The way forward leads down. Below the old temple lies a vast system of caverns and that is where you must go—into the dark, if there is ever any hope of seeing the light again. The tunnels stretch beneath the forest and you are sure to encounter both elf and troll. Tread carefully, my friends. Follow the dwellers in the deep and they might lead you to the surface.

NOTES
The way out is down, unsurprisingly, but it comes with the territory of being a hero (for hire). If the heroes entered these caverns through the broken floor behind the locked door in part 1, they start part 2 in the room marked F. If the heroes entered through the hole behind the Gargoyle, they start in the room marked A (this path sucks more).
The heroes will encounter many Dark Elves and Trolls throughout the caverns. They all have the same stats.
| MOVE | ATTACK | DEFEND | BODY | MIND | |
|---|---|---|---|---|---|
| Dark Elf Warrior | 6 | 4 | 3 | 3 | 2 |
| Dark Elf Archer | 6 | 4 (1)* | 2 | 3 | 2 |
| Troll | 6 | 4/4* | 3 | 6 | 2 |
The Dark Elf Archer attacks with 4 dice when attacking a non-adjacent target in their line of sight, and roll 1 dice when attacking adjacent targets. The Troll attacks twice per turn. If both attacks are against the same target, the target may only defend once.
A. This cave is empty. That will not last for long.
B. There are four dark elves in this cave gossiping around a camp fire. One of them is armed with a bow.
C. There are three dark elves in this cave, sitting around a fire k-i-s-s-i-n-g (no, just no).
D. These dark elves have heard the heroes approach and set up an ambush. One of them is armed with a bow. Told you this way sucks more.
E. The dark elves in this room brought a Troll. The troll thinks he is the boss. It’s complicated.
F. The entrance to this cave has been blocked by a large boulder. To move the boulder a hero must roll a number of combat dice equal to their Body and score at least 4 skulls in a single roll. If successful, the boulder can be moved either to the left or right. The time has come for the barbarian to shine, and to once and for all let everyone know he knows the difference between left and right.
G. A Troll sleeps in this cave. If a hero steps on any of the untraceable wandering monster traps it will wake the troll (no other wandering monsters will appear). If this happens consider all of the traps in this room triggered. The troll can be looted for 30 gold if it is defeated.
H. This room is a food storage for meat and sausages (what’s with all the sausages in this series of quests??)
I. The entrance to this cave is blocked by a giant stone boulder, exactly like the one described in room F. A captured elf is chained to the wall inside the room. To free the elf the chains must be disarmed by the Dwarf, or by a hero using a Tool Kit. The elf’s name is Rusty. He will join the heroes in their escape and fight by their side.
| MOVE | ATTACK | DEFEND | BODY | MIND | |
|---|---|---|---|---|---|
| Rusty | 7 | 3 | 4 | 2 | 3 |
J. Three dark elves hang out in this cave.
K. Three dark elves hang out in this cave. This was recycled from the previous room to create a more sustainable dungeon environment.
L. This cave has another sleeping Troll. Once again, if a hero steps on any of the untraceable wandering monster traps it will wake the troll (no other wandering monsters will appear). If this happens consider all of the traps in this room triggered. The troll hoards 50 gold and a Healing Potion, which can be found by looting heroes once it is dead.
M. Two Trolls live in this cave. They are awake, highly caffeinated, and fiercely protective of their treasure. The chest contains 200 gold, two Healing Potions, a Spiked Shield and the Orc’s Bane shortsword.
N. The dark elf in this room carries 200 gold. He’s sort of a leader. He also wouldn’t be opposed to giving the gold to the heroes if they let him slip away unharmed. Rusty does not want to make this deal. Rusty wants bloody vengeance.
O. The throne room is suspiciously empty (this quest doesn’t have a boss fight for some reason). What the room does have, is a secret exit behind some fancy drapery that leads to the outside—and freedom. Oh, and the drapery is worth at least 50 gold if the heroes rip them down and bring them along (take what you can and run, am I right?)
Part 2 concludes and the curtain falls (probably literally) when the heroes leave the caverns behind. They are now free to go and collect the 200 gold promised to each of them in part 1. After all, that is why they went on this quest (let’s just be honest about it).
Wandering Monster in this Quest: Dark Elf
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