Required Sets: Battle for the Underdark
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 for 2 Players
Required Sets: Battle for the Underdark
Goal: Destroy all of your opponent's figures.
Setup: Place figures where shown by the following numbers.
Good Player: White
1: Tandros Kreel
2: Darrak Ambershard
3: Erevan Sunshadow
4: Ana Karithon
Evil Player: Black
1: Deepwyrm Drow
2: Feral Troll
3: Othkurik
Victory: Destroy all of your opponent's figures to win.
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 ...
Master Game for 2 Players
Required Sets: Battle for the Underdark
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: White
1: Tandros Kreel
2: Ana Karithon
3: Erevan Sunshadow (Erevan does not start on the battlefield.)
Player 2: Black
1: 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 for 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: Drow Ambush.
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 Tori!
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.