The Makker Pits is where The Dark One uses the dark powers of the Other Side to generate his armies of Golems and Goblins. It is a terrifying regoing that supplies The Dark One with a seemingly endless supply of warriors to do his bidding. The Pits and their magic dark energy sources continue on so long as The Dark One exists. According to legend, there is a special relic heavily guarded deep into the territory. Supposedly, this is one of four relics that can destroy portal mounds.
Characters, items, and features of note: (from left to right)
Portal Destroyer (Sapphire) – This relic is powerful enough to destroy a portal mound where the Scepters are mounted.
Dark Druid – Strength 6
Werewolf – Strength 5
Dark Magic Energy Source – This is the regions trap. These must be destroyed. When a hero comes adjacent to a Dark Magic Energy Source, he must attempt to destroy it. The rolls are as follows:
1/sword/skull – The hero destroys the Dark Magic Energy Source, but suffers damage. The hero loses two health and is stunned for two rounds.
2/skull – The hero fails to destroy the Dark Magic Energy Source, and loses four health and is stunned for four rounds.
3/sword – The hero destroys the Dark Magic Energy Source.
Shield – The hero destroys the Dark Magic Energy Source and gains up to four health.
Pit – This is the pits from which the Dark Magic Energy Source energizes to create Goblins. After the Dark Magic Energy Source is destroyed, the hero must immediately fight the Goblin Warrior or Golem Guardian inside the pit. Since these enemies are not yet fully developed, their Strength is reduced by two. (Goblin Warrior – Strength 2; Golem Guardian – Strength 3)
Ruby Scepter of Summoning – This is one of the portal scepters between Heroica and the Other Side. It must be captured. Nothing can be summoned by the heroes when on the Other Side. Cost/Worth – Not For Sale.