Required Sets: Battle for the Underdark (2)
The ceiling here opens up, extending upwards out of sight. A waterfall crashes down from high above into a small pool. The sight would be beautiful in another place, but here it feels perverse.
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 Mind Flayer Mastermind. 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 2, 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 4, 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:
Healing Waters: If a wounded Hero you control ends its turn on one of the water spaces that make up
the waterfall to the north, you may roll the 20-sided die. If you roll an 1, the figure
is destroyed as it slips on the mossy rocks and is pulled into the falls. If you roll
a 2-17, you may remove one wound marker from the figure’s Army Card. If you roll an
18 or higher, you may remove up to 2 wound markers from the figure’s Army Card.
Treasure Glyph Trap: On a roll of 1-5, do not reveal the Treasure Glyph. Instead, roll 2 attack dice. The
figure attempting to pick up the Treasure Glyph recieves a wound for each skull rolled.
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 10, 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 wins: Valkrill’s eyes burst open. They glow with the same white light as the water. All
sorts of unspeakably vile creatures begin to claw their way up out of the pool. They
are undead and demonic things. At first there are just a few, but they keep coming,
soon there are hordes of the things. An entire army is beginning to issue forth from
the water.
All thought flees from you. All thought save a single white hot word – RUN!
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 2, you may now move
onto Room 4- Goblin Hill, if the previous room you encountered was Room 4, you may
now move onto Room 2- Shadow Lake.
The ceiling here opens up, extending upwards out of sight. A waterfall crashes down from high above into a small pool. The sight would be beautiful in another place, but here it feels perverse.
A large grotesque mutation of a Kyrie stands in the center of the pool. His eyes are closed in concentration. More artifacts are being thrown into the water around the Kyrie.
You see a Mind Flayer moving toward you. The Flayer’s mind reaches out towards yours, probing for weakness. As its mind brushes against yours a great deal of what is going on down here becomes suddenly clear to you. This is a wellspring. The Kyrie in the water is in fact the newest Valkyrie General. His name is Valkrill. He is working to summon an army. The artifacts being thrown into the water are from the same ancient race that built the wellsprings and they hold some of the same magic that the wellsprings do. They are feeding them to the wellspring to increase its power, to aid Valkrill in his attempt to summon his first warriors to Valhalla.
You grab for a bow and fire an arrow at the Valkyrie. The arrow hits home sinking deep into the thing’s chest. Valkrill does not move. He doesn’t even open his eyes. You see the arrow begin to move and work itself back out of Valkrill’s flesh and then fall into the water. The wound it made knits itself shut.