6. Cunning Gelatinous Cubes
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The air in this chamber is foul and clinging.
A thick translucent slime covers the
floor and trails out along the passage at
the far end of the chamber.

As soon as the 1st rank of the party
walks onto the 10 foot x 20 foot AREA
(marked by the dotted lines) a 1-foot-thick
slab of stone tilts, spilling them into a pit on
top of a gelatinous cube. Characters in the
2nd rank must save vs. Paralyzation to
avoid falling into the pit. Every round, a
character who is in contact with the cube
will take 2-8 points of damage and must
save vs. Paralyzation or become paralyzed
for 5-20 rounds. In +addition+, once per round
the cube will extend a pseudopod and strike
an opponent up to 15 feet away. The pit is 10
feet wide, 20 feet long, and 5 feet deep. The
cube has altered its shape to fit this AREA.

If the party looks carefully through the
cube they notice several shiny objects under
it. The remnants of the cube may be burned
away in 1 turn (using 3 flasks of oil).
The treasure includes 70 gp, a long sword
+3, chain mail +1, and a dusty rose-colored
crystal prism (an ioun stone--this
will orbit around the 1st character to toss it
into the air, giving +1 to both armor class
and saves).

If the party searches for treasure before
looking around the corner, they will not see
the 2nd gelatinous cube that is advancing
to attack. This cube will MOVE quickly
through the far opening and into the pit,
altering its shape to land on any characters
there (all those SEARCHING for treasure). All
such characters will automatically take
damage and must save against paralysis.
Characters who are not paralyzed are -4 to
hit and do only 1/2 damage. This cube
attacks as the 1st cube in all respects.

Gelatinous cubes (2): AC 8; MV 6”; HD 4;
hp 25, 30; #AT 1; D 2-8: SA paralysis
THACO 15
XP 250, 270

>>7.