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===Basic Tiles=== <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Name !! Description !! Number of Access Corridors !! Vents !! Loot !! Notes |- | '''Dead End''' || ''The party is confronted by a blank wall that looms out of the darkness before them. It doesn't matter if it's a collapsed bulkhead, the remnants of a long-forgotten room, or simply the end of a corridor, it still mocks them with a simple message; there is no way forward from here.'' || 1 || 0 || - || - |- | '''Dead End Vent''' || ''A dark maw of a hole can be seen on the wall, floor, or ceiling of this space, its edges coated with scratch marks and blood as if something had been dragged inside. The hole is too small for the party to make progress through, but even if they could none of their number would suggest such a foolish, and terrifying idea.'' || 1 || 1 || When scavenging this tile, re-roll the '''Nothing''' result || - |- | '''Corridor''' || ''A single stretch of passageway down which the explorers must travel down. While moving down it they wonder whether or not that piece of wall is the same one they passed an hour ago, or what happened to their markers they left out to track their passage.'' || 2 || 0 || - || - |- | '''Corridor Vent''' || ''The party hugs the wall, their weapons trained at a vent on the opposite wall as they pass. As one, the group sighs as they are safely past, but the group's last member pauses to look back at the vent. "Was that, movement I heard?" They think as they look back at the vent. "I just imagined it." They think as they hurry to catch up with the others, while knowing, deep down, that they did not imagine the noise.'' || 2 || 1 || When scavenging this tile, re-roll the '''Nothing''' result || - |- | '''Locked Corridor''' || ''Spacecraft often had many doors in their structure to allow sections of the ship to be sealed off, preventing the loss of vacuum. One of these said doors now blocks your progress further, leaving you with a choice, turn back, or spend precious resources to open a door which may be a trap.'' || 2 || 0 || - || Randomly determine one Access Corridor to be blocked by a Locked Door. |- | '''Bend in the Corridor''' || ''A corner. Such a simple thing, but it hides such potential horrors. What lies on the other side? Death? Nothing? Salvation? The...Thing?'' || 2 || 0 || - || - |- | '''Bend in the Corridor Vent''' || ''As if a bend in the corridor wasn't bad enough, this one has a vent, adding danger that not only might there something around the corner, but also above, or below.'' || 2 || 1 || When scavenging this tile, re-roll the '''Nothing''' result || - |- | '''Intersection''' || ''A crossway, a diversion of paths plunge into the darkened maws of the giant wreckage. You hope as you chose your way to not end up regretting it very soon.'' || 3 || 0 || - || - |- | '''Intersection Vent''' || ''A junction, but this time a vent stares directly at you as you approach. Slime and gore mark a trail where something has crawled and scrapped its way in all possible directions.'' || 3 || 1 || When scavenging this tile, re-roll the '''Nothing''' result || - |- | '''Locked Intersection''' || ''A choice of two locked doors presents itself to your party, this collection of options may quite easily become a dead end, from which you may not retreat from.'' || 3 || 0 || - || Randomly determine one Access Corridor to be blocked by a Locked Door. |- | '''Junction''' || ''Passageways open up in all directions all around you. Which way to go? Does it even matter? No matter which way you turn it doesn't seem to matter, and you feel dangerously exposed surrounded by this infinitude of possibilities all around you.'' || 4 || 0 || - || - |- | '''Junction Vent''' || ''The worst possible place to be. You find yourself open on all sides and with a vent at floor level where a steady flow of water is trickling into. You turn this way and that, trying to keep all angles of approach, and somehow the vent too, in sight. You notice for the first time a scrap of bloody cloth on the vent, a chunk of flesh slowly rotting in its folds. This is not a good place to be.'' || 4 || 1 || When scavenging this tile, re-roll the '''Nothing''' result || - |- | '''Locked Junction''' || ''In Terra’s past they had a saying. All roads lead to Rome. For you these roads are blocked by many doors, hiding many possibilities. At least the locked doors at your back ensure that nothing can come up behind you.'' || 4 || 0 || - || Randomly determine one Access Corridor to be blocked by a Locked Door. |- | '''Open Ceiling''' || ''The roof above your heads disappears, revealing a chasm that stretches hundreds of meters above you into the hulk. You see where multiple ships have been crushed together over centuries, a tapestry of decay laid before you by the pitiful light of your torches. As one, you look at your party's heavy flamer. There isn’t enough flamer fuel in the galaxy to light this vent up.'' || 2 || 1 || When scavenging this tile, re-roll the '''Nothing''' result || The vent on this tile may not be lit up. |- | '''Pit''' || ''As the party approaches the floor of the corridor disappears ahead of them, to be replaced by pitch-black nothingness. As the party examines the missing floor they see claw marks on the ceiling and walls, where something has climbed its way over the chasm. One thing is clear, although the party may not be able to pass something else can, and is.'' || 2 || 0 || - || Imperial models may not enter this tile. The Blind Horror may move over this tile as normal and use it to enter or exit the board. |}</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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