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The Killer of the Maze
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====Basic Tiles==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Basic Tiles''' <div class="mw-collapsible-content"> {| class=wikitable cellspacing="0" cellpadding="5" align="left" ! Name !! Description !! Number of Access Corridors !! Vents or Ducts !! Loot !! Notes |- | '''Dead End''' || The party is confronted by a blank wall which looms out of the darkness before them. It doesn't matter if its 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 || 1 || - |- | '''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 || 1 (Re-roll '''Nothing''') || - |- | '''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 || 1 || The corridor leads in a straight line. |- | '''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 || 1 (Re-roll '''Nothing''') || The corridor leads in a straight line. |- | '''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 || 2 || The corridor leads in a straight line. One of the two Access Corridors is 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 || 1 || The corridor bends left, or right (flip a coin to decide). Do not place a tile on the end of this tile until at least 1 party member is on it at the end of the movement phase. |- | '''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 || 1 (Re-roll '''Nothing''') || The corridor bends left, or right (flip a coin to decide). Do not place a tile on the end of this tile until at least 1 party member is on it at the end of the movement phase. |- | '''Intersection''' || - || 3 || 0 || 1 || Randomly decide the orientation of this tile. |- | '''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 || 1 (Re-roll '''Nothing''') || Randomly decide the orientation of this tile. |- | '''Locked Intersection''' || A choice of two locked doors presents itself to your party, this collection of options may quite easy become a dead end, from which you may not retreat from. || 3 || 0 || 2 || Randomly decide the orientation of this tile. D2 of the Access Corridors are 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 || 2 || - |- | '''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 || 2 (Re-roll '''Nothing''') || - |- | '''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 || 2 || D3 of the Access Corridors are blocked by a Locked Door. |- | '''Open Ceiling''' || ''The roof above your heads disappears, revealing a chasm which stretches hundreds of metres 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 parties heavy flamer. There isn’t enough flamer fuel in the galaxy to light this vent up.'' || 2 || 1 || 2 (Re-roll '''Nothing''') || The corridor leads in a straight line. 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 || - || The corridor leads in a straight line, but the party may not enter the corridor. When the party gets close enough that a new tile would be put onto the far end of the corridor do so as normal. The Blind Horror may move over this tile as normal, and treats it as a Dark End. |- |} <br style="clear: both; height: 0px;" /></div> </div>
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