"The Siege of Fort Coyote" is a set-piece skirmish scenario for D&D Miniatures. It features a fight to the death for possession of a small, fortified tower somewhere on the frontier of a savage, war-torn world.
Number of Players: Two. One player is the defender, the other is the attacker.
Warbands: The defender builds a warband with 100 points and no more than 12 figures; the attacker gets 150 points and up to 24 figures. No creatures can be chosen with the special abilities of burrow, flight, or incorporeal. Otherwise, standard warband rules apply. Two sample warbands are included below for players who want to get started right away.
The Fort: Fort Coyote is taken from the Map-a-Week feature. You'll need to download the modified version of that map (449k zip/pdf), scaled for miniatures use. Print the fort map, cut it out, and tape together the two halves of the first and second levels. Place the first level of the fort approximately at the center of the D&D Miniatures battle grid, aligning the two grids as closely as possible. Don't fret if the grid doesn't line up exactly; it won't matter much once the ravening horde gets inside the fort. The upper levels can be placed to the side where they are easy to use but won't interfere with movement around the base of the fort.
Setup: The defender sets up his figures anywhere inside the fort (not on the outside steps). The attacker sets up anywhere outside the fort, also not on its outside steps.
Stairs: The stairs inside the fort are steep and count as difficult terrain. A figure that is further up the stairs than its opponent receives the +1 "higher ground" bonus on attack rolls. Stairs offer no cover vs. ranged attacks that have LOS from either adjoining floor.
Cover: Because of the way the fort is drawn, cover might seem a little bit strange at first. The rule for determining cover doesn't change; a figure has cover if any line from the attacker to the defender crosses a wall. Use that to adjudicate situations and you won't have any problems. There is one special rule in this scenario, however. Only the fort's defenders benefit from cover. The attackers never get to claim that advantage, ever.
Partial Spaces: Some spaces inside the fort are not full spaces. Unless they are shaded darker than the surrounding spaces, all spaces in the fort are playable. A figure can stand and fight in all of them.
Shooting From or At the Top Floor: Defenders armed with ranged weapons or spells and located on the top floor of the fort can shoot down at visible attackers. The shooter or spellcaster must be adjacent to the wall. A wall does not block line of sight if the shooter or spellcaster is adjacent to the wall.
Attackers with ranged weapons or spells that are outside the fort can shoot at defending figures on the top floor of the fort if those defending figures are on the outermost rows of spaces (in other words, lines of sight work in both directions). Defenders atop the fort have cover against attacks from below.
Add 4 spaces (20 feet) to the horizontal range to account for the height of the fort whether shooting up or down. The same thing applies to commander effects, if an attacking commander outside the fort wants to affect attackers who've reached the top floor.
Arrow Slits: Levels 1 and 2 of the fort have arrow slits that let the defenders shoot at targets that are outside the fort. They can only shoot out in a straight line, however; targets must be in the same row of spaces as the shooter. Attackers outside the fort can't shoot in (except at targets on the top floor, as noted in the previous paragraph).
Scaling Walls: Rather than forcing their way through the front door, attackers can try to scale the walls and get onto the fort's top floor directly. Figures that are trying to scale the walls must begin their turn lined up adjacent to the wall on the outside of the fort, no more than five per wall (the top floor is smaller than the ground floor). Roll 1d20 for each scaling figure exactly as if it were making a melee attack against a target with AC 22. If an attacker "hits" with that attack, move it onto the wall of the top level. Don't place it on one of the top level spaces, but leave it "on the wall." Its turn is done (no attack). On its next turn, it can move and attack normally.
Defenders get a +2 bonus to hit attacking figures that are "on the wall." Anything that is hit while on the wall takes damage normally and also makes a saving throw with a DC of 15. Failing that save means the figure falls back into the space where it began and takes 10 points of damage.
Leaving the Fort: Defenders can leave the fort through the front gate, if they see any reason to do so. They can't climb down the walls or leap off the top level.
Rout: Attackers rout toward the nearest map edge. Once a routed attacker leaves the map, it is out of play. A routed attacker will exit through the front gate of the fort if possible. If not, it moves to the edge of the top floor and then stops. When a routed attacker begins its turn adjacent to the wall on the top floor, move it directly to the ground adjacent to the wall. On its next turn, it routs normally toward the map edge (unless it rallies).
Routed defenders rout toward point X on the middle level of the fort. Once there (or as close to it as they can get, if another figure already occupies the X), they stop. Defenders continue trying to rally until successful, even if they are out of command. When defenders make rally checks, they receive a +2 bonus if any unrouted defenders are left on the ground floor and +2 if any unrouted defenders are left on the top floor. These bonuses are cumulative.
Victory: This is a fight to the death. The winner is the player that slays or routs the last enemy figure and has sole control of the fort at the end of the game.
Sample Warbands: These warbands assume that the fort sits at the edge of a dwarven fiefdom, where it safeguards a key pass against the hostile orcs and goblins from the wilderness beyond.
About the Author
Steve Winter is a writer, game designer, and web producer living in the Seattle area. He's been involved with publishing D&D in one form or another since 1981. Tiny people and monsters made of plastic and lead are among his favorite obsessions.
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