlefield; rock outcrop icons shown on battlefield setups always represent rock outcrops with matching rock outcrop bases.

  • Rock outcrops with bases may be stacked on grass, rock, sand, or dungeon terrain — not on water spaces, shadow spaces, or other terrain considered to have no height.
  • Rock outcrop bases may be used alone, without a rock outcrop, to represent additional shadow spaces on your maps. They likewise cannot be stacked on water spaces, shadow spaces, or other tiles considered to have no height.

The Tiles: The hex-shaped tiles come in various sizes and colors. Link them by sliding the notches into the grooves (don't try to snap them together), and stack them by fitting one tile on top of another.

The Glyphs: In the battlefield diagrams, Glyphs are represented by their key letters. This Master Set's Treasure Glyphs Key: placed symbol-side up, a Treasure Glyph is shown with a "?"; placed power-side up, each is shown by its own letter — Heroic Rune (H), Talisman of Defense (D), Potion of Healing (PH), and Brandar's Chest (B).

Campaign Master Game Rules

Dungeon Adventure 1: Ancient Sanctum

An unnatural gust of wind extinguishes your torch. You stumble in the sudden darkness. Two of your party members cry out, but their cries are immediately muffled — then gone. In the silence you call out, and in the distance one of your companions responds. There are two of you remaining: Ana Karithon the cleric and Tandros Kreel the fighter. You were sent to explore, but your goals have quickly shifted. You must find your missing party members and make it back to the surface with your lives.

Special Campaign Rules: If you are playing each battle in Dungeon Adventure 1 in order as a campaign, the following rules apply:

  • Death: If a figure in Player 1's Army is destroyed in any of the dungeon rooms, that figure is removed from the campaign — it does not continue into the next room with the rest of the adventurers. Exception: the adventurers carry one Vial of Resurrection with them. Once per campaign, Player 1 may use the Vial of Resurrection to revive a party member that had been destroyed in the previous room only. The Vial of Resurrection must be used when placing figures onto starting zones for a new room.
  • Wounds: When Player 1 continues onto a new room in the dungeon, all wound markers are removed from each of Player 1's Army Cards.
  • Equipment (Treasure Glyphs): When Player 1 continues onto a new room in the dungeon, the figures in Player 1's Army retain control of any Treasure Glyphs they control, and gain control of any that are power-side up on the battlefield. Player 1 may redistribute Treasure Glyphs only when placing figures onto starting zones for a new room.
  • Random Treasure Glyphs: This Master Set comes with four Treasure Glyphs, three of which are mobile: Talisman of Defense, Heroic Rune, and Potion of Healing. Rooms 2, 3, and 4 of this campaign each call for a random Treasure Glyph. At the beginning of each of those rooms, pick one of the three mobile Treasure Glyphs at random (do not use the same Treasure Glyph more than once per campaign). Each random Treasure Glyph is kept symbol-side up (hidden) until it is revealed.
  • Connected Rooms: The end of each room in the Ancient Sanctum is the beginning of the next. If you own multiple sets of this Master Set, you can create all four connected rooms at once. However, when playing the campaign, you cannot skip ahead — Player 1 must accomplish the victory conditions of each room before venturing into the next room.

Room 1: The Lair

The room is cast in hues of purple from the glow of bioluminescent plants and in an eerie green from mystic flames dancing along the walls. On the far side of the room is a small river, and to the right, darkness.

Basic Game — Ambush (2 players)

You knew entering the lair of a dragon would be dangerous, but you never guessed it would be waiting for you. Almost as if you were the prey . . .

  • Goal: Destroy all of your opponent's figures.
  • Setup: Place figures where shown. Player 1: Tandros Kreel, Darrak Ambershard, Erevan Sunshadow, Ana Karithon. Player 2: Deepwyrm Drow, Feral Troll, Othkurik.
  • Victory: Destroy all of your opponent's figures to win.

Campaign Master Game — Dungeon Adventure 1: Ancient Sanctum, Room 1: The Lair

You grope along the walls, feeling your way forward through darkened corridors, and notice splashes of green and purple light ahead. As you move forward, the narrow tunnel that you've been following opens up into a larger room. The room is cast in hues of purple from the glow of bioluminescent plants and in an eerie green from mystic flames dancing along the walls.

As you cross into the room, you see the back of a hulking green troll bent over an iron cage. The troll looks like it comes from your home world. It seems that you and your fellow adventurers were not the only beings summoned from Toril.

The troll shifts its weight, and you catch a glimpse of Erevan Sunshadow, the eladrin wizard from your adventuring party. He is locked in the cage, his eyes closed, as the troll pokes at him with the end of a wooden stick.

You call out Erevan's name, and his eyelids jerk open, revealing the purple orbs of his eyes. The troll growls in irritation and turns to face you. As it turns, it reaches out its arm and bats the cage backward into a pool of water.

Erevan Sunshadow is trapped under the water. He can't breathe. You must save him and defeat the feral troll.

  • Player 1's Goal: Player 1 must try to save Erevan from drowning by the beginning of Round 5. Player 1 must also defeat the Feral Troll to advance into the next room.
  • Player 2's Goal: Player 2 must destroy Player 1's figures.
  • Setup: Place figures where shown. The Brandar's Chest Treasure Glyph is placed symbol-side up. Erevan Sunshadow is part of Player 1's army, but he does not start on the battlefield. Player 1: Tandros Kreel, Ana Karithon, Erevan Sunshadow (does not start on the battlefield). Player 2: Feral Troll.
  • Special Rules: Brandar's Chest represents the cage that holds Erevan Sunshadow. To free Erevan, Player 1's Hero must activate Brandar's Chest and not set off the trap. Player 2's Heroes cannot activate Brandar's Chest. At the end of Round 4, if Player 1 has not successfully activated Brandar's Chest, remove it from the game — Erevan has been destroyed.
  • Treasure Glyph Trap: If you roll a 1–5, Player 2 can remove one unrevealed order marker (if any) from the figure that just attempted to activate Brandar's Chest, and Brandar's Chest stays symbol-side up. If you roll a 6 or higher, place Erevan Sunshadow on any empty space adjacent to the figure that successfully activated Brandar's Chest.
  • Victory: Player 2 wins when all of Player 1's figures have been destroyed. Player 1 wins when the Feral Troll has been destroyed. Note: If Player 1 destroys the Feral Troll before Round 5 and Erevan Sunshadow has not yet been freed, Player 1 may continue taking turns each round to attempt to free Erevan (the trap still takes effect on a roll of 1–5). If Player 1 cannot activate Brandar's Chest before the beginning of Round 5, Erevan Sunshadow is still destroyed.
  • Campaign Continues: If at least one of Player 1's Heroes survived the battle, you may continue the campaign by playing Ancient Sanctum: Room 2.

Room 2: Drow Ambush

The room has no naturally occurring light. It is a complete mystery.

Campaign Master Game — Dungeon Adventure 1: Ancient Sanctum, Room 2: Drow Ambush

The troll lurches forward. It groans and then collapses to the ground with a booming thud.

As you wipe away the sweat on your brow, you hear a voice in the distance. You move toward the voice, and as you do, it grows clearer. "Hey! You let me out of this blasted thing! By Avandra, I will gut you creepy freaks when I get out of here. Are you listening to me? You will all taste the sting of my blade before this day is through!"

The voice is that of Darrak Ambershard, a dwarf rogue and the fourth member of your party. You move through the cavern, following the sound of Darrak's angry ranting.

As you move forward, the light behind you begins to fade away. Soon you find yourself in total darkness. You reach out your hand to feel your way along, but as soon as your fingertips touch the wall you recoil as dozens of small spiders crawl up your arm. Repulsed, you frantically swat at the crawling sensations.

Just as you feel like you've rid yourself of most of the spiders, you see a purple glow emanating from a small stone. The unnatural light outlines the shadow of a figure in the dark. At the edge of the ring of light you see the unmistakable dark skin and white hair of a drow. It begins to back out of the light, and you can hear movement in the darkness, but you cannot see to attack. You must get to the stone and use its light to your best advantage.

  • Goal: Destroy all of your opponent's figures.
  • Setup: Place figures and Treasure Glyphs where shown. Brandar's Chest is placed power-side up. Darrak Ambershard is part of Player 1's army, but he does not start on the battlefield. Player 1: Tandros Kreel, Ana Karithon, Erevan Sunshadow, Darrak Ambershard (does not start on battlefield). Player 2: Deepwyrm Drow, Feral Troll.
  • Campaign Setup: If you just played Ancient Sanctum: Room 1 and you are continuing the campaign, place only Player 1's Hero figures that survived Room 1. Any wound markers on the surviving Heroes' Army Cards are removed.
  • Special Rules — Light Source: The room is pitch black. In this scenario the Brandar's Chest Treasure Glyph represents a glowing stone that can be picked up just like a normal Treasure Glyph. It starts the game power-side up, so there is no trap to roll for when picking up the stone. Player 2's Heroes cannot pick up Brandar's Chest. Every figure that is not within 4 spaces of the stone (or the figure carrying it) has no visible Hit Zone. At the end of each round, any figure in Player 1's army that is not within 4 spaces of the stone (or the figure carrying it) is attacked by an unknown creature skulking in the dark: roll 1 attack die against each such figure; if the result is a skull, that figure takes 1 wound.
  • Darrak: Before placing order markers at the beginning of Round 4, Player 1 places Darrak Ambershard on any unoccupied shadow space (he used the distraction of the battle to escape).
  • Treasure Glyph Trap: If you roll a 1–5, the figure attempting to pick up the Treasure Glyph receives 1 wound, and the Treasure Glyph stays symbol-side up. If you roll a 6 or higher, reveal the Treasure Glyph and place it on the corresponding Army Card for the figure that attempted to pick it up.
  • Victory: Be the last player with at least one figure on the battlefield to win.
  • Campaign Continues: If at least one of Player 1's Heroes survived the battle, you may continue the campaign by playing Ancient Sanctum: Room 3.

Room 3: The Portal

Hundreds of spiders crawl along the floor and the walls. A stagnant pool of water fills the center of the room. The smell of death and decay lingers here.

Campaign Master Game — Dungeon Adventure 1: Ancient Sanctum, Room 3: The Portal

As the last of your enemies fall, you hear one of the drow warriors cry out in its death throes, "Pelloth will avenge us! You will not live to see daylight again!"

The darkness of this room is overwhelming and disorienting. It crowds in on the light from the stone, and despite your experience with enclosed spaces, you feel a sudden pang of fear — as though the walls are closing in around you. You move to one of the walls, following it wherever it leads, wanting only to get out of the darkness.

As you move forward, you see a familiar purple glow coming from more of the luminescent plants that you encountered earlier. They start off as sparse thin vines, but as you move forward, more and more of the plants entwine with one another until the walls and floors are thick with them, lighting the entire room ahead in a purple glow. In your driving desire to leave the darkness behind, you rush toward the light. As you break upon the room, your heart sinks. The room is filled with more drow and yet another troll.

A drow dressed in dark robes and carrying a staff steps forward. "Kill them!" the drow spits in a hatred-laced voice. "The portal is nearly open. We cannot allow them to interfere."

  • Goal: Destroy all of your opponent's figures.
  • Setup: Place figures and the Treasure Glyph where shown. Player 1: Tandros Kreel, Ana Karithon, Erevan Sunshadow, Darrak Ambershard. Player 2: Deepwyrm Drow, Pelloth, Feral Troll.
  • Campaign Setup: If you just played Ancient Sanctum: Room 2 and you are continuing the campaign, place only Player 1's figures that survived Room 2. Any wound markers on the surviving Heroes' Army Cards are removed, and any Treasure Glyphs (excluding Brandar's Chest) that were held by Player 1's surviving figures or were power-side up on the battlefield at the end of Room 2 can be placed on any of Player 1's Army Cards.
  • Special Rules: For the first round, do not roll for initiative — Player 1 goes first. Player 2's Heroes cannot pick up the symbol-side up Treasure Glyph. However, if it is dropped and is power-side up on the battlefield, Player 2's eligible figures can pick it up.
  • Treasure Glyph Trap: If you roll a 1–5, the figure that is attempting to pick up the Treasure Glyph loses the rest of its turn, the Treasure Glyph stays symbol-side up, and Player 2 may take a free turn with the Deepwyrm Drow if there are any still on the battlefield. If you roll a 6 or higher, reveal the Treasure Glyph and place it on the corresponding Army Card for the figure that attempted to pick it up.
  • Victory: Be the last player with at least one figure on the battlefield to win.
  • Campaign Continues: If at least 1 of Player 1's Heroes survived the battle, you may continue the campaign by playing Ancient Sanctum: Room 4.

Room 4: The Ancient Sanctum

The room's walls are lined with bright glowing lines of script, in a language that you cannot read but do recognize. It is the same script that encircled the wellspring used to summon you into this world. This room contains power. That much is clear.

Campaign Master Game — Dungeon Adventure 1: Ancient Sanctum, Room 4: The Ancient Sanctum

Your limbs burn with exhaustion. You slump against a rock outcropping, breathing heavily. What could have brought so many villains to this one place? Could the portal that the drow mentioned be one of the wellsprings that Jandar spoke of?

Your thoughts are cut short as a brilliant white-blue light flashes through an entryway in the wall. The ground begins to shake, and a deafening tone reverberates through the room.

The tone dies down to a low rumble. Bits of the ceiling begin dropping down from all around you. You get up and race for the source of the light, dodging falling rubble as you go.

The entryway opens onto a large room. The room's walls are lined with bright glowing lines of script, belonging to a language that you cannot read but do recognize. It is the same script that encircled the wellspring used to summon you into this world.

At the back of the room a black dragon unfurls its wings as it stands up on its hindquarters. The dragon speaks in a triumphant voice. "Utgar will be pleased. The secret of the ancients has been unlocked."

A green liquid sprays out from the dragon's maw. You narrowly dodge the spray and watch as the bubbling fluid eats its way through the solid stone floor.

  • Goal: Destroy all of your opponent's figures.
  • Setup: Place figures and the Treasure Glyph where shown. Player 1: Tandros Kreel, Ana Karithon, Erevan Sunshadow, Darrak Ambershard. Player 2: Othkurik, Feral Troll, Deepwyrm Drow (do not start on the battlefield).
  • Campaign Setup: If you just played Ancient Sanctum: Room 3 and you are continuing the campaign, place only Player 1's figures that survived Room 3. Any wound markers on the surviving Heroes' Army Cards are removed, and any Treasure Glyphs that were held by Player 1's surviving figures or were power-side up on the battlefield at the end of Room 3 can be placed on any of Player 1's Army Cards.
  • Special Rules: Player 2's Heroes cannot pick up the symbol-side up Treasure Glyph. However, if it is dropped and is power-side up, Player 2's eligible figures can pick it up.
  • Treasure Glyph Trap: If you roll a 1–5, the Treasure Glyph stays symbol-side up, and Player 2 may add a squad of Deepwyrm Drow to his Army and place them onto any unoccupied space adjacent to any of Player 1's figure(s). If you roll a 6 or higher, reveal the Treasure Glyph and place it on the corresponding Army Card for the figure that attempted to pick it up. Player 2 can no longer place Deepwyrm Drow onto the board.
  • Victory: Be the last player with at least one figure on the battlefield to win.

Victorious Heroes:

The dragon writhes in pain and rage as it declares, "This is not over. The sanctuaries of the ancients spread out under the surface of this land like a web. Their knowledge and power will belong to Utgar."

As the dragon finishes speaking, the script on the walls shines out even brighter, dazzling your vision. The light then dies back down and goes out completely. The dragon has vanished.

A tingle prickles up your spine as you consider the dragon's words. You leave this place with a deep understanding that the war in Valhalla has changed drastically. How many more of these places has Utgar discovered, and what secrets do they hold?