7 GREEN ROOM. This
room is overwhelmingly green. It is an assault on the senses. It is
obscenely green with countless shades of olive, emerald, jade, lime,
cyan, moss, verdigris, and every other green imaginable. Even the
doors, ceiling, and floor are marked by greens. There are four
windows and the glass of each has been painted green, causing green
light to bathe the room during daytime. A green slime clings to the
door to Room 8.
Green
Slime (AC 8; MV 0"; HD 2; hp 8; #AT 1 (drip); D Turn to slime in
1d4 rounds; SA Corrosive properties; XP 626)
It
is virtually indistinguishable from the other greens of the room,
except that it has a somewhat wet appearance which will not be
noticed unless someone says they are looking for it. Anyone
attempting to use the door to Room 8 will contact it, as will those
who listen at the door. Remember that anyone listening at a door must
remove their helmet or other head protection.
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