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.