The heroes start at the top of the map. A wooden ladder leading from the castle ends in a damp cave tunnel. It's dark, and the heroes need a torch to see where they are going.

[*] The Torch will illuminate any corridor or room that the hero holding it is standing in as well as any square he can see. The light from his torch will not be obstructed by heroes or monsters.
[*] A Hero may search any square on the board as per the usual rules, however if the square they search is not illuminated their search will be unsuccessful, and any hidden traps or treasure should not be revealed to them by Morcar/Zargon.
[*] A hero may not disarm a trap that is not illuminated, any attempt to do so will set off the trap and the hero will suffer the body damage caused by that particular trap.
[*] A hero may attempt to jump a trap they have been made aware of, but if it is not illuminated they must role a black shield on 1 combat die to jump the trap. If the hero rolls a skull or a white shield the trap is sprung and the hero suffers the body damage caused by that particular trap.
[*] When fighting in the dark the number of combat dice thrown by a hero should be halved and rounded up. The number of combat dice thrown by monsters will be unaffected.
Only the 1st part of this rule, in bold, should be revealed to the heroes at the start of the quest. The remaining parts should be revealed to the heroes as and when they attempt each action in the dark.

At the bottom of the ladder there's a piece of wood that may be used as a torch. Any Hero holding the torch can only wield a one-handed weapon or a shield. When wielding the torch with a shield, then the torch may be used as a weapon with the following stats: (see the card printed in this booklet)
You may roll two attack dice to attack an adjacent enemy. If an enemy is attacked, it blocks as usual, but when it's hit, it must move back one step away from the Hero to avoind getting burned. Trolls may not regenerate any damage inflicted by the Torch. The Torch only lasts for one quest.
The open doors in this quest mark the different sections (rooms) of the cave that may be searched for traps and treasures.

Special rule: webbing traps:
The Giant Spiders in this cave have woven large webs. These are hidden traps that may be searched for. When a Hero walks into a webbing trap, he is stuck, and may not move. He must roll one combat die at the beginning of each of his next turns. On a white shield, he manages to cut himself loose. A Hero may not attack when trapped in webbing, but he may defend as usual. Another Hero may also spend one action to attempt to free the trapped Hero during his turn as long as there are no monsters in the same room.
When a webbing is found, a Hero may roll a combat die to dispatch it. A Toolkit is not needed for this. On a a white shield, the webbing is removed. On a black shield, they fail to remove the webbing, and nothing happens. On a skull, they get caught in the webbing.

The stone door in this map is a one way door. When a Hero passes through it, it closes behind him. Another Hero may follow, but no Hero can pass through this door in the direction opposite to the arrow.

A: This gap is too wide to attempt to jump over. The Heroes need to find another way into the central cave to reach the exit.

B: This chest contains a random potion from the porion deck.

C: When a Hero searches this Tomb for treasure, tell them the coffin is empty, but the lid is made from sturdy wood. It may be carried by a Hero, but while carrying the wooden lid, the Hero cannot attack, but may defend with 3 combat dice (using the plank as a large shield). This plank must be used to cross the gap at mark A, but let the Heroes figure this out themselves.

D: As soon as a Hero crosses the gap (A), a Cave Troll which has been asleep behind the rocks will wake up, and move towards the Heroes.

Wandering Monster: Giant Spider




Epilogue: (perhaps someone can make this story a bit juicier)

The four Heroes have escaped from the clutches of Ulag, but Ulag himself is in hiding. Who knows where he will turn up next... Now it is time to return to the Emperor, and let him know what has happened. Sir Ragnar is still a prisoner of Ulag, but as you arrive at the Emperor's court, you hear news that the Emperor has ordered four brave Heroes to go and rescue him. It is unsure if they will succeed in their mission... Meanwhile, you rest and regain your health while you wait for the Emperor's next orders. There is a shop in town, that can sell you some armour and weapons if needed.