Shadow Cavern Room 1

Required Sets: Battle for the Underdark (2)

? B H D pH 7 7 5 9 7 5 9 7 5 9 7 5 9 7 5 9 7 5 9 Level 1 Level 2 Level 3 Level 4 Level 5

The Entrance to the Shadow Cavern holds many secrets. Rock outcrops litter the landscape and an uphill climb on both sides leads to two exits.

Created by Hasbro on 2012-07


Shadow Cavern Room 1: The Forked Path Entrance

E E E

Master Game for 2 to 4 Players

Required Sets: Battle for the Underdark (2) , Warriors of Eberron

Goal: Destroy all of your opponent's figures.

Setup: Randomly select 1 non-Brandar’s Chest Treasure Glyph and place it symbol side up as shown.

See the campaign rules for specific questions on Army limitations.

Player 1 drafts or brings a pre-made 400 point army of figures from Utgar that must include Shurrak. Players 2-4 draft or bring a pre-made army from the 5 allied generals (Jandar, Ullar, Einar, Vydar, and Aquilla).

Player 1 starts in the olive starting zone. Players 2-4 starts in the purple starting zone.

Special Rules:

Crumbling Structures: When a figure ends its turn adjacent to a Rock Outcrop, roll the 20-sided die. If you roll a 1-5, that figure takes a wound.

Stalactites: If a figure uses the Flying special power to move, place 1 wound marker on that figure as it starts its move. Figures with Stealth Flying are not affected by Stalactites.

Treasure Glyph Trap: On a roll of 1-5, do not reveal the Treasure Glyph. Instead, the figure attempting to pick up the Treasure Glyph is stunned by a piece of falling debris. That figures turn immediately ends. Remove all order markers from that figures Army Card. On a roll of 6 or higher, reveal the Treasure Glyph and place it on that Hero’s Army Card.

Victory: Be the last player with at least one figure on the battlefield to win. If no player has won by the end of Round 15, the player with the most points on the battlefield wins (see Scoring in the Master Game Guide). Players 2-4 cannot continue on the Dungeon Adventure campaign unless they defeat all of Player 1’s figures.

If Players 2-4 win: As your last enemy falls a choice looms ahead. Which of the menacing passages will you take? To the west you hear the sounds of lapping water to the east you smell the distinct reek of goblins.

Campaign Continues: If at least one of Players 2-4’s figures survives the battle, and all of Player 1’s figures are destroyed, you may continue the campaign by moving onto the room to the west- Shadow Cavern Room 2: Shadow Lake, or to the east- Shadow Cavern Room 4: Goblin Hill.

Across the cavern you spot two tunnels forking off in different directions. Somehow just looking at the twin misshapen entryways makes you feel uneasy. It’s like looking into a pair of eyes, black pupil-less eyes, filled with a cold calculating malice. You look at the ground and then over at your fellow adventurers, trying to avoid contact with those dark avenues, trying to shake the feeling that they are watching you.

One of the members of your party pushes an elbow into your side. Thankful that they pulled you back from leaning over the ledge of your own maddening thoughts, you look in their direction and down the length of their pointed arm. Just at the edge of your vision you see what they are pointing at. Light reflects off the slimy skin of a goblin. The goblin is scurrying along with something in its hands. The goblin tosses his prize. It lands with a splash and a blast of white iridescent light. A large pool of milky white water lights up as it accepts the treasure tossed into it. Another goblin tosses in a green gem, and another a golden talisman. With each new treasure the pool glows brighter.

One of the goblins suddenly shrieks in dismay as it spots you and the whole group takes off at a run, their bare feet slapping on the stone and echoing through the cavern as they run off down the tunnel to the right. The sound of those fading footsteps is soon swallowed up by the boom of some new thunderous crashing footfalls. A fire giant emerges from one of the tunnels and stands to its full height. With the towering hulk come others, and it is clear that whatever secrets this place holds, prying them loose won’t come easy.

The Fire Giant reaches up and breaks a stalactite loose from the ceiling. He hurls it across the room. It breaks against a pillar of rock in the center of the cavern. The pillar cracks and splits in two. The room begins to quake as chunks of the ceiling begin caving in.

Created by Hasbro on 2012-07


Shadow Cavern Room 1: The Forked Path Exit

V V

Master Game for 2 to 4 Players

Required Sets: Battle for the Underdark (2) , Warriors of Eberron

Player 1’s Goal: Destroy all of your opponent's figures.

Players 2-4’s Goal: Destroy all of your opponent’s figures, or get one of your figures onto one of the exit spaces by the end of Round 6.

Setup: As illustrated, Remove all rock outcrops from the battlefield, leaving their shadow bases in place.

See the campaign rules for specific questions on Army limitations.

Player 1 drafts or brings a pre-made 400 point army of figures that can be made up from figures from Utgar, Valkrill, and Vydar, but must include Mika Connour and at least one Iron Golem. Players 2-4 draft or bring a pre-made army from Jandar, Ullar, Einar, Vydar, and Aquilla.

Player 1 starts in the olive starting zone. If players 2-4 just encountered room 2, they start in the purple starting zone, otherwise they start in the teal starting zone.

Campaign Setup: If you just played a previous room in Shadow Cavern and you are continuing the campaign, place Players 2-4's figures as shown. Figures continuing the campaign after using Second Wind may be starting with wound markers already on their army card.

Special Rules:

Low Ceiling: If a figure uses the Flying special power to move, place 1 wound marker on that figure as it starts its move. Figures with Stealth Flying are not affected by Stalactites.

Treasure Glyph Trap: There are no symbol-side up Treasure Glyphs in this scenario.

Victory: The Adventuring team wins if at least one of their figures ends its turn on one of the 2 exit spaces marked with a V by the end of round 6 or by destroying all of Player 1’s figures. Player 1 wins by destroying all of the Adventuring team’s figures, or if the Adventuring Team does not have a figure on one of the exit spaces by the end of round 6..

If Players 2-4 win: You’ve escaped certain death as you feel from Valkrill’s new hideous army. You can now relay the revelations you have discovered here. The information is invaluable, but you don’t feel much like a victor. The battle of all time has never looked so bleak for the forces of good.

If Players 1 wins: You are able to send one of the mind shackled allied troops back to the allied generals to seed dissent among them and further degrade the alliance.

As you come upon the room you realize that you’ve looped around back to where you started. The room looks decidedly different though. The ceiling has quit raining down rubble, but it is cracked and bowed in the center. The rock outcroppings that littered the area have crumbled as well.

Despite the fact that the room looks like it could collapse in on itself at any second, you are glad to see it. If you’ve looped back around that means the exit is just up ahead along a mostly straight corridor back the way you came in.

You begin moving forward and your heart sinks in your chest. You see a group of figures blocking your way out. One of them steps forward into the light and your heart rises again. You recognize the woman as Mika Connour. She was summoned from Toril by Vydar. Vydar must have sent reinforcements to aid you.

“Sorry friend,” Mika begins, “Valkrill changes things. Vydar can no longer bet it all on Jandar’s high hopes. He’s going to have to start following his own agenda now, and unfortunately, you alerting Jandar and the others about this wellspring, is not on the agenda. As if to drive home Mika’s point an Iron Golem lumbers forward and stands by her side.

Created by Hasbro on 2012-07


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