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## Ancient Sanctum Room 3

Required Sets: Battle for the Underdark

##

Hundreds of spiders crawl along the floor and the walls. A stagnant pool of water fills the center of the room. The smell of death and decay lingers here.

#### Created by Hasbro on 2010-01

## Ancient Sanctum Room 3: The Portal

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 2: Drow Ambush and you are continuing the campaign, place only Player 1's figures that survived Room 2. Any wound markers on the surviving Heroes' Army Cards are removed, and any Treasure Glyphs (excluding Brandar's Chest) that were held by Player 1's surviving figures or were power-side up on the battlefield at the end of Room 2 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: Deepwyrm Drow
2: Pelloth
3: Feral Troll
Special Rules: For the first round, do not roll for initiative. Player 1 goes first.
Player 2's Heroes cannot pick up the symbol-side up Treasure Glyph. However, if it is dropped and is power-side up on the battlefield, Player 2's eligible figures can pick it up.
Treasure Glyph Trap: If you roll a 1-5, the figure that is attempting to pick up the Treasure Glyph loses the rest of its turn, the Treasure Glyph stays symbol-side up, and Player 2 may take a free turn with the Deepwyrm Drow if there are any still on the battlefield. 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.
Victory: Be the last player with at least one figure on the battlefield to win.
Campaign Continues: If at least 1 of Player 1's Heroes survived the battle, you may continue the campaign by playing Ancient Sanctum Room 4: The Ancient Sanctum.

As the last of your enemies fall, you hear one of the drow warriors cry out in its death throes, "Pelloth will avenge us! You will not live to see daylight again!"

The darkness of this room is overwhelming and disorienting. It crowds in on the light from the stone, and despite your experience with enclosed spaces, you feel a sudden pang of fear-as though the walls are closing in around you. You move to one of the walls, following it wherever it leads, wanting only to get out of the darkness.

As you move forward, you see a familiar purple glow coming from more of the luminescent plants that you encountered earlier. They start off as sparse thin vines, but as you move forward, more and more of the plants entwine with one another until the walls and floors are thick with them, lighting the entire room ahead in a purple glow. In your driving desire to leave the darkness behind, you rush toward the light. As you break upon the room, your heart sinks. The room is filled with more drow and yet another troll.

A drow dressed in dark robes and carrying a staff steps forward. "Kill them!" the drow spits in a hatred-laced voice. "The portal is nearly open. We cannot allow them to interfere."

#### Created by Hasbro on 2010-01

## Crazy Troll

Master Game for 2 Players
Required Sets: Battle for the Underdark
Player 1’s Goal: Player 1 must end a round with one of his or her Heroes carrying the Brandar’s Chest Treasure Glyph.
Player 2’s Goal: Player 2 must end a round with Pelloth carrying the Brandar’s Chest Treasure Glyph. Player 2 also wins by destroying all of Player 1’s figures.
Setup: Place figures where shown. Randomly choose three Treasure Glyphs and the Brandar’s Chest Treasure Glyph, mix them up, and place them symbol-side up in a pile beside the board. Take the top Treasure Glyph off the pile and place it symbol-side up where shown. Place the Feral Troll’s Army Card within reach of both players.
Player 1: White
1: Ana Karithon
2: Tandros Kreel
3: Erevan Sunshadow
4: Darrak Ambershard
Player 2: Black
1: Deepwyrm Drow
2: Pelloth
Special Rules:
Crazy Troll: The Feral Troll has gone mad trying to understand what the artifact does. Because of that, treat it as a Neutral figure.
Neutral Figure: Both players may place order markers on a Neutral figure’s Army Card. Order markers should be placed to either side of the Neutral figure’s Army Card so they are not accidentally revealed as the figure changes hands throughout the game.
When an order marker is revealed for a Neutral figure, that player controls that figure for the duration of its turn. After that turn, the figure becomes Neutral and is not controlled by either player. While the figure is Neutral, all players treat it as an opponent’s figure. A Neutral figure cannot attempt to pick up or activate any Treasure Glyphs, but like all figures, it can stand on a Treasure Glyph.
Local Insight: For every order marker on the Feral Troll’s Army Card at the beginning of a round, add 1 to Player 2’s initiative roll.
Reinforcements: Each time a Deepwyrm Drow figure is destroyed, place it back on one of the three spaces in its starting location.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1–5, do not reveal the Treasure Glyph. Instead, remove the figure from the space containing the Treasure Glyph and place it back on its starting location. The figure will not take any leaving engagement attacks. If you roll a 6 or higher, turn the Treasure Glyph power-side up and place it on that Hero’s Army Card. If the Hero was able to pick up the Treasure Glyph, at the end of that Hero’s turn, place the next Treasure Glyph from the pile symbol-side up on the space that Hero occupies.
Victory: Player 2 wins when all of Player 1’s figures have been destroyed. Either player wins if, at the end of a round, one of their Heroes is carrying the Brandar’s Chest Treasure Glyph.
If neither 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).

Guttural wails echo maddeningly through the underground cavern. The heroes of Toril and the Deepwyrm drow race toward the headsplitting sound.

As they burst upon the source of the noise, the warriors find an awful sight. A feral troll screams and thrashes at the air around it, its huge eyes rolling in their sockets.

Pelloth, the leader of the drow, shouts to be heard above the cries of the troll. “The brute must have found the artifact. Do you see what trying to understand its power does to a dull mind? Go, recover the artifact. The topsiders must not be allowed to possess it!”

#### Created by Hasbro on 2010-01

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Last Updated 2022-09-14