D&D Miniature Game - Solo Quest #3
 

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Solo Quest #3: The Maw of Terror

by bshugg

This is a solo quest designed for one player. It can also be run as a two player game equally well. In solo play, the player controls both sides. In a two player game, each player plays one side. Its intended to be difficult to increase its replay value. Enjoy!

Introduction

It was that infernal mage's fault the bridge had collapsed. At least he took himself with it. The only way out now was through the cavern ahead. From the bones, it looks like something big made this sand pit its home. At least the crumbling ruins look like they may provide some cover for the dash across. Well, no use in standing here, surely something will come crawling out of the chasm to investigate the noise. Too bad the mage is gone. He was pretty sluggish after the leg wound. Like the old saying goes, you dont have to outrun the monster, you just have to outrun your friend! With a chuckle you step out into the sandy ground. Wait, was that a ripple you just saw?

Setup

The battle takes place in the ruins of a beach city in some nameless undersea grotto. The ruins have become the lair of a gigantic purple worm. The creature has not fed in a while and doesnt want to let any tasty meat escape. Both groups must place 1 assembly tiles and 2 terrain tiles. All open terrain is considered hindering for movement purposes because of the soft sand ground. Follow all other terrain placement rules as normal.

War bands:

The heroes build a 100 pt war band following all normal rules. Optional: CG and LG figures may both be used in the same warband

The opposing force consists of a lone purple worm represented by 2 figures: The Purple Worm Head and Purple Worm Tail. If the head is defeated the tail is slain. A purple worm section may end its movement underground. When underground it is immune to attacks and may not attack any figure.

Play

The heroes must go from one assembly tile to the other. Once all its living figures are on the opposing assembly tile then he may begin to exit them from the board. The heroes must exit 50 pts of figures or slay the worms head to win. The game ends when either condition is met.

Optional: You may enforce a 50 minute limit on this. If the heroes have not won by this time the worm is considered to have won. (GO WORMY!)

Tactics

The worm is ravenous and will attempt to eat as many figures as it can. It is somewhat cunning and will try to keep figures from escaping its grasp. If one portion is severly wounded it will retreat it until the heroes force is close to assembling all its figures on the assembly tile. It will then go all out trying to eat as many figures as it can. It prefers to use hit and run tactics, especially against threatening groups.

The Purple Worms stats ( Print them out for battle, use any figure as the lich):

Purple Worm Head, Any, 65 pts

Lvl: 12 speed: 0
AC: 18 HP: 160

Melee: +12 (25)
Ranged: -
Type: Large Animal section

Special abilities: - Burrow 8, Mobility (+4 AC versus AoO) Fearless, Independent (Always in command), Swallow whole (A medium or small figure hit by Purple Worm Head must make a Save DC 15 or take 15 extra damage), May not join a warband unless it includes Purple Worm Tail.

Purple Worm Tail, Any, 35 pts

Lvl: 12 speed: 0
AC: 18 HP: 60

Melee: +12 (10 + poison)
Ranged: -
Type: Large Animal section

Special abilities: - Burrow 8, Mobility (+4 AC versus AoO) Fearless, Independent (Always in command), Poison (DC 18, Take 5 damage every time given an activation), Purple Worm Head ally required.