Simon Gingras
Canada
Sorel-Tracy
Québec
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[These two custom adventures are meant to be used with the "Dungeon Exploration" variant ( http://www.boardgamegeek.com/thread/768899/conquest-of-nerat...) for Conquest of Nerath. They have not been playtested yet; any feedback is appreciated.]

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Dungeon #1: Entering the Plume
White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.

Goal: Fight your way through the caves and defeat the Flesh Golem.


Adventure Setup
- Special Components in this Adventure: [WoA] Start Dungeon Tile, [CR] Flesh Golem card, [CR] Flesh Golem miniature, [WoA] Dire Chamber tiles
- Tiles: WoA
- Monster Deck: CR

Place the Start tile on the table. Place each Hero on a square adjacent to the stairs on the Start tile.


Special Adventure Rules

Take the [CR] Flesh Golem villain card, as well as [CR] Flesh Golem miniature, and set them aside. Shuffle the Tile Deck. Take 3 tiles, and shuffle the Dire Chamber Entrance tile into those tiles. Then, without looking at any of the tiles, put the shuffled Dire Chamber Entrance tile and 3 other tiles and put them under the 4th tile of the Tile Deck. (This way, the Dire Chamber Entrance will be between the 5th and 8th area to be revealed.)

When the Dire Chamber Entrance is revealed, follow the usual Chamber placement rules, and then place the Flesh Golem figure on it.

- Victory: The Heroes win the adventure when the Flesh Golem has been defeated.
- Defeat: The Heroes lose this adventure if all Heroes are brought to 0 Hit Points and there are no Healing Surge tokens remaining.

When You Start the Adventure, Read:
It is rumoured that a priceless item of great power is in the Plume, but presumably it is well guarded. Will you be able to retrieve it?

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Dungeon #2: Back to the Plume
Once more you have decided to brave the Plume, in the hopes of bringing back anything that could help you win the war. What will you face now?

Goal: Fight your way to the depths of the Plume, and defeat the Balor.


Adventure Setup
- Special Components in this Adventure: [WoA] Start Dungeon Tile, [LoD] Ertu, [LoD] Ertu miniature, [WoA] Dire Chamber tiles
- Tiles: WoA
- Monster Deck: WoA

Place the Start tile on the table. Place each Hero on a square adjacent to the ladder on the Start tile.


Special Adventure Rules

Take the [LoD] Ertu villain card, as well as [LoD] Ertu miniature, and set them aside. Shuffle the Tile Deck. Take 3 tiles, and shuffle the Dire Chamber Entrance tile into those tiles. Then, without looking at any of the tiles, put the shuffled Dire Chamber Entrance tile and 3 other tiles and put them under the 4th tile of the Tile Deck. (This way, the Dire Chamber Entrance will be between the 5th and 8th area to be revealed.)

When the Dire Chamber Entrance is revealed, follow the usual Chamber placement rules, and then place the Balor figure on it.

- Victory: The Heroes win the adventure when the Balor has been defeated.
- Defeat: The Heroes lose this adventure if all Heroes are brought to 0 Hit Points and there are no Healing Surge tokens remaining.


When You Start the Adventure, Read:
You have faced any dangers already, and the Plume had proven itself to be as deadly as its legend made it out to be. Now, you are close to it's final challenge. Will you live up to the legend?

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Note:

I've replaced the Ogre Mage which was the final boss in WPM with a Balor, wanting to stick to villains included in one of the three games.

Also, I feel I should mention that I'm profoundly uninspired by this particular dungeon, and am only going through with the adaptation so that every dungeon from CoN is covered.
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