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-   -   Official Scenario:Room 1: The Lair (https://www.heroscapers.com/community/showthread.php?t=30575)

xraine69 May 29th, 2010 01:44 PM

Official Scenario:Room 1: The Lair
 


The room is cast in hues of purple from the glow of bioluminescent plants and in an eerie green from mystic flames dancing along the walls. On the far side of the room is a small river, and to the right, darkness. You grope along the walls, feeling your way forward through darkened corridors, and notice splashes of green and purple light ahead. As you move forward, the narrow tunnel that youíve been following opens up into a larger room. The room is cast in hues of purple from the glow of bioluminescent plants and in an eerie green from mystic flames dancing along the walls.

As you cross into the room, you see the back of a hulking green troll bent over an iron cage. The troll looks like it comes from your home world. It seems that you and your fellow adventurers were not the only beings summoned from Toril.

The troll shifts its weight, and you catch a glimpse of Erevan Sunshadow, the eladrin wizard from your adventuring party. He is locked in the cage, his eyes closed, as the troll pokes at him with the end of a wooden stick. You call out Erevanís name, and his eyelids jerk open, revealing the purple orbs of his eyes. The troll growls in irritation and turns to face you.

As it turns, it reaches out its arm and bats the cage backward into a pool of water.

Erevan Sunshadow is trapped under the water. He canít breathe. You must save him and defeat the feral troll.







Summary:
  • Required set: Battle for the Underdark
  • Armies: Figures from BftU
  • Player 1 must save Erevan from drowning and defeat the Feral Troll to advance to the next room.
  • To free Erevan, activate Brtandar's Chest and not set off the trap.
  • At the end of round 4 if Player 1 has not activated the glyph, Erevan has been destroyed.
  • Trap: 1-5, Player 2 can remove an unrevealed marker from the figure that just attempted to activate the glyph. 6 or higher, place Erevan on an empty space adjacent to the figure who activated the glyph.
  • 10 rounds
  • CAMPAIGN CONTINUES: If at least one of Player 1ís Heroes survived the battle, you may continue the campaign by playing Ancient Sanctum: Room 2






Ancient Sanctum Scenerio FAQs:
  • In Room 3 set the troll up behind Pelloth with his back end still adjacent to the 2 drow.
  • In Rooms 3 and 4 player 2's heroes can pick up power side up Treasure Glyphs, but not symbol side up ones.
  • In Room 2, player 2's heroes can attempt to pick up a symbol side up glyph.


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