D&D Miniatures11/01/2007

D&D Worldwide Game Day
A Pair of D&D Miniatures Scenarios

In addition to all the other fun you’ll be having this weekend at Worldwide D&D Game Day, here’s a bonus! Bring these scenarios with you to your store on Game Day. Talk to the store owner or event organizer at your location to acquire the product and table space you’ll need to play them.

Please note that key updates have been made to this document as of 11/01/07. Be sure you have the most recent version!

You'll also want to check out more information about Game Day and the complete list of participating locations!

November 3! Click here for detailsScenario One: (D&D Miniatures Skirmish)

Dragon in the Middle

This scenario pits two to four players in battle against one another to cross the map and escape off the other side.

Oh, and there's a dragon in the middle attacking everyone.

Number of Players: 2, 3, or 4
Play Time: Up to 90 minutes
Product Required: Gargantuan Blue Dragon or Gargantuan Black Dragon (either one); 2 boosters per player

Warband Building

Each player opens two booster packs from Unhallowed, Night Below, or Desert of Desolation.

Each player then constructs a 150-point warband with up to creatures. You may use either the normal or epic version of a miniature, as long as you don't exceed the 150-point limit.


  • Destroy enemy miniatures. Each enemy miniature destroyed by one of your creatures scores victory points equal to the destroyed creature's point cost.
  • Get your miniatures to the escape route at the opposite corner. Each of your creatures that escapes in this manner scores victory points equal to its own point cost.
  • Use the dragon to destroy enemy miniatures. Each enemy creature destroyed during your activation of the dragon scores victory points equal to one-fourth of that creature's point cost (rounded down). You don't score points for destroying your own creatures with the dragon.

Winning The Game

The Game ends when one of two conditions is met:

  • A player scores at least 200 victory points -- that player wins.
  • If all creatures from all the warbands are eliminated or escape from the map before any player has scored 200 victory points, the player with the most victory points wins.

If neither of these conditions occurs after 90 minutes, finish the current round of play. The player with the most victory points wins the game.

Dragon Setup

Besides the other warbands, your warbands will also face a Gargantuan dragon (either the Black Dragon or the Blue Dragon -- whoever provides the dragon chooses). The dragon isn't part of any player's warband, but each player will have the opportunity to use the dragon from time to time during the battle.

Use the map that comes with the dragon being used. Place the dragon in the appropriate starting point as described below.

  • On the Blue Dragon Lair, place the Gargantuan Blue Dragon atop the central squares marked Victory Area A&B (either dragon can sit atop impassable squares without any problem). Do not start the Gargantuan Blue Dragon on the Dragon Start area of the map.
  • On the Underground Grotto, start the Gargantuan Black Dragon on the throne marked "Dragon Start."

Warband Setup

Two Players: Each player rolls Initiative; the high roller chooses which of the two Start Areas (A or B) his warband will use. The other player sets up in the other Start Area, just as in a normal D&DMiniatures game.

Three or Four Players: Each player rolls Initiative. Starting with the highest roll and in descending order, each player chooses which corner his warband will start in until all players have chosen a corner.

On the Lair of the Blue Dragon map, each player chooses a corner to start in. Set up in any legal space within 4 squares of the corner square. This gives each player a 5x5 square area that includes the corner square. On the Underground Grotto map, each player chooses one corner Start Area to start in.

Escape Squares

As soon as your miniature enters an "escape square," it leaves the game, and you score victory points equal to its point cost. The creature does not need to spend a movement point to actually move off the map.

  • Lair of the Blue Dragon (Two, Three, or Four Players): Your escape squares are the squares marked as the Exit Area on the opposite end of the board from your Start Area.
  • Underground Grotto (Two Players): Your escape squares are any squares of your opponent's Start Areas which are along the outside edge of the map.
  • Underground Grotto (Three or Four Players): Your escape squares are any squares of the diagonally opposite Start Area which are along the outside edge of the map. For example, if you start in the Start Area A which includes the patch of green mushrooms, your escape squares are those along the outer edge of the Start Area B which is diagonally opposite from you across the map.

The Dragon

Starting at the beginning of the second round, each player must activate the dragon once during that round. (The dragon doesn't activate during the first round -- it takes a while for it to wake up and realize what's going on.)

Activating the dragon counts as one of the two activations a player is allowed during each of his turns.

Each dragon has several different kinds of activations, indicated by circles on its stat card. When you activate the dragon, place a token on the dragon's stat card covering the circle that matches the type of activation that you choose. This indicates that the chosen activation can't be used again during that round. For example, if one player activates the dragon and uses its breath weapon, no other player can activate the dragon to use its breath weapon that round.

At the end of each round, remove all the tokens from the dragon's stat card.

The dragon follows all the normal rules and uses all the statistics on its card, with the following exceptions:

  • The dragon is immune to damage and all other effects. It can't be harmed or affected by any attack, spell, or ability of any creature.
  • The dragon does not take attacks of opportunity.
  • The dragon can't escape the board, though it may occupy escape squares.

No More Creatures

If you start any round with none of your warband's creatures in play (i.e., all your creatures have either been destroyed or escaped off the map), you gain an extra activation of the dragon each round. Each of these dragon activations count as two of your normal activations (so you can't activate the dragon more than once per turn).

Special Rules

This scenario uses a few variants from the normal D&DMiniatures rules.

Morale: Ignore morale saves. All creatures are considered Fearless. If a special ability or attack causes a morale save as part of its normal effect, however, roll the morale save normally. A creature that fails this save does not flee. Instead, it remains in its square and does not move, attack, or take any actions whatsoever until it succeeds on a rally check.

No Victory Areas: No victory points are awarded for occupying victory areas.

Scenario Two: (D&D RPG)

Monster Mayhem

In this event, up to five players battle against the contents of a booster provided by one of the players. Check off the monster after you defeat it, and rack up the kills!

Number of Players: 1 to 5 plus a Dungeon Master
Play Time: 30-90 minutes
Product Required: Character box (from Game Day kit) for each player; Drow Outpost map (from Game Day kit); one booster per game; one checklist per team per expansion.

Getting Started

Each player selects one of the five pregenerated PCs contained in the kit.

The team of players then opens one booster pack from one of the following sets: Unhallowed, Night Below, or Desert of Desolation.

Using the RPG stat cards provided, the DM lines up the monsters in ascending order of Challenge Ratings (CR) and then divides the miniatures as follows:

  • Group 1: The three monsters with the lowest CRs;
  • Group 2: The three next-toughest monsters:
  • Group 3: The two monsters with the highest CRs.

In case of a tie, the DM decides which group a monster goes in.

For example, imagine the eight miniatures in a booster had the following Challenge Ratings: 2, 3, 4, 4, 6, 8, 9, 14. Group 1 would include the CR 2 and CR 3 monster as well as either of the CR 4 monsters (DM's choice). Group 2 would include the other CR 4 monster and the CR 6 and CR 8 monsters. Group 3 would have the CR 9 and CR 14 monsters.


Unfold the Drow Outpost map. The PCs place first in the area marked Start Area B. The DM then places the monsters in Start Area A.

Roll initiative and begin combat as normal. The players use the character sheets provided, and the DM runs the monsters using the RPG stat cards. If you have access to the book that contains the monster's full RPG stats, you can use that instead if you choose. If the monster has abilities that require a book you don't have, just ignore those abilities or wing it the best that you can. As long as everyone's having fun, it's OK if the monsters don't work quite like normal!

Fight until one side or the other has been completely defeated. Everybody fights to the death.

Each time the PCs kill a monster, the DM checks off that monster on the team's checklist from that expansion. You get credit for the monster even if the party doesn't survive the encounter or even if one or more characters are already dead when the monster is killed.

If you've already killed that monster before (for instance, if this isn't the first booster you've fought today), you still have to kill it to advance, but you don't get any additional credit for killing it.

If the Monsters Win

If the monsters reduce all the PCs to 0 hp or less, the PCs lose! Start again by opening a new booster.

If the PCs Win

If the PCs reduce all the monsters to 0 hp or less and at least one PC finishes the encounter with 1 hp or more, the PCs win! The entire PC group advances to the next encounter. All resources expended in the encounter (hit points, spells, consumable items, and so forth) return to full, and any slain PCs return at full, normal health with no ill effects.

When the PCs advance to the second encounter, they "level up" and gain special benefits.

  • Each character gains a +5 bonus on attack rolls, weapon damage rolls, saving throws, and AC (including flat-footed and touch AC).
  • If any spells are listed on the character sheet, those spells gain a +5 bonus on damage rolls and on the save DC.
  • Each character also gains extra hit points and a special benefit appropriate to that character.
    • Durvin Frostsilver, Dwarf Paladin: Gain +50 hp. Your +1 greatsword becomes a +1 flaming greatsword (deal +1d6 fire damage when you hit).
    • Gavin Gallowslee, Halfling Fighter/Rogue: Gain +30 hp. Your sneak attack damage increases to +3d6.
    • Morn Frostsilver, Dwarf Cleric: Gain +40 hp. You may use cure serious wounds twice.
      • cure serious wounds: Touch ally to heal 4d8+9 hit points of damage.
    • Tara Redstag, Human Fighter: Gain +60 hp. Your speed becomes 40 ft. (8 squares).
    • Xaphnia Liadon, Elf Sorcerer: Gain +20 hp. You may use fireball twice.
      • fireball: 20-ft. burst, 9d6 fire damage, Reflex DC 16 half.

If the PCs win the second encounter, they advance to the third encounter and level up again, gaining new benefits (which replace the benefits listed above):

  • Each character gains a +10 bonus on attack rolls, weapon damage rolls, saving throws, and AC (including flat-footed and touch AC).
  • If any spells are listed on the character sheet, those spells gain a +10 bonus on damage rolls and on the save DC.
  • Each character also gains extra hit points and special benefits appropriate to that character.
    • Durvin Frostsilver, Dwarf Paladin: Gain +100 hp. Your +1 greatsword becomes a +1 keen fiery burst greatsword (deal +1d6 fire damage when you hit or +1d6+2d10 fire damage when you score a critical hit; score a critical threat on a natural 19-20).
    • Gavin Gallowslee, Halfling Fighter/Rogue: Gain +60 hp. Your sneak attack damage increases to +3d6.
    • Morn Frostsilver, Dwarf Cleric: Gain +80 hp. Your +1 maul becomes a +1 shock maul (deal +1d6 electricity damage when you hit). You may use heal once.
      • heal: Touch ally to heal 140 hit points of damage.
    • Tara Redstag, Human Fighter: Gain +120 hp. Your speed becomes 40 ft. (8 squares). Your +1 dwarven waraxe becomes a +1 holy dwarven waraxe (deal +2d6 damage to evil creatures).
    • Xaphnia Liadon, Elf Sorcerer: Gain +40 hp. You may use cone of cold twice.
      • cone of cold: 60-ft. cone, 14d6 cold damage, Reflex DC 19 half.

If the PCs defeat the third encounter, they retire with glory. Congratulations!

To play again, open a new booster and start over with the normal statistics of the PCs (that is, back at 4th level again).

If the new booster is from the same expansion as a booster you've already played against, keep using the first checklist -- just add more checks, and remember that you don't get credit for defeating a monster the second time. If the new booster is from an expansion you haven't battled yet, use the new expansion's checklist. (Your team can have up to three checklists -- one from each of the legal expansions.)

Keep the checklists, and at the end of the day, compare them against other teams to determine which team is the winner of Monster Mayhem!

Revenge Variant: If the PCs don't defeat all the monsters from a booster, they can challenge the DM to add all of the "undefeated" monsters from that booster to any one encounter of their next booster. This obviously makes that encounter tougher but gives the players a chance to add those foes to their checklist. This option is entirely up to the players (that is, if the players offer the challenge, the DM should agree). If the players want to offer this challenge, they must do so before an encounter begins.

And remember, all Desert of Desolation creatures will appear in the 4th edition D&D Monster Manual, and you'll be able to download their updated stats for the new D&D Miniatures rules in January 2007! Get More at D&D Insider!
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