Required Sets: Battle for the Underdark (2)
The walls surrounding this unnatural lake are covered from floor to ceiling in a giant carven motif of thousands of suffering agonized souls being tortured by demonic creatures.
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 2 non-Brandar’s Chest Treasure Glyphs and place them symbol-side up
as shown. Take 2 Brandar’s Chest Treasure Glyphs and place them power-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 at least one Werwolf Lord. Players 2-4 draft or bring a pre-made army from
the 5 allied generals (Jandar, Ullar, Einar, Vydar, and Aquilla).
If Players 2-4 just came from Room 1, Player 1 starts in 12 the olive starting zone
spaces and Players 2-4 start in the purple starting zone. If Players 2-4 just came
from Room 3, Player 1 starts in 12 the purple starting zone spaces and Players 2-4
start in the olive 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:
Slipping Sanity: The gruesome images all around you threaten your sanity. At the end of each round,
each Player must roll a 20-sided die. On a roll of 1-10, one of their figures receives
a wound. Note: In a 3-4 player game, Players 2-4 collectively only roll 1 die and
only have to distribute 1 wound total.
Light’s Relief: There are two spots in the cavern where natural light shines in through cracks in
the ceiling. When standing in the light it washes away the grip this place has on
your sanity. You stand as a beacon of relief to your entire team. If a figure you
control (or a friendly figure in a 3-4 player game) is on a Brandar’s Treasure Chest
Glyph, you are not affected by Slipping Sanity. The Brandar’s Treasure Chest Glyphs
cannot be moved by any power on any Army Card or Glyph, and cannot be picked up like
normal Treasure Glyphs.
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 recieves a wound. 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 you have not yet encountered Room 3: 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).
If you have already encountered Room 3: If no player has won by the end of Round 10, the player with the most points on the
battlefield wins (see Scoring in the Master Game Guide).
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 next room
in the campaign. If the previous room you encountered was Room 1, move onto Room 3-
Valkrill’s Wellspring, if the previous room you encountered was Room 3, you may now
move onto Room 1 again to attempt to exit the dungeon with the Forked Path Exit.
A black spire juts up from a lake in the center of the cavern. The water here smells sickly sweet. Your stomach churns. You reach out a hand to steady yourself against a wall. The rock feels oddly shaped behind your hand. Lifting your hand you see a face carved in the stone. The face appears to be contorted into an expression of extreme agony. You gasp as the light from the milky lake brightens to reveal a horrible scene. The walls are covered from floor to ceiling in a giant carven motif of thousands of suffering agonized souls being tortured by demonic creatures. Only they’re not carvings are they? They are too well-rendered. The agony on their faces is too real. And out of the corner of your eyes it looks like they are moving. Only every time you shift your gaze to look to where you saw the movement, the movement still seems to come from just to the side of your vision. You feel panic tighten around your throat like a cold, clawed hand.