Official Scenario:RoB The Descending Stair Room 1
The Descending Stair Room 1
The Underdark .None in Valhalla knew that such an expansive world lay just below the surface of their own. Somewhere in that twisting underground maze might lay the secrets of the lost civilization that built the wellsprings.
You are the leader of an adventuring party, sent into the Underdark to unravel its most recent mystery. Along one of the well-scouted passages, lies an underground lake. Recently a horrific number of mutilated corpses have been discovered floating in its waters, apparently carried there by a river that feeds into the lake. Now christened the River of Blood, it stretches back into an unexplored region of the Underdark. You have been tasked with following that river and discovering the source of the bodies that float down its current. The River of Blood travels under the stair via a narrow gully and spills out into a massive lake. Few have ventured this far north.
Campaign Master Game Rules
Spoiler Alert!
Special Campaign Rules: If you are playing each battle in Dungeon Adventure 2 in order as a campaign, the following rules apply.
Player 1’s Adventuring Party: Player 1 drafts or brings a pre-made Army (the adventuring party) to use throughout the campaign. Before starting play, Player 1 chooses a 500-point Army that can contain only figures who follow the 5 allied generals (Jandar, Ullar, Vydar, Einar, and Aquilla). Note: Player 1 cannot select the Greenscale Warriors.
Player 2’s Armies: Player 2 has a wide choice of figures for use in each room of the Dungeon Adventure including figures who follow the allied generals. (Although they were initially allies of the adventurers, those figures have become slaves to the River of Blood and its master.) However, two drafting rules apply to Player 2’s Armies for this campaign.
1: Player 2 cannot select a duplicate of any Unique figure that was in Player 1’s adventuring party at any point in the campaign. 2: Whenever Player 2 uses a Unique figure in a room, he or she forfeits the use of that figure in a future room. (This rule does not affect Uncommon figures). For example, Player 2 selects Pelloth, and 2 Deepwyrm Drow squads for Room 1. If Player 1 defeats that Army and advances to the next room, Player 2 would be able to select the Deepwyrm Drow for future rooms, but not Pelloth, because he is Unique and has been destroyed. Note: Because of this rule, Othkurik, Estivara, and Torin cannot be used until rooms 3 and 4. Please read through each room’s scenarios before deciding which Unique figures to use in each room.
Wounds: When Player 1 continues on to a new room in the dungeon, all wound markers on figures that were not destroyed in the previous room are removed from each of those figures’ Army Cards. The figures start the next room at full health.
Death: If a figure in Player 1’s Army is destroyed in any of the dungeon rooms, that figure's fate is not yet decided. See “Second Wind” below.
Second Wind: When setting up figures in a new room, set aside any figure that was destroyed in the previous room. Roll a number of attack dice equal to the destroyed figure's Life. That figure starts the next room with 1 wound for every skull rolled. If you roll a skull on every die for that figure, it is removed from the campaign and cannot roll for Second Wind in the following rooms if Player 1 continues to advance. If all of Player 1's units are destroyed in a room, Player 1 cannot continue to the next room using Second Wind. Player 2 wins the campaign.
Equipment (Treasure Glyphs): When Player 1 continues onto a new room in the dungeon, the Unique Heroes in Player 1’s Army retain control of any Treasure Glyphs they carry, and gain control of any that were power-side up on the previous battlefield. Player 1 may redistribute the Treasure Glyphs only when placing figures onto starting zone spaces for a new room.
Random Treasure Glyphs: This Dungeon Adventure can possibly use all 7 non-Brandar’s Chest Treasure Glyphs included in the required sets (see above). However, if you have additional Treasure Glyphs and want to add them to the pool, feel free! Take at least 7 non-Brandar’s Chest Treasure Glyphs and put them in a symbol-side up pile to the side of the battlefield. Each time a random Treasure Glyph is required for a room, use the top Treasure Glyph from the symbol-side up pile.
Deep in the Depths: Figures with The Drop special power cannot use that power, and always start each room in their player’s starting zone.
Connected Rooms: If you look on the next page, you will see that the end of each room in the River of Blood is the beginning of the next. If you own multiple sets of the Battle for the Underdark Master Set, you can create all four connected rooms at once. However, when playing the campaign, you cannot skip ahead. Player 1 must accomplish the victory conditions of each room before venturing into the next room.
Summary:Goal: Destroy all of your opponent’s figures.
Setup: Randomly select 1 non-Brandar’s Chest Treasure Glyph and place it symbol side up as shown. Player 1 drafts or brings a pre-made 500 point Army of figures from the 5 allied generals (Jandar, Ullar, Einar, Vydar, and Aquilla). Player 2 drafts or brings a 250 point Army that must include at least one squad of Deepwyrm Drow.
Special Rules River of Blood: Any figure that ends its turn on a water space must roll a 20-sided die. For Squad figures, only figures that were activated on that turn are affected. If you roll a 1-4, that figure receives 1 wound from the traces of acid in the water. Note: The River of Blood takes effect after all end of turn powers have resolved.
Stalactites: If a figure uses the Flying special power to move, place 1 wound marker on that figure as it starts its move. Figures with Stealth Flying are not affected by Stalactites.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1-5, do not reveal the Treasure Glyph. Instead, the Hero attempting to pick up the Treasure Glyph receives 1 wound. If you roll a 6 or higher, turn the Treasure Glyph power-side up 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 neither player has won by the end of Round 10, the player with the most points on the battlefield wins (see “Scoring”, on page 13 in the Battle for the Underdark Master Set game guide). Player 1 must defeat all of Player 2’s figures to continue onto the next room.
CAMPAIGN CONTINUES: If at least one of Player 1’s figures survives the battle, and all of Player 2’s figures have been destroyed, you may continue the campaign by playing River of Blood: Room 2 on page 6.
If you are just looking to get into Scape, I have plenty of terrain to get you started!
Last edited by xraine69; August 7th, 2010 at 01:42 PM.
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