The goal here was just to try some things out, including my house rules (see first response). Suggestions welcome.
SETUP
======
Start with the entrance tile. Roll a die: odd means use side A (outdoors); even means side B (dungeon). Roll 1d30 [1d6 with 1d10] and place that numbered tile on the table. Roll 1d6 to set orientation. Continue to roll 1d30 & 1d6 to place additional tiles until all within 2 moves of the [fastest] hero(s) are done. Whenever a figure ends [or interrupts] movement, or enters an open-ended tile, roll additional tiles. If you roll an already placed tile, place a "dead end." Once those are all used, play the exit tile. [For a longer game, also use up connecters.] If a tile won't quite fit, try using connectors or reroll. [Feel free to insert a specific corridor tile if it opens up the play area.]
There are 31 monster figures. I chose to exclude the second dragon to get a round number of 30, but adjust to suit yourself. Roll 1d30 & count through the figures from weakest up -- goblin archers would be 1 to 5, cave spiders 6 to 10, and so on. This is just for determining distribution, the normal monster group is used based on the number of heroes. In later games I may roll 1d8 after a roll of 30 and select between the 2 dragons & 6 lieutenants. You could also roll 1d40 for the 31 figures & 6 lieutenants, with 38 to 40 being rerolls or special rules. Place the monster group at the closest, unoccupied, open edge as if the monster(s) had just entered.
Overlord cards are drawn as normal, but are set face up and played at the earliest opportunity. Monsters move towards the closest [weakest?] hero and attack. Ranged monsters will close to within 6 squares [12 paces] before firing , using all MP before attacking. Abilities will be used to maximize damage.
When a master is killed, place a search token on the board. If a group has only minions, place the token where the last monster fell.
Roll for a reinforcement monster group at the end of each round?