Touran stood in the newly empty central chamber of the area he claimed as his base of operations. He took a stone axe from one of the shattered magic statues that had attacked them and began to cut words in the Dark Tongue utop of the friscos depicting epic events in the mythos of Ulric. He was finally there. Under the feet of the Imperials, he was there. What was once the only way to the City of Ulric was no the easiest way to bring the city down. It was just a simple march to the other side of this level. He would meet any resistance. With luck, so would his unfortunate allies - the less of them he had to be rid of later on, the better. Satisfied with his work, he turned and drew the flaming blade his God had granted him. It lit up the room and gave light to the words on the wall already crawling with a living darkness. In the dark became visable his legions. As one they called aloud, defiant to the sacred halls of the Wolf-God.
"ARCHAON!"
The Storm of Chaos is at its peak and The Chosen of Chaos, Archaon, and his Horde march on Middenheim. Ahead of them, in the cavernous Undercity that rests beneath Middenheim, is Archaon's dungeon force. Having walked the tunnels of the earth since Archaon set off to Altar of Ultimate Darkness in search of the Mark of the Chosen One, this force is led by Touran, the Pit Lord. Touran is now kept from his destination by one man: Orus Valgier, who has mustered a force to match Touran's coalition of chaos spawn. They must hold out as long as they can: the city would certainly fall if they fail!
Defenders
Attackers
Arrange the Lairs of each alliance so that they are one Passage section (width-wise) apart. Then, place each set of Lairs 2 Passage sections (length-wise) apart.

The scenario ends when the Storm of Chaos Worldwide Campaign begins the Seige of Middenheim. After the Worldwide Campaign, the scenario will last a currently undetermined number of Cycles.
The Attackers must try to breach the Imperial Defencive line, which guards the major gates into Middenheim. Failing that, they must weaken their foes enough that when the attack comes the surge of reinforcements will be able to finish the job. This is accomplished by taking out enemy leaders and poisoning the water supply.
If one side totally wipes the other out, they win. Otherwise: boths sides earn 1 point for every Special Character (or initial Primary Character) that survives until the end of the game. They also earn 2 points for every Well under their control (ie: Part of their dungeon or with an unengaged Band guarding it). Finally, 5 points are awarded for each Lair still standing. The side with the most points wins.
Subterranian Wells
There are a number of wells in this dungeon equal to the number of Lairs on each side. Place 1 Fountain of Light in the Dungeon Deck, as well as a Well of Doom card for each other Well (any other Wells of Doom simply represent a normal 4x4 room). Capturing these wells are worth 2 points each at the end of the game, but it has an additional effect. The people of Middenheim rely on these wells many needs and while the guard have warned them away from the wells, they have not blocked them.
If an Evil Player secures a Well, the Good Player loses 1D6+1 x 20 Gold a Cycle. If a Good Player secures a well, they declare that spring safe to drink from and thus the support from the peasantry increases, granting them an additional 1D6+1 x 20 Gold a Cycle.
Alliances
At all times, all three forces on each side are assumed to have all alliances in play with one another (except Tribute). However, the bonuses and penalties of these alliances are ignored (lost in the confusion and rush of the situation). Therefore no side gets any magic bonuses, trade bonuses, etc, from one another. The only effect that stays in play is that Bands from the same side can be in the same room together.
Likewise, Alliances cannot be formed with the Enemy. This is no tactical situation, this is a long charge backed up from the outside!
The Winner in this game will gain an advantage if they play the Seige of Middenheim scenario in Storm of Chaos. Alternately, the winner may gain the same effect in any Seige game. What they gain will depend on the Seige of Middenheim scenario, which has not yet been released.