Green Slime


Rules Questions


Hey guys, have a little question.

Ran a session of Kingmaker yesterday, and two of my players ran.. well, fell into a trap which contained green slim.

I rolled 4d6 for falling damage (40 feet), and of course the Constitution damage. The ranger took 5 CON, tried to climb out and almost succeeded but botched the final role. So he fell back in (rolled 3d6 falling damage) but now I am uncertain whether or not I have to roll for CON damage again?

The other guy got 3 CON damage, but failed his first round and was still standing in it the second round. Should I have rolled up more CON damage for him aswell?

I believe I should, as well as rolling for the damage the green slime is inflicting on their clothes/weapons/etc, but I am unsure. Anyone care to offer me their help? Can't find it in the RAW, but might be missing something :)

Green slime wrote:

Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.

A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone.


DERP!
Having re-read the entry, I figured out my first question.
(Apparently, yesterday I got confused with the whole "first round"...)

However, what about the slime that can not be scraped off anymore? Are they safe outside of the pit? Or will it stay on their skin, resulting in more and more and more damage, even while not standing inside it.


Your Ranger is toast (or slime) !

He will take 1d6 CON damage per round until he gets rid of the green stuff. Which means :

1st round : falls in the awful, get covered from head to toe --> 1d6 CON dmg. Includes getting back on his feet if the DM is lenient.

2nd round : climbing up real quick --> 1d6 CON damage.

3rd round : still climbing (as you mentioned a "final roll", I assumed that he took more than 1 round to climb out of the pit) and falling back in the stuff --> 1d6 CON damage.

4rd round : getting back to his feet and going again --> 1d6 CON damage.

Rinse and repeat. Now you should guess why green slime has been filling most players with dread from Basic D&D 1st edition to Pathfinder. You usually get transmutated into more green slime in 3-4 rounds, tops.

His best chance of survival is immolating himself with fire while still in the pit, or getting hit by a damaging spell (cold or fire) from his wizard buddy, as he would be probably be dead before climbing out of that 40' pit.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Pray that a party caster can drop a Fireball down the pit on top of them and they survive that. Otherwise, they are history.

Did you design this trap because I do not recall it in Kingmaker?

What level are the characters?


I don't remember it either, but I never finished kingmaker either /cry


I've always wondered why your typical D&D world hasn't been totally covered in green slime long ago.


ericthetolle wrote:
I've always wondered why your typical D&D world hasn't been totally covered in green slime long ago.

Sunlight.


ericthetolle wrote:
I've always wondered why your typical D&D world hasn't been totally covered in green slime long ago.

Sunlight kills it.

EDIT: Ninja'd


ericthetolle wrote:
I've always wondered why your typical D&D world hasn't been totally covered in green slime long ago.

Go back and read the description of the stuff again.

Daylight is a fairly common condition to be subjected to, which would keep it in check. It also apparently can be destroyed with ANY cold or fire damage, so even only moderately intelligent creatures would be able to take a torch or brand (or tindertwig) to the stuff to get rid of it.

Cold climates are probably also antithetical to the stuff.

Silver Crusade

Hendelbolaf wrote:

Pray that a party caster can drop a Fireball down the pit on top of them and they survive that. Otherwise, they are history.

Did you design this trap because I do not recall it in Kingmaker?

I remember this trap, particularly since we had a fighter fall in and had to have the party Eidolon pull him out.


It was in

Spoiler:
the lair of the huge owlbear, on the right hand side behind the creature which likes electricity :-)

I'm not going to run it as it is, because that would basically mean a sure kill of the sorcerer and ranger. I'll give them 1 CON damage over several rounds, let them run into the sunlight and pray to their gods for their lives :-D

Some nice nightmares are sure to follow ;)


sorry for necro-posting.
I'm about to run the exact same encounter and I would like to know:
what DC did you use for the climb ? (i'd say it's about 15, but 10 seems more reasonable)
is there no save against the CON damage?

Scarab Sages

There is no save if you are in contact with it. I'd give a reflex save to dodge a patch falling off a wall or ceiling, but if you fall into it, it's automatic. You can cut it off or burn it off, causing damage to the poor sod who fell in, or pray there is a caster who can cast daylight.

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