Eat the dots! Eat the fruit! Power up! Destroy your enemies!
80s Pac-Man style, with Fourthcore Team Deathmatch deadliness.


A creature rolling a natural 1 on an attack roll is knocked prone immediately after the attack. Being knocked prone in this way cannot be negated in any way.


Squares B-6 and B-7 are adjacent to Squares N-6 and N-7. Thus, Square E-6 has line-of-sight and line-of-effect to Square K-6.

Walls and Ceiling

All blue walls are blocking terrain. Yellow walls are one-way only out of the Respawn Pen.Blank Squares inside the Respawn Pen (Squares F6, F7, G6, G7, I6, I7, J6, J7) are outside of the map.
All corners are hard corners. The ceiling is one square high.


Once per turn per dot (ie. no stepping back and forth), a dungeoneer moving into a square with a dot gains a cumulative +1 bonus to their next damage roll. This clears as soon as that damage roll is made.


A dungeoneer moving into a square with an Energizer consumes the energizer, and gives all enemy dungeoneers vulnerable 5 to all damage. The vulnerable does not stack, and ends with all other conditions on respawn.
Special: If the last energizer is consumed, all energizers respawn at the end of the current turn.


At the end of every round, the Dungeon Master places one random Fruit in a random red square. Only one Fruit may be in a square. A Dungeoneer moving into a square with a Fruit immediately gains its benefits and consumes the Fruit.
1: Cherry - Gain a +5 untyped bonus to your attack rolls until you die. Your attacks score a critical on a roll of 15-20 until you die. 2: Strawberry - Gain resist 5 all until you die. Note that this is basically cancelled by an Energizer. 3: Apple - You are immune to the next attack that targets you. 4: Peach - Gain a +3 untyped bonus to Speed until you die.

Respawn (terrain power)

At-Will 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 that don't last through the encounter, refresh all encounter powers and power points, and teleport to a green starting square of your choice. If the destination starting square is occupied, that creature dies.

Killing Spree (terrain power)

At-Will (once per turn)
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.


  1. Fantastic stuff; it's streamlined and promotes a very different strategy from alot of the FTDM maps here.


    You might want to explicitly state or show what the energizers are, though. The yellow circles in the corners?

    1. That was the hope. There's gonna be a lot of the same "tight hallways" feel we saw in E3M1, (bring on the walls of fur) but with Pac-Man sensibilities. Keep moving, get everyone while the energizers are active, grab fruits when they appear.

      And yeah, the energizers are the big dots in the corners. I suppose I shouldn't assume a passing familiarity with Pac-Man? Just making the little dots white will probably go a long way to differentiating them...

  2. Simple and Effective. I can't think of anything to add except that you should add me to the list of players. I want in on this one!

  3. Dang. I really like this one. Well done.