Orcus Porkus
First Post
In the 4E RPGA adventure "Return to the Moathouse" (good stuff) Mike Mearls himself created a green slime trap. It was pretty funny! Particularly when the slime lands on a ghoul, and then jumps back to a PC.
Green Slime Trap
Level 3 Obstacle
Trap XP 150
Trap: The two squares at the bottom of the stairs have a tripwire
that drops a bundle of green slime on the triggering character.
Perception
DC 25: The character notices the tripwire.
Trigger +4 Initiative
The trap attacks when a creature enters one of the two squares
at the base of the stairs. Once it is triggered, it does not attack
again.
Attack
Opportunity Action Melee
Target: The triggering creature
Attack: +8 vs. Reflex
Hit: 1d8 acid damage and ongoing 5 acid damage and -2 AC (save
ends both).
Miss: Ongoing 5 acid damage and -2 AC (save ends both).
Special: A creature suffering ongoing acid damage from this trap is
covered in green slime. On a successful save, the creature removes
the slime but a randomly chosen creature adjacent to it is now
covered in the slime. If no creature is adjacent, the slime occupies a
square chosen by the creature.
If the slime is in a square, it repeats the attack above against a
random, adjacent creature on its turn. If no target is adjacent, it
does nothing.
Countermeasures
- A character who makes a successful Athletics check (DC 6 or
DC 11 without a running start) can jump over a single tripwired
square.
- An character adjacent to the tripwire squares can disable the
trap with a DC 20 Thievery check.
- An character adjacent to the tripwire squares can cause the trap
to attack a creature of his choice adjacent to the tripwire squares
with a DC 20 Thievery check.
- The slime is destroyed if a creature suffering its effects takes 20
or more points of fire damage, or if the square it occupies takes that
damage.