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Old May 30th, 2010, 02:18 AM
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Official Scenario:Room 4: The Ancient Sanctum

Room 4: The Ancient Sanctum

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.

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 dragon’s maw. You narrowly dodge the spray and watch as the bubbling fluid eats its way through the solid stone floor.







Summary:
  • Requires Battle for the Underdark Masterset and figures
  • If you just played
    Ancient Sanctum: Room 3 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.
  • If you roll a 1–5, the Treasure Glyph stays symbolside 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.
  • 10 rounds
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 dragon’s 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?




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.


If you are just looking to get into Scape, I have plenty of terrain to get you started!

Last edited by xraine69; June 29th, 2010 at 02:40 AM.
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