[DESIGNER'S NOTE: As per Rules Compendium, "entering a square" includes entering a square due to forced movement. This distinction is the central basis for the map design and cannot be neglected.]
Pinball Wizard: All creatures are immobilized and immune to the prone condition.
The Drain: At the start of each creature's turn, that creature is pulled 3 squares towards the bottom of the map. Each creature chooses the exact direction of the pull, but cannot voluntarily reduce the total distance of the pull. If a creature starts or ends its turn below the Flippers (ie. off the board), it dies.
Humiliation: A creature rolling a natural 1 on an attack roll is pulled 5 squares towards the Drain. The direction of the pull is always straight down and cannot be diagonal. If a creature starts or ends its turn below the Flippers (ie. off the board), it dies.
|Drop Target (1/turn): A creatures entering this square immediately deals 5 damage to all of that creature's enemies. This damage cannot be reduced or negated in any way.|
|Extra Ball (1/turn): A creature entering this square may choose one dungeoneer to immediately use Respawn. A dungoneer using Respawn in this way does not die.|
|Bonus Points (1/turn): Creatures entering this square gain a +5 untyped bonus to their next damage roll made before the end of their next turn.|
|Telethrower: A creature that enters a telethrower square ends the triggering forced movement and slides 4 squares in the direction shown.|
Respawn Terrain Power
Trigger: You start your turn dead, dying or begin your first turn of the encounter.
Effect (No Action): You regain all hit points and healing surges, remove all failed death saves and conditions, refresh all encounter powers and power points, and teleport to the teleport square. If the destination teleport square is occupied, that creature dies. You then push yourself 2d6 squares away from the Plunger.
If a creature is occupying the teleport square, that creature dies.
Combo Shot Terrain Power
Trigger: A creature attempts to enter a square occupied by another creature on your turn.
Effect (No Action): The triggering forced movement ends and you must push both creatures 2 squares away from each other. You cannot voluntarily reduce the total distance of the push.
Special: If this power triggers during your turn, you may take any available actions to you before applying the effect of this power.
Elastic Impact Terrain Power
Trigger: You hit a creature with a melee attack.
Effect (Free Action): After resolving the attack, slide the triggering creature 1 square.
Flipper Terrain Power
Trigger: You start your turn in the Flipper area.
Effect (No Action): You push yourself 1d6 squares away from the Flipper. You cannot voluntarily reduce the total distance of the push.
Bumper Terrain Power
Bumpers are 2 square diameter circles on the left hand wall and in the center of the map.
Trigger: A creature attempts to enter a square occupied by a Bumper.
Effect (No Action): The triggering forced movement ends and you must push the creature 2 squares away from the Bumper. You cannot voluntarily reduce the total distance of the push.
Slam Tilt Terrain Power
Trigger: You reduce 2 or more enemies with at least 1 hit point to 0 hit points or fewer during the same turn.
Effect (Free Action): Slide each creature on the map up to 2 squares.