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## Ancient Sanctum Room 4

Required Sets: Battle for the Underdark

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The room's walls are lined with bright glowing lines of script, in a language that you cannot read but do recognize. It is the same script that encircled the wellspring used to summon you into this world. This room contains power. That much is clear.

#### Created by Hasbro on 2010-01

## Ancient Sanctum Room 4: The Ancient Sanctum

Master Game for 2 Players
Required Sets: Battle for the Underdark
Goal: Destroy all of your opponent's figures.
Setup: Place figures and the Treasure Glyph where shown.
Campaign Setup: If you just played Ancient Sanctum Room 3: The Portal and you are continuing the campaign, place only Player 1's figures that survived Room 3. Any wound markers on the surviving Heroes' Army Cards are removed, and any Treasure Glyphs that were held by Player 1's surviving figures or were power-side up on the battlefield at the end of Room 3 can be placed on any of Player 1's Army Cards.
Player 1: White
1: Tandros Kreel
2: Ana Karithon
3: Erevan Sunshadow
4: Darrak Ambershard
Player 2: Black
1: Orthkurik
2: Feral Troll
3: Deepwyrm Drow
Special Rules: Player 2's Heroes cannot pick up the symbol-side up Treasure Glyph. However, if it is dropped and is power-side up, Player 2's eligible figures can pick it up.
Treasure Glyph Trap: If you roll a 1-5, the Treasure Glyph stays symbol-side up, and Player 2 may add a squad of Deepwyrm Drow to his Army and place them onto any unoccupied space adjacent to any of Player 1's figure(s). If you roll a 6 or higher, reveal the Treasure Glyph and place it on the corresponding Army Card for the figure that attempted to pick it up. Player 2 can no longer place Deepwyrm Drow onto the board.
Victory: Be the last player with at least one figure on the battlefield to win.
Victorious Heroes: The dragon writhes in pain and rage as it declares, "This is not over. The sanctuaries of the ancients spread out under the surface of this land like a web. Their knowledge and power will belong to Utgar."
As the dragon finishes speaking, the script on the walls shines out even brighter, dazzling your vision. The light then dies back down and goes out completely. The dragon has vanished.
A tingle prickles up your spine as you consider the dragons words. You leave this place with a deep understanding that the war in Valhalla has changed drastically. How many more of these places has Utgar discovered, and what secrets do they hold?

Your limbs burn with exhaustion. You slump against a rock outcropping, breathing heavily. What could have brought so many villains to this one place? Could the portal that the drow mentioned be one of the wellsprings that Jandar spoke of?

Your thoughts are cut short as a brilliant white-blue light flashes through an entryway in the wall. The ground begins to shake, and a deafening tone reverberates through the room.

The tone dies down to a low rumble. Bits of the ceiling begin dropping down from all around you. You get up and race for the source of the light, dodging falling rubble as you go.

The entryway opens onto a large room. The room's walls are lined with bright glowing lines of script, belonging to a language that you cannot read but do recognize. It is the same script that encircled the wellspring used to summon you into this world.

At the back of the room a black dragon unfurls it wings as it stands up on its hindquarters. The dragon speaks in a triumphant voice. "Utgar will be pleased. The secret of the ancients has been unlocked."

A green liquid sprays out from the dragons maw. You narrowly dodge the spray and watch as the bubbling fluid eats its way through the solid stone floor.

#### Created by Hasbro on 2010-01

## Marked for Vengeance

Master Game for 2 Players
Required Sets: Battle for the Underdark
Player 1’s Goal: Player 1 must have the Marked Hero (see “Setup” below) exit the cavern by moving onto an exit zone space.
Player 2’s Goal: Player 2 must destroy the marked Hero before it exits the cavern.
Setup: Choose one of the following two options.
Master Set Only: Player 1 starts with Ana Karithon, Darrak Ambershard, Tandros Kreel, and Erevan Sunshadow. Player 2 starts with 1 Squad of Deepwyrm Drow, Pelloth, and Othkurik.
Master Set and Expansion Sets: Player 1 drafts or brings a pre-made 400-point Army that must include at least two Unique Heroes and cannot include Othkurik. Player 2 drafts or brings a pre-made 310-point Army that must include Othkurik.
Whichever setup option you choose, Player 1 starts in the olive starting zone. Player 2 starts in the purple starting zone. (Note: Othkurik is not placed at the start of the game.)
Place the Talisman of Defense Treasure Glyph symbol-side up where shown.
Marked Hero: Before placing order markers for the first round, Player 2 randomly chooses one Unique Hero in Player 1’s Army and secretly writes the name of that Hero on a piece of paper. Place that piece of paper off to the side of the battlefield out of sight of Player 1. That Hero is now the Marked Hero.
Special Rules:
Chased by Othkurik: Player 2 does not place Othkurik at the start of the game. At the end of Round 3, Player 2 places Othkurik on the 2 spaces behind Player 1’s starting zone as shown.
On the Run: When a figure in Player 1’s Army moves onto an exit zone space, that figure is immediately removed from the battlefield.
Exit Zone: Exit zone spaces are marked on the map with an E.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1-5, do not reveal the Treasure Glyph. Instead, the figure that set off the trap ends its turn, and all unrevealed order markers are removed from that figure’s Army Card.
Victory: Player 2 wins when the Marked Hero figure is destroyed. Player 1 wins when the Marked Hero figure moves onto an exit zone space.
If neither player has won by the end of Round 8, the player with the most points on the battlefield wins (see Scoring in the Master Game Guide).

The black dragon Othkurik thrashes in his sleep. He dreams of his own death.

The dragon is startled awake by a reporting minion. “Lord Othkurik, topsiders have invaded the Underdark, killing and looting as they go.”

“It is as I feared,” growls Othkurik in his booming voice. “While I slept, I had a premonition of my death. We must kill the warrior who slew me in my dream. We must keep this prophecy from coming to pass.”

#### Created by Hasbro on 2010-01

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Last Updated 2022-09-14