Required Sets: Battle for the Underdark (2)
In the center of the Goblin’s den is a large mold and moss coverend hill that almost seems to shift under its own weight.
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.
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 squad of Goblin Cutters. 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 of the purple starting
zone spaces and Players 2-4 start in the olive starting zone. If Players 2-4 just
came from Room 3, Player 1 starts in 12 of the olive starting zone spaces and Players
2-4 start in the purple 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:
Unstable Shadows: If a figure you control ends its turn on at least one shadow space, you must roll
the 20-sided die. If you roll a 1-5, your opponent may move that figure onto any empty
shadow space within 4 spaces of its current location.
Treasure Glyph Trap: On a roll of 1-5, do not reveal the Treasure Glyph. Instead, a rogue Goblin reaches
out from the shadows and steals your prize. Select an opponent. That player may move
the Treasure Glyph to any empty shadow space within 4 spaces of its current location.
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).
Players 2-4 cannot continue on the Dungeon Adventure campaign unless they defeat all
of Player 1’s figures.
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, you may now 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.
Goblins swarm among a small hill that rises out of the ground here. Most don’t look very dangerous, grunts being used for labor, but some wield nasty looking spears. This is the goblin’s den. They are the backbone of the great labor being carried out here.
The smell here is shockingly offensive. It dawns on you that this hill is not a natural occurrence. The goblins have been down here living among their own waste for longer than you care to imagine.
You see a goblin dart into a shadow and disappear in a puff of black smoke only to reappear elsewhere. There is some kind of magic at work here in the darkness.