Grab a first full of quarters and prepare yourselves for the Danger Room!  Ripped right from the pages of marvel comics, evolve yourself and enter!

Map Features:
Mutable Landscape:  Following the turn of the fourth dungeoneer and on the DMs turn, a new randomly selected terrain hazard will appear in the danger room.  Draw a Hazard card from the deck (see deck below).  Hazard placement will be determined using XY coordinates.  Designate one d12 for letters (X axis) and another for Numbers (Y axis).  Roll 1d12+1 for each axis.  This square becomes the square of origin for the hazard. 
X roll:  1d12+1 = [D]+1 = E,
Y roll: 1d2+1=[4]+1=5
Square of origin is E5.

Control consoles:  A PC adjacent to a Control Console may use the Activate Console Terrain Power (see below).  Control Consoles are immune to all damage and the effects of terrain hazards.  The consoles are blocking terrain.

Activate Console         Terrain Power
            Move Action
Effect: You summon a random terrain hazard centered on the square of your choice.  

Respawn                                 Terrain Power
At-Will (teleportation)
Trigger: You start your turn dead, dying or begin your first turn of the encounter.                     
Effect (No Action): 
If you are dying, you die. 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 a random teleport square on a floor of your choosing. If the destination teleport square is occupied, that creature dies. You lose your current X-gene manifestation and draw a new one.

Killing Spree                                      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): Gain an action point. You may spend more than one action point per encounter, but only one action point per round.

Forced Teleportation                         Terrain Power
At-Will + teleportation
Trigger: You push, pull, or slide a creature onto a teleport square.
Target: The creature that you pushed, pulled, or slid.
Effect (No Action): You teleport the target to a random teleport square on a floor of your choosing. If the destination teleport square is occupied, that creature dies.

The Legacy Virus: Any creature which rolls a 1 on a skill check or attack roll contracts the Legacy virus, which inflicts 5 poison damage at the beginning of the your turn until the end of the encounter. Multiple 1’s stack, increasing the ongoing damage by 5 each time (max 25).

X-gene manifestation:  Upon spawning, the dungeoneer draws a card from the X-gene deck.  You gain that X-gene card.  It lasts until respawn.  Only one x-gene card of each type may be in play at a time.  If you roll a card is already in use, re-roll and pick again.

X-gene Cards:

Terrain Hazard Cards:

Acknowledgements:  Special thanks to Stephen Chast (@StephenChast) for all his help and reviving my obession with the X-Men. 


  1. I could see playing this for an extended period of time. How do you determine scoring, if any?

  2. Ok, this is pretty cool. The only one that makes me arch an eyebrow is the Shi'ar Deathtrap, because it lasts til the end of the encounter, and when paired with zones that knock prone or slow, it can become an unavoidable death trap. I'd say make it last for a turn or two, like most of the other effects.

  3. @Hzurr: it is a deathtrap, isn't it? I toyed with weakening it, but with the variability of the map, there is no guarantee it even shows up and the zones are there to cover it. But that brings up another point, I may alter the console so you can remove a hazard as well.

    @Blob: Same as everyone other map, team with the least amount of deaths wins the round. Each match is six rounds.

  4. Also, does anyone else see a large, white square at the top of the page?

  5. Thats a Youtube link for the x-men cartoon theme song to get everyone in the mood. Its loading fine for me. If others have issues with it loading, I can always try to re-link it.

  6. @Blob: Welcome to my other Fourthcore blog, the FOURTHCORE TEAM DEATHMATCH!!!

    As Duece said, we go for six rounds and the team with the least number of deaths is considered the winner. That is, however, only an approximation to the real deal when we do live tournaments, when each match is 60 minutes long. For a more detailed overview, check out the 'Overview' and 'Character Creation' tabs at the top of the page.

  7. I love it! It's like Mortal Kombat meets Internecion!

    Magneto, but no Xavier? Slowed, but gets a dominate effect? Oh, and can communicate openly with deafened teammates.

  8. @Angille I imagine the DM in the role of Professor X. Dominating the players and laughing his ass of when the PCs get hit in the back by a laser.