D&D Miniatures
Mini Quests
Solitaire Scenarios
By Greyhaze

First and foremost I would like to thank Steve Winter for writing the original Solitaire Scenario, I have taken the liberty of expanding on this article to create this, and to thank the wotc team for creating the DDMs and Tiles we have all come to enjoy.

Mini Quests are solitaire scenarios for D&D Miniatures. That's right, it's a way to play the skirmish game when no one else is available to play (or you are just feeling anti-social). Because you set up the quests, by default you will be drawing from your pool of minis and as a result will not have to buy an extra supply. You will, however, require Dungeon Tiles in order to set up the quests in step 4.

Number of Players: One.

Step 1 - Determine the Game Point Value (GPV):
Decide how many game points you will give to the enemy and how many you will get for your warband. 30pts is good for beginners and if you've played before 60pts makes a good starting point.

Step 2 - The Adventurering Party:
Your warband is the questing force, come to complete the quest. Select any figures you want with a total point cost no higher than the Game Point Value. The only restrictions are that all of them must share an alignment (lawful, chaotic, good, or evil) and no figure can cost more than one-half the cost of the Game Point Value, rounded up. For example, CE and CG creatures could be included in the warband. If the GPV is 55pts, then no figure in your warband can cost more than 28 pts. You may add 5pts to give your warband +1 Morale/Rally, but it can still not exceed the GPV and only +1 can be gained in this way. Treat all characters as Independant. Below are three examples;

Chart 1: Adventuring Party (sample)
  1. Regdar, Adventurer (20pts)
  2. Dwarf Wizard (21pts)
  3. Halfling Wizard (19pts)
  1. Half-Orc Fighter (21pts)
  2. Half-Orc Monk (17pts)
  3. Half-Orc Barbarian (12pts)
  4. Goblin Adept (10pts)
  1. Deepshadow Elf (22pts)
  2. Graycloak Ranger (15pts), Wolf (minion)
  3. Daring Rogue (14pts)
  4. Lidda, Halfling Rogue (4pts)
  5. +5pts for +1 Morale/Rally
Adventuring Party:
Level Completed: 1 [] 2 [] 3 [] 4 [] 5 []

VPs Spent:

VPs Earned:

 

+1 Morale []
Character:
Items:
 
 
 
 
 
 
 
 
 
 
 
 

Step 3 - Choose the Main Monster(s):
Select any combination of figures to be the monster(s), one of which should be 50%+ of the GPV (but does not necessarily have to be). Large figures and figures costing 30pts or more work best. Spend as much of the points as possible. To keep it simple, try to keep the number of Monsters to a single unit until you get the hang of the game. Prepare any Summonables/Minions when you make your list. Create a list of 3, 6, or 12 groups of Monsters to roll randomly from, for example (from upto 60pts), each group has been given a name to give it a certain flavor;

Chart 2.0: Main Monsters (sample)
1. Ravenous Vampire (58pts), Timber Wolf x2 (minions) "Vampire's Den"
2. Mind Flayer (35pts), Dreadguard (14pts), Zombie x3 (12pts) "Mind Flayer Cave"
3. Githyanki Fighter (35pts), Xill (15pts), Nothic (10pts) "Githyanki Invaders"
4. Dragon Samurai (60pts) "Corrupt Samurai"
5. Flind Captain (53pts), Gnoll x2 (6pts) "Flind Bandits"
6. Bright Naga (15pts), Harpy x3 (45pts) "Bright Naga's Lair"
7. Drow Sergeant (16pts), Drow Archer (14pts), Drow Fighter x2 (20pts), Drow Warrior (6pts), Duergar Warrior (4pts) "Drow Camp"
8. Cultist of the Dragon (29pts), Skullcrusher Ogre (31pts), Abyssal Maw x2 (10pts summons), Hell Hound (10pts summons) "Cultists of Fire"
9. Orc Champion (39pts), Ogre (13pts), Orc Spearfighter (5pts), Orc Warrior (3pts) "Orc Raiders"
10. Half-Illithid Lizardfolk (13pts), Green Dragon (28pts), Lizardfolk Rogue (16pts), Mongrelfolk (3pts) "Lizard Clan"
11. Grim Necromancer (35pts), Ghast (25pts), Minotaur Skeleton (16pts summons), Zombie (4pts summons) "Grim Necromancer's Hideout"
12. Tiefling Captain (21pts), Quasit (19pts), Abyssal Skulker (7pts), Abyssal Maw x2 (10pts), Warrior Skeleton (3pts) "Outsider's Portal"

Step 3.1 - Wandering Monsters:
Select any combination of figures to be the wandering monsters with a total of 1/4 of the Main Monsters points rounded up 11x and 1x with a total of 1/2 of the Main Monsters points rounded up. Create these 12 Wandering Monster Encounters for each of your listed Main Monsters. Once each of these encounters are used, do not use them again. Place the 1/2pts Wandering Monsters in the 12th place (as shown). For example (using the example above, this batch would contain monsters of no more than 15/30pts);

Chart 2.1: Wandering Monsters (sample)
1. Vampire's Den
  1. Were Wolf (14pts)
  2. Timber Wolf x3 (15pts)
  3. Cursed Spirit (11pts), Zombie (4pts)
  4. Ghoul (14pts)
  5. Swarm of Spiders (15pts)
  6. Human Executioner (15pts)
  7. Harpy (15pts)
  8. Iron Cobra (14pts)
  9. Wight (13pts)
  10. Dire Bat (12pts), Mongrel Folk (3pts)
  11. Were Rat (11pts), Dire Rat (4pts)
  12. Wraith (29pts)
2. Mind Flayer Cave
  1. Grick x3 (15pts)
  2. Ghoul (14pts)
  3. Choker (14pts)
  4. Quaggoth Slave (10pts), Bugbear (5pts)
  5. Half-illithid Lizardfolk (13pts)
  6. Nothic (10pts), Duergar Warrior (4pts)
  7. Mad Slasher (9pts), Grick (5pts)
  8. Lizardfolk x3 (15pts)
  9. Mongrelfolk x5 (15pts)
  10. Kua-Toa x3 (15pts)
  11. Monitor Lizard x2 (12pts), Hobgoblin Warrior (3pts)
  12. Grell (26pts), Duergar Warrior (4pts)
3. Githyanki Invaders
  1. Githzerai x3 (15pts)
  2. Xill (15pts)
  3. Half-Orc Assassin (15pts)
  4. Burning Skeleton (13pts)
  5. Vargouille (12pts), Skeletal Warrior (3pts)
  6. Deathlock (12pts), Skeletal Warrior (3pts)
  7. Tanurruk (11pts), Aasimar Fighter (4pts)
  8. Dragonwrought Kobold (11pts), Skeleton (4pts)
  9. Karnathi Zombie (11pts), Zombie (4pts)
  10. Abyssal Skulker x2 (14pts)
  11. Abyssal Maw x3 (15pts)
  12. Abyssal Eviscerator (29pts)
4. Corrupt Samurai
  1. Dark Moon Monk (15pts)
  2. Graycloak Ranger (15pts), Wolf (minion)
  3. Half-Elf Sorcerer (14pts)
  4. Kobold Monk x3 (15pts)
  5. Acheron Goblin x2 (14pts)
  6. Lolth's Sting (7pts), Changeling Rogue (8pts)
  7. Kerwyn Human Rogue (7pts), Dark Creeper (8pts)
  8. Sunsoul Initiate (8pts), Man at Arms x2 (6pts)
  9. Human Bandits x5 (15pts)
  10. Barbarian Mercenary (9pts), Wild Elf Raider (6pts)
  11. Sharn Cutthroat (9pts), Cloud Reaver (6pts)
  12. Whirling Steel Monk (30pts)
5. Flind Bandits
  1. Gnoll x2 (6pts), Hyena x2 (8pts)
  2. Gnoll Skeleton x3 (15pts)
  3. Gnoll Archer x2 (14pts)
  4. Hunting Hyena x3 (15pts)
  5. Dretch (14pts)
  6. Fire Mephit (13pts)
  7. Hell Hound (10pts), Gnoll Skeleton (5pts)
  8. Gnoll Archer (7pts), Hyena x2 (8pts)
  9. Gnoll x5 (15pts)
  10. Gnoll Skeleton (5pts), Gnoll (3pts), Gnoll Archer (7pts)
  11. Hunting Hyena x2 (10pts), Gnoll Skeleton (5pts)
  12. Demonic Gnoll Priestess (28pts)
6. Bright Naga's Lair
  1. Harpy (15pts)
  2. Giant Frog (10pts), Bullywug Thug (4pts)
  3. Wood Woad (15pts)
  4. Swarm of Spiders (15pts)
  5. Spider of Lolth (9pts),
  6. War Ape (14pts)
  7. Ethereal Marauder (14pts)
  8. Troglodyte Thug (11pts), Bullywug Thug (4pts)
  9. Young Minotaur (13pts)
  10. Medium Earth Elemental (13pts)
  11. Troglodyte x3 (15pts)
  12. Umberhulk (30pts)
7. Drow Camp
  1. Young Minotaur (13pts)
  2. Large Monstrous Spider (11pts), Skeleton (4pts)
  3. Drow Warrior (6pts), Mad Slasher (9pts)
  4. Swarm of Spiders (15pts)
  5. Spider of Lolth (9pts), Drow Warrior (6pts)
  6. Lolth's Sting x2 (14pts)
  7. Howling Orc (15pts)
  8. Skeletal Legionnaire x3 (12pts), Skeletal Warrior (3pts)
  9. Grick x3 (15pts)
  10. Drow Fighter (10pts), Skeletal Archer (5pts)
  11. Wererat Rogue (9pts), Dire Rat (4pts)
  12. Drow Wizard (29pts)
8. Cultists of Fire
  1. Fire Elemental (11pts), Human Thug (4pts)
  2. Flame Brother Salamander (11pts), Hobgoblin Warrior (3pts)
  3. Blue (5pts), Goblin Warrior (3pts), Gobin Sneak (6pts)
  4. Fire Mephit (13pts)
  5. Acheron Goblin x2 (14pts)
  6. Human Executioner (15pts)
  7. Bright Naga (15pts)
  8. Burning Skeleton (13pts)
  9. Azer Fighter (10pts), Azer Raider (5pts)
  10. Half Orc Barbarian (12pts), Goblin Skirmisher (3pts)
  11. Small Fire Elemental (8pts), Mialee Elven Wizard (6pts)
  12. Fire Genasi Dervish (30pts)
9. Orc Raiders
  1. Orc Warrior x5 (15pts)
  2. Mountain Orc (12pts), Orc Warrior (3pts)
  3. Orc Raider (12pts), Orc Warrior (3pts)
  4. Orc Brute (8pts), Orc Savage (7pts)
  5. Howling Orc (15pts)
  6. Horde Zombie (14pts)
  7. Ogre (13pts)
  8. Small Black Dragon (11pts), Orc Warrior (3pts)
  9. Orc Berserker (8pts), Orc Warrior x2 (3pts)
  10. Orc Archer (8pts), Orc Warrior x2 (3pts)
  11. Orc Spearfighter x3 (15pts)
  12. Gibbering Mouther (26pts), Dire Rat (4pts)
10. Lizard Clan
  1. Lizardfolk x3 (15pts)
  2. Emerald Claw Fighter x2 (12pts), Mongrefolk (3pts)
  3. Yuan-Ti Pureblood (11pts), Mongrelfolk (3pts)
  4. Dark Talon Champion x2 (14pts)
  5. Half-illithid Lizardfolk (13pts)
  6. Medium Fire Elemental (11pts),
  7. Yuan-Ti Pureblood (11pts), Human Thug (4pts)
  8. Troglodyte Thug (11pts), Kobold Zombie (4pts)
  9. Troglodyte Zombie (10pts), Ophidian (5pts)
  10. Troglodyte (7pts), Poison Dusk Lizardfolk (7pts)
  11. Monitor Lizard x2 (12pts), Kobold Warrior (3pts)
  12. Yuan-Ti Halfblood (28pts)
11. Grim Necromancer's Hideout
  1. Were Rat (11pts), Dire Rat (4pts)
  2. Skeleton Legionnaires x3 (12pts), Warrior Skeleton (3pts)
  3. Gravehound (11pts), Zombie (4pts)
  4. Swarm of Spiders (15pts)
  5. Horde Zombie (14pts)
  6. Ghoul (14pts)
  7. Wight (13pts)
  8. Skeletal Equiceph (13pts)
  9. Deathlock (12pts), Skeletal Warrior (3pts)
  10. Spellstitched Hobgoblin Zombie (11pts), Zombie (4pts)
  11. Cursed Spirit (11pts), Zombie (4pts)
  12. Ogre Zombie (29pts)
12. Outsider's Portal
  1. Abyssal Skulker x2 (14pts)
  2. Abyssal Maw x3 (15pts)
  3. Hell Hound (10pts), Abyssal Maw (5pts)
  4. Xill (15pts)
  5. Dretch (14pts)
  6. Air Mephit (13pts)
  7. Vargouille (12pts), Skeletal Warrior (3pts)
  8. Stonechild (12pts), Xeph Warrior (3pts)
  9. Tanarukk (11pts), Jozan Cleric of Pelor (4pts)
  10. Medium Astral Construct (10pts), Tordek Dwarf Fighter (5pts)
  11. Lemure x3 (15pts)
  12. Thayan Knight (30pts)

Step 3.2 - Dungeon Levels 1-5:
What you have done thus far is created encounters for level 1, now continue to make level 2 adding 10pts to the GPV for Monsters when you do so, but do not change your Adventuring Party. The Adventuring Party progresses on its own. Remember, you do not have to make 12 Main Monster sets, but you do need to have 12 Wandering Monster encounters for each Main Monster you make; it just depends how much work you want to do, and how much vareity/surprise you like to have when you play (it's hard not to get carried away). Then proceed to make level 3 with an additional 10pts to the GPV and so on. Using our example above, level 1 should have a GPV of 60, level 2 should have a GPV of 70, level 3 should have a GPV of 80, level 4 should have a GPV of 90 and level 5 should have a GPV of 100.

Order of Dungeon Setup
1 Place Start Stairwell
2 Place Adventuring Party
3 Roll for Section
4 Roll for Portals
5 Roll for Monsters
6 Repeat steps 3-5

Step 4.0 - Dungeon Setup:
No matter the quest, you find yourself at the entrance to a dungeon, and this is where the Dungeon Setup begins, and the secrets are revealed. Take the stairwell and put it in to play. Place your figures anywhere on the starting stairs. The edge of the stairwell that is the bottom will be treated as the north direction (for easier set up). Then follow the processes below.

Step 4.1 - Create Dungeon Tile Pools: Create 3 "pools" from your available tiles that fall in to the following 3 categories; corridors, rooms (3x3 squares and larger) and portals as shown in Charts 3.0-3.2. Try to get as many tiles in to each pool as you can. Each of these pools will be used to randomly generate each dungeon. Since many tiles have 2 sides (one with features and one without), you will have to decide which pool you would like to place that particular tile in (keep in mind that some tiles present seemingly impossible barriers). Always place a stairwell in the portal tiles pool. Remember if you do not defeat the Main Monsters of each level you can not collect VPs for your party from that level (see Step 7 for details).

Below are pools based on the 3 first Tile Sets released (Dungeon Tiles, Arcane Corridors & Hidden Crypts). Feel free to swap out and attribute your own attributes to feature rooms or corridors that are not listed here.

Chart 3.0: Room Pool (20)
1-10 4x4 Room (Empty x5)
11-15 4x4 Feature Room (magic circle [attack +2, ignore DR, magic box [+2 to the DC of spells cast from here], rune floor [+5 melee damage], painted fiery eye [blindsight] or painted skull [critical hits on 19-20])
16-18 4x8 Room (Empty x4)
19 8x10 Room (Empty x3)
20 8x10 Feature Room (3 magic circles [attack +2, ignore DR on circles], 4 tombs [-2 morale on all squares] or large alcove [none])
Chart 3.1: Corridor Pool (50)
1-7 2x2 Corridor (Empty x10)
8-9 2x2 Feature Corridor (runes [regenerate 5], magic circle [ghost touch], barred grate [stun DC10], pit [pit] or cage [statue, but can not be moved through normally])
11-15 2x4 Corridor (Empty x20)
16-18 2x4 Feature Corridor (dragon bones [difficult terrain], crevass [pit], bookshelf [hard cover], verticle alcove [hard cover vs adjacent spaces also in alcoves]) or horizontal alcove [hard cover vs adjacent spaces also in alcoves])
19 4x8 Corridor (Empty x5)
20 4x8 Feature Corridor (alcove corridor [hard cover vs adjacent spaces also in alcoves], 4x1 corridor [narrow], 4x1 corridor [narrow], 2x1 corridor [narrow]) or 2x1 corridor [narrow])
Chart 3.2: Portal Pool
1-10 2x1 Single Wood Door (x10)
11-15 2x1 Double Wood Door (x5)
16 Barred Wall (x2 [statue, but can not be moved through normally])
17 2x4 Large Doors (stone [locked], steel [locked], steel [locked], medium steel [locked], broken doors [open], or archway [open]) *only a character with Sneak Attack can open a locked door without making any figures in the next Section Alert. Otherwise it must be smashed down; DR5, AC10, 30HPs. Each round of smashing moves Alerted monsters closer.
18 2x4 Stairs (x1 [can be used to advance to the next level])
19 1x1 Trap Door (x1 [can be used instead of stairs, place like placing a figure])
20 2x4 Magic Portal (2x4 [can be used instead of stairs, but must be activated by defeating this levels MM])
Chart 3.3: Edge Orientation
1-5 North edge
6-10 East edge
11-15 South edge
16-20 West edge

Step 4.12 - Number of Dungeon Tiles in a Section: Roll to see how many of these tiles will combine to make up the section you are about to place. Add each tile individually, determine which edge of that tile will then touch the corresponding doorway by designating an edge as north and then rolling on Chart 3.3 to determine the contact edge (if not square). Then place the tile centered against the door. Any additional tiles are then rolled for orientation, and then placed centered and adjacent to the last tile.

Chart 3.4: Tiles in a Section
(+2/section check for MMC)
1-10 1 tile
11-19 2 tiles
20 3 tiles
Chart 3.5: Tile Pool
1-15 Corridor Pool
16-20 Room Pool

Chart 3.6: Number of Portals
(+1/section for less doors)

1-2 4 Portals
3-10 3 Portals
11-15 2 Portals
16-20 1 Portal
20+ Dead End*

Chart 3.7: Squares
(always count south to north, or west to east relative to the stairwell)
  2 avail. 3 avail. 4 avail. 5 avail. 6 avail. 7 avail. 8 avail. 9 avail. 10 avail.
1st 1-10 1-6 1-5 1-4 1-3 1-2 1-2 1-2 1-2
2nd 11-20 7-12 6-10 5-8 4-6 3-5 3-4 3-4 3-4
3rd   13-20 11-15 9-12 7-9 6-8 5-6 5-6 5-6
4th     16-20 13-16 10-12 9-11 7-8 7-8 7-8
5th       17-20 13-16 12-14 9-11 9-10 9-10
6th         17-20 15-17 12-14 11-12 11-12
7th           18-20 15-17 13-14 13-14
8th             18-20 15-17 15-16
9th               18-20 17-18
10th                 19-20

Step 4.3 - Creating Portals: Roll a d20 to determine the number of portals found there on Chart 3.6 (add +2 to this roll for each section beyond the first, eventually you hit a lot of dead ends) and then roll without modifiers to consult Chart 3.2 for the size and type of portals they are. Then roll for which edge orientation the portals will be found on and center it against that edge. If there is not enough space or a portal already exists there, re-roll for a new edge. Only if there is 8+ squares along the edge of the tile can you place 2 portals along the same edge, space them at equal distances away from the tiles corner. *If there are no more doors available to open, and the MMC has not been found, there will be at least one door minimum found in each Section.

Step 4.4 - Finding the Main Monster's Chamber: Just before you roll for a New Section (starting on the 2nd Section for each level) add +2 to the roll, if the total roll equals 36+ the Section found is the Main Monster's Chamber. Otherwise ignore the pluses and consult Chart 3.3 to resume exploration. This means there will be a minimum of 9 Sections to check, and a maximum of 19 before finding the Main Monster of each level. Always end with +1 feature tile Room for the MMC (move up list until feature tile is found).

The Main Monster's Chamber has the big boss for this level (and their minions). Roll for the result of this encounter after destroying the main monster.

Chart 3.8: The Next Level
1 A disembodied voice cackles, "You can not destroy me so easily! I will have my revenge." Place this figure at the end of the last level with it's main boss encounter at half hps.
2 As the MM dies they snarl, "It matters not, they have already arrived." Add 1 of this MM's Wandering Monster Encounters to the next level's MMC.
3 Disturbed rest; although you can not rest your party here, you gain 10VPs instead of 5VPs.
4 There is a secret passage from this room and the another exit. Taking one will lead to a dead end dungeon and locks you in until you defeat the MM, taking the other leads to the next level. The save is DC15 to find the correct passage, you get 1 roll with your highest save figure.
5 As the MM perishes he gurgles out, "You can never stop my master, they will be invincible!" You now have 20 rounds to defeat the next MM or you gain 0VPs for that encounter. However, defeating that MM will reward you 10VPs.
6-14 Standard.
15 As the MM dies you hear, "You will never save them!" You now have 25 rounds to defeat the next MM or save the Villager (add as Wandering Monster Encounter #1 or they are found with the MM, 5pt LG creature). The Villager is saved when there are no Active Monsters in play. Defeating the MM and saving the Villager will reward you 10VPs. Active Monsters will attempt to slay the Villager as soon as the Adventuring Party arrives. Amongst the carnage you find a potion of cure moderate wounds (10hps).
16 A quick search finds a key on the villian. You may open your next door as though you had Sneak Attack.
17 The big boss roars maliciously as they crumble to the ground and silence falls. On them you find 1 potion of invisibility.
18 In a journal you find a keyword for some kind of gateway or portal. If you have found a portal in the dungeon this will lead to the next level, if there is also a stairwell available, exploring will result in a dead end dungeon of the same GPV as the one you have just completed, the boss will not have a reward; you may complete this one as well. Otherwise if there is only a stairwell present the portal is on the next level, place this instead of a stairwell when a stairwell is rolled for.
19 On the MM you find a potion of replenishment 1-10 (this will restore all spells and abilities to one character in your party once) or a potion of cure serious wounds 11-20 (20hps).
20 The big boss utters, "There is a secret passage over there... they forced me to... destroy them..." Save DC10 to find the passage, you get 1 roll with your highest save figure. If you find the passage you may skip 1 level. Amongst the clutter you also find a 4 potions of cure light wounds (5hps).

Step 5.0 - Creature Setup:
For each Section brought in to play roll a d20 to see if there is a Wandering Monster encounter on it; a 1-5 on a d20 means that there is a Wandering Monster(s), add +1 for each section you have not had an encounter in. There are only a total of 12 Wandering Monster encounters to be placed, once they are used up do not use that encounter again. Roll for each encounter randomly taking lower numbered encounters if the one rolled for has already been played.

Step 5.1 - Wandering Monster Placement: Determine a number for each tile in each section. Roll for which tile the Monster will be placed on. Then roll to see which square the monster will be placed on. If the character does not fit, place the character as close as possible to that square. Use Chart 3.7 as most tiles do not have more than 10 squares along one edge.

Step 6.0 - Game Play

*Initiative: Assume that the adventurers win initiative and go first every turn. Position them at each door that is being opened, exactly as you want them to be when they bust in. Activate all of your figures and then activate each monster, repeat. Hey, you're bustin in to their lairs, we'll say you got the drop on them.

*LOS (Line of Sight): Only check for LOS on the creatures turn. This allows you to move from cover to cover crossing a monsters LOS and ending that activation hidden without making the monsters Aware, but once they are Aware may be irrelevant.

*Difficult/Wild Creatures: If the monster has a Difficult rating, it must make a save DC = to its Difficulty rating to not attack the last creature that damaged it for the most damage total - even if it means taking an AoO. Wild has a flat DC10 check for the same. Also remember that these creatures do not gain the benefits of Commander Effects or Commander Ratings without appropriate commanders.

Step 6.1 - Monster Awareness: The first thing to determine, when the monster activates on its turn, is whether it is Aware or Unaware of the intruders' presence.

  1. If the monster has LOS to an intruder or has taken damage, it is Aware of their presence. Skip to the AWARE section.

  2. If the monster has no LOS to any intruder and has not taken damage, it is Unaware. Skip to the UNAWARE section.

  3. If an intruder is within 6 of the monster (count around corners, but ignore difficult terrain), the monster gains +5 to their Awareness Check which stacks with the +5 of monsters within 6 that have become Aware.

  4. Monsters within 6 of another monster that has become Aware, gains a +5 to their Awareness Check, unless they "Require Commander" in which case they do not gain +5.

Step 6.2 - Unaware Monster: If the monster is not aware of the intruders, then roll 1d20, add the monster's level, and find the result below.

  1. A roll of "1" results in the Monster single moving away from the adventurers.

  2. Rolling a 2+ that does not meet or exceed a result of "20" means that the character does nothing.

  3. If the roll plus their level equals 20 or higher, then the monster hears, smells, or otherwise senses your approach and becomes Curious single moving towards the closest intruder. If it gains LOS, it will become Aware and can act accordingly on its next turn. If it does not become Aware, treat this character as Unaware.

Step 6.3 - Aware Monster: Once a monster has become Aware it will remain so until the end of the game. The monster follows a simple set of priorities, depending on how aware it is of the enemy's presence. Lower-numbered responses take priority over higher-numbered ones.

  1. If the monster is adjacent to more than one enemy, it attacks the figure with 1) the lowest AC or 2) the lowest current HPs. If the monster is mainly a spell caster, it will attempt to move away (taking the AoOs, unless it can not survive the POTENTIAL normal damage - damage potential is equal to or higher than current HPs not including critical damage) to cast a spell. *Check for Difficult/Wild first.

  2. If the monster is adjacent to one enemy figure, it attacks that figure. If the monster is mainly a spell caster, it will attempt to move away (taking the AoOs, unless it can not survive the POTENTIAL normal damage - damage potential is equal to or higher than current HPs not including critical damage) to cast a spell. *Check for Difficult/Wild first.

  3. If the monster is adjacent to no enemy figures but at least one enemy figure is within its melee reach, it attacks that figure.

  4. If the monster is adjacent to no enemy figures but has line-of-sight to an enemy figure, it will use a ranged attack, special ability, or highest available spell in preference to charging or rushing. If it is too far from the enemy to use a ranged attack, special ability, or spell, but it can move into range with its normal move, it will do that and then attack. Use your best judgment when selecting the monster's attack -- which spell, ranged attack, or special ability are you most afraid of? Be honest! That's the one the monster will use. *If this attack exhausts the monster's store of ranged attacks, spells, or special abilities, then it will use a move action to get closer to the enemy. *If it still has ranged capability, it will use a move action to gain cover. *If it can summon it will do this first, with the summons between them and the intruders. *If it has defensive capabilities (like the Red Wizard's "Mage Armour" it will cast this when it first becomes Aware).

  5. If the monster is not adjacent to an enemy it will cast any boosting spells or use any boosting special abilities it has.

  6. If the monster can charge an enemy figure, it will do so.

  7. If the monster can reach an enemy figure with a single move action, it will move to attack, selecting the enemy with 1) the lowest AC or 2) the lowest current HPs.

  8. If the monster can't charge and can't reach an enemy figure with a single move action, it will use two move actions to rush with its full movement toward the enemy figure with 1) the lowest AC or 2) the lowest current HPs.

  9. If the monster does not have LOS to something that has attacked it (via Invisibility, Ride by Attack or Hide). It will still become Aware and will double move at its printed Speed in the direction of the last attacker provided it has LOS to nothing else.

Step 6.4 - If the Monster Routs: The monster can rout, but it gets to make Rally attempts every turn until it reaches the stairwell or closest portal. Monsters within LOS or within 6 of the Main Monsters gain +4 to their Rally attempts until the end of the game as MM gain +8 to their Rally attempts. This is in addition to any commander ratings the Monsters may already have. Remember that any Aware Monsters within LOS of a second Monster gives a +5 bonus to the second Monsters Awareness Check.

Step 7.0 - Winning & Losing:
Victory is completing all 5 levels. At the end of each level you will be given the opportunity to rest after you defeat the MM and your quest may change slightly, but most importantly you will more than likely progress to the next Level (from the 60pt GPV to the 70pt GPV). Now the monsters you face will be more challenging. Resting restores all of your abilities and spells, and removes all penalties (including poisons and diseases) and bonuses.

Fortunately or unfortunately, any characters lost in battle or routed can be restored for 5pts, they will have no abilities or spells and will be at half hps until they rest again.

Characters can purchase from the Shop in Chart 4.1 when they rest.

Chart 4.0: VP Awards
1/4pt 1VP
1/2pt 2VPs
Full pt 5VPs
Chart 4.1: Shop
xVPs Upgrade Character
3VPs Potion of Cure Light Wounds (5hps)
3VPs Oil of Magic Weapon (attack +1, bypass DR)
3VPs

Potion of Remove Poison

5VPs Potion of Cure Moderate Wounds (10hps)
5VPs Potion of Remove Disease
5VPs Restore Character
5VPs +1 Morale/Rally for Party (can only be taken once)
7VPs Potion of Cure Serious Wounds (20hps)
10VPs Potion of Invisibility

Step 7.1 - Levels & Advancement: Should you defeat a MM add 5VPs to your warband, then "find" new adventurers to join in your quest (above's example would now be 65pts, with 16pt wandering encounters and 32pt maximum intruders). Admittedly a new 5pt figure may not help much, but in 1 more level the Caravan Guard can be advanced to a Stalwart Paladin or Royal Guard. See how long original characters last, or how far you can go before you lose to a monster. Or, upgrade your adventurers but make sure they are of the same or relatively close to their character class in their new form.

Notes: The monsters have a big advantage because they have excellent Rally bonuses, but you have a big advantage because you control the way the fight develops. If you're patient, you can lure the monster into a poor position and then ambush it.

If you find the battle too easy to win, reduce your warband to 80% of the monster's point value, or restrict your spending on a single figure to just one-third of the monster's cost.

If you lose too often, first try improving your technique (luring the monster off its assembly tile, coordinating your attacks). If that still doesn't work, boost the size of your warband to 120% of the monster's value while still spending no more than half the monster's cost on any single figure.

Finally, this is a solo game, so no one but you cares whether you win or lose. Have fun with your warbands -- design around a theme or use those figures that never come out during tournaments. Each monster presents its own puzzle. You will find that certain warbands have an easy time defeating certain monsters and vice versa. The good news is, there are tons of foes to experiment with.


Good luck and have fun!