DMDave - Dungeons & Lairs 33 - Rust Monster Mine - Full Version

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DUNGEONS & LAIRS #33:

RUST MONSTER MINE


Rust Monster Mine is a Fifth Edition plug-in
adventure for four characters with an average CREDITS
party level (APL) of 3, 5, 8, or 11. This docu- The following creators made this adventure
ment offers a general guideline on how to scale possible:
the adventure for each level. A newly excavated
mine has attracted a number of rust monsters Design and Writing. DMDave and John K.
who’ve begun to feast on its riches. The char- Webb
acters must enter the mine and save all that Creature Design. Tony Casper
sweet, sweet metal—they may even come out Cartography. Tom Cartos
of it with a small business! Art. Fat Goblin Games, Matias Lazaro

RUST MONSTER MINE 1


PLUG-IN ADVENTURE Omeria Placement
As a plug-in adventure, the adventure content Being dwarven-led, this mine fits particularly well
serves as drop-in material for game masters who in parts of Omeria with a large dwarven population.
wish to add a dungeon to a preexisting campaign These are the Wallingmiotta forest, Vaskil Valley in
or need a side quest. If you need a hook for this the Basilik’s Spine Mountains, or even Aegreya.
adventure or already have a similar hook, the Rust
Monster Mine Hooks table below offers details for RUNNING THE ADVENTURE
introducing this adventure to your players. If your To run the adventure, you need the three Fifth
campaign does not take place in Omeria, of course, Edition core rulebooks. If you don’t have a copy,
feel free to disregard the factions associated with you can access a free basic ruleset from the official
each hook. source.
Gold Rewards. To further incentivize the party to
travel to The Rustmine and dispose of the loathsome Text that appears in a box like this is meant to
creatures, the party’s patron might offer them a gold be read aloud or paraphrased for the players
reward. If you aren’t sure how much to reward the when their characters first arrive at a location
party for completing the adventure, pay them a total or under specific circumstances, as described
of 500 gp per level of the adventure so long as their in the text.
patron is wealthy enough to afford such a price.

Rust Monster Mine Hooks


d8 Side Quest Type Faction Details
1 Fetch Quest Witnesses of Whatever the dwarves dug up, the Witnesses want it. Something
the Worm that powerful would no doubt be of use to them for their various
experiments. The characters need to bring back what samples they
can.
2 Recover Stolen Dream Enders Thudribelle, the mine owner, is rumored to be in leagues with who-
Item ever robbed the dreamers’ museum. They want the characters to
go in and steal her mining deed as revenge.
3 Receive Infor- The Sunken The Sunken hire the characters to go to the mine, find out what got
mation the dwarves, and see if that thing wants to work for The Sunken to
cause more destruction.
4 Rescue Mission Bharzal’s The doomblades had a spy scoping out the mine; the only thing is,
Blades of they haven’t come back yet. Now they’re looking for some volun-
Doom teers to go rescue their spy. Payment is whatever the characters
find of value, as long as they aren’t caught. (The spy was Edwyrd
Bizana.)
5 Find a Missing Gold Fingers The Fingers are getting paid by the friends and family of these
NPC on the Iron dwarves. Money is money. The characters must find these
Hand dwarves, discover what happened, and bring them back if possible.
The public loving the Fingers is important; the more they like them,
the more they will be willing to pay.
6 Monster Hunt The Circle Whatever happened to those dwarves, the Circle wants to make
Unbroken sure it doesn’t escape out into the surface world and cause any
more deaths. The people in the surrounding area need protection.
7 Supernatural Answers for The Answers believe that somebody’s plans for the mine are detri-
Investigation the Righteous mental to the chosen timeline. They hire the characters to investi-
gate the area, find out what is happening, and infiltrate and sabo-
tage anyone else interested by any means short of murder.
8 Secure Aid Fellowship of The dwarf owner, Thidrubelle Birdwatcher, has helped the Fellow-
the Crimson ship in the past, and this new mine could help with the group’s
Staff efforts. Help her and get the mine back up and running.

2 RUST MONSTER MINE


When a creature’s name appears in bold type,
that’s a visual cue pointing you to its stat block as
a way of saying, “Hey, game master, make sure you
get this creature’s stat block ready—there’s going
to be an encounter!” If the stat block appears in the
Appendix of this adventure, the text tells you so;
otherwise, you can find the stat block in the core
rulebook.
Spells and non-magical equipment mentioned in
the adventure are described in the core manual for
players. Magic items are described in the core man-
ual for game masters unless the adventure’s text
directs you to an item’s description in the Appendix.
Level Selection
Before play, be sure to know the level at which
you wish to run the adventure. Overall, the loca-
tions and their descriptions in the adventure remain
unchanged throughout the levels. However, most
of the encounters, hazards, traps, and treasure
scale with each level of the adventure. The keyed
locations will present the differences between each
level.
Also, the adventure works for more than just the
listed levels. If you wish to run this adventure for
levels other than 3rd, 5th, 8th, or 11th, the chart
below shows you which version of the adventure
you should select for each level. A given version of THE RUSTMINE
the adventure might be easier or harder for a given The Rustmine is a series of caves and tunnels that
party. It’s not recommended that you run this ad- would be unremarkable if it weren’t for their rich
venture for characters with an average party level of veins of iron. It was built by a Dwarven mining
less than 3 as it may pose too much of a challenge. company led by Thidrubelle Birdwatcher (NE fe-
Similarly, a party with an average party level of 13 male dwarf noble), head of a merchant clan of small
or greater might find the adventure too easy. means and large ambitions. Unfortunately for them,
Scaling the Adventure their big break soon turned into a deadly nightmare.
As the dwarves dug further and further into the
Average Recommended Relative earth, they began to attract hideous monstrosities
Party Level Adventure Version Difficulty that seemed to feed on the mine’s raw ore. No one
has heard from Thidrubelle in some time, and inqui-
3 3rd-level Hard ries have been made to see what’s become of the
4 3rd-level Medium company—and their mining rights.
5 5th-level Hard General Features
6 5th-level Medium The following features are common throughout all
7 8th-level Deadly areas of the mine and are printed here for ease of
reference:
8 8th-level Hard Size & Dimensions. The ceilings within each area
9 8th-level Medium of the mine are 10 feet high unless stated other-
wise.
10 11th-level Deadly
Illumination. During the day, the outdoor areas
11 11th-level Hard are well lit by natural sunlight. During the night, the
12 11th-level Medium moon provides dim light. All areas underground have
no light unless stated otherwise.
Surface Detail. The air is heavy with the smell
of oxidizing iron. The mine itself is constructed of
heavy oak notched together (think Lincoln Logs),
eliminating the need for metal altogether. The rock
surfaces within the mine are unnaturally dry; touch-

RUST MONSTER MINE 3


4 RUST MONSTER MINE
ing them leaves a dark, brassy residue on one’s 2 - Living Quarters
hands.
Locks. Several doors and display cases throughout The room is a mess: the bandits have turned
the mine are locked. All of the doors are made of
over the mining company’s living quarters and
wood and have AC 15, 18 hit points, and immunity
made themselves quite at home.
to poison and psychic damage. A lock can be picked
with a successful DC 15 Dexterity check made
using thieves’ tools, or the door can be forced open
Treasure: Hidden Satchel. A careful search of the
room reveals a loose floorboard, beneath which is
with a successful DC 20 Strength check.
Thidrubelle’s private satchel containing her day-to-
Areas of The Rustmine day journal, one half of the company’s deed to the
mine, and something else depending on the Adven-
The following locations are keyed to the maps of the
ture Level.
mine on page 4.
Hidden Satchel
1 - Mine Entrance
Version Treasure
Black smoke rises from behind the closed
3 Small Art Object (25 gp)
mine entrance, and gruff, hearty voices can
be heard laughing amidst the clatter of dice 5 Ruby Necklace (50 gp)
and mugs. A couple of heads poke themselves 8 Engraved Emerald Locket (100 gp)
over the wall—guards keeping watch.
11 Platinum Ring (200 gp)
Locked Gate. The wooden gate leading into the
main area of the mine entrance is locked (see “Gen- 3 - Dead-end Adits
eral Features”).
Encounter: Bandit Camp. A group of ruffians These tunnels were created during the explor-
have taken residence outside the mine, and will atory phase of the mine’s construction before
not allow anyone to enter. However, their leader, the proper ingress was found. Aside from
Edwyrd Bizana, along with some lieutenants has some tools lying around, there’s no sign of ac-
gone missing within the mine, and so the bandits tivity in the area.
may be convinced to allow the characters to enter if
they promise to bring him back alive, providing they
Treasure: Abandoned Tools. Some common tools
pass a Charisma (Persuasion) check. The bandits
are scattered around in this area, worth 20 sp and
are quick to regale the characters with frightening
weighing 20 lbs total.
tales—screams, ghosts, the whole gamut of super-
stition—and are unwilling to enter the mine them-
selves. Alternatively, the characters may pay the
bandits gold to enter the mine without a fight. Refer
to the table below for more encounter information.
Rustmine Ruffians

Charisma Entrance
Version Statblocks (Persuasion) Fee
3 2 thugs, 8 DC 15 150 gp per
bandits character
5 2 veterans, DC 15 300 gp per
4 thugs character
8 2 gladiators, DC 20 450 gp per
4 thugs character
11 2 gladiators, DC 20 600 gp per
2 berserk- character
ers, 4 thugs

RUST MONSTER MINE 5


4 - Primary Shaft Symptoms manifest 1d4 hours after infection
and include fever and disorientation. The infected
creature gains one level of exhaustion that can’t be
The area near the primary shaft entrance is
removed until the disease is cured. Any event that
covered in thick spider webs. The webs cov-
causes the infected creature great stress—includ-
ering the shaft itself appear to have been cut
ing entering combat, taking damage, experiencing
recently. Stalactites hang from the ceiling,
fear, or having a nightmare—forces the creature to
poised like knives over the earth.
make a DC 13 Constitution saving throw. On a failed
save, the creature takes 5 (1d10) psychic damage
Encounter: Crawly Critters. Several of the Rust- and becomes incapacitated with mad laughter for 1
mine’s denizens have taken up residence in this area,
minute. The creature can repeat the saving throw at
and have returned from the hunt to find their lair
the end of each of its turns, ending the mad laughter
disturbed. Any creature entering this area who fails
and the incapacitated condition on a success.
a DC 17 Wisdom (Perception) check is surprised by
Any humanoid creature that starts its turn within
the creatures.
10 feet of an infected creature in the throes of mad
Rustmine Critters laughter must succeed on a DC 10 Constitution sav-
ing throw or also become infected with the disease.
Version Statblocks Once a creature succeeds on this save, it is immune
to the mad laughter of that particular infected crea-
3 8 giant wolf spiders
ture for 24 hours.
5 1 roper, 1 giant spider, 2 giant wolf At the end of each long rest, an infected creature
spiders can make a DC 13 Constitution saving throw. On
8 2 ropers, 2 giant spiders a successful save, the DC for this save and for the
save to avoid an attack of mad laughter drops by
11 3 ropers 1d6. When the saving throw DC drops to 0, the
creature recovers from the disease. A creature that
Hazard: Climbing Down. The mine shaft is fifty fails three of these saving throws gains a randomly
feet long and five feet wide (wide enough for a sin-
determined form of indefinite madness, as described
gle Medium creature). The elevator mechanism that
later in this chapter.
once connected the two floors is broken. Climbing
down requires a DC 15 Strength (Athletics) check. A Modified Cackle Fever
creature that fails this check falls 25 feet to the level
below and lands prone. A creature who fails this Saving Psychic
check by 10 or more falls 50 feet and lands prone. Version Throw Damage Madness?

5 - Mine Level 2 Entrance 3 DC 11 2 (1d4) No.


5 DC 13 5 (1d10) Yes.
The air is heavy with the stench of death and 8 DC 16 7 (2d6) Yes.
decay. A crackling sound emanates from all
11 DC 20 11 (2d10) Yes.
around as if the mine itself were sizzling, dis-
integrating.
Encounter: Rust Monsters. A few rust monsters
are happily munching on an iron vein in the south-
Hazard: Dead Body - Modified Cackle Fever. The western portion of this area. While they’re distract-
body of a bandit lies at the bottom of the mineshaft; ed, they will only attack if provoked. Refer to the
it seems he fell down during the bandit leader’s table below for more information:
exploration of the mine. A cursory inspection of the
body reveals that everything metal on his person has Rust Monsters
rusted. Additionally, any character that physically
touches the dead body is infected with a modified Version Number of Rust Monsters
form of cackle fever, depending on the Adventure 3 4 rust monsters
Level. Printed below is the unmodified form of the
disease. 5 8 rust monsters
This disease targets humanoids, although gnomes 8 4 feral rust monsters (see the
are strangely immune. While in the grips of this Appendix)
disease, victims frequently succumb to fits of mad 11 8 feral rust monsters (see the
laughter, giving the disease its common name and Appendix)
its morbid nickname: “the shrieks.”

6 RUST MONSTER MINE


6 - Thidrubelle’s Workbench - Inside on an iron vein in this area. While they’re distracted,
they will only attack if provoked. Refer to the table
below for more information:
Like the living quarters upstairs, this area has
been thoroughly turned over by the squatting Rust Monsters
bandits. A sturdy oak desk is the only thing
left upright. Version Number of Rust Monsters
3 5 rust monsters
Treasure: Note From Thidrubelle. Pinned to the
top of the desk with a rusted dagger is a handwrit- 5 1 rust monster, 2 feral rust monsters
ten note from Thidrubelle. It is written in Dwarvish (see the Appendix)
script. If a character is able to read the note, read
the following: Bridge. A narrow bridge connects this area to area
9. It is fifteen feet long and five feet wide (wide
enough for Medium-sized creatures to move sin-
They’ve come from below the earth, and we
gle-file across).
cannot beat them back, but I will not yield
this mine to anyone—it is ours by right! I pray 9 - Rustmine Cavern #2
that Mother finds the deed before an outsider.
I’ve hidden the halves in two different places.
The air here leaves the taste of iron in one’s
Mother, please find them. I trust you’ll know
mouth; the cavern walls are stained with
where to look.
clay-colored rust. Though this area appears to
Your daughter, be quiet, the sound of those deep-earth mon-
Thidrubelle strosities shuffling about echoes to the south.

Hazard: Encroaching Rust. Treat this area as


7 - Submerged Adit having an aura with the same effect as a rust mon-
ster’s Rust Metal feature, except the deterioration
This tunnel has flooded with briny, foul-smell- of nonmagical metal objects occurs once per five
ing water. Several detonative devices have minutes spent in the area as opposed to on contact.
been placed around the water’s edge; all of A character with proficiency in medium or heavy
them appear to have been activated already. armor notices the effects after one minute within
the area.
Treasure: Thidrubelle’s Lockbox. Any character 10 - Rustmine Cavern #3
searching the area who makes a successful DC 15
Wisdom (Perception) sees Thidrubelle’s lockbox
glinting beneath the water. Inside the lockbox is the At the southern end of this area is a yawn-
second half of the mining company’s deed. ing black pit, around which the rusting mon-
Hazard: Infected Water - Modified Cackle Fever. sters gather. This is obviously the entrance
Any character that enters the water is infected with from whence they came. It may be possible
a modified form of cackle fever. Refer to area 5 for to close the proverbial door once and for all.
more information.
Hazard: Encroaching Rust. Treat this area as
8 - Rustmine Cavern #1 having an aura with the same effect as a rust mon-
ster’s Rust Metal feature, except the deterioration
The mine tunnels splinter off in multiple di- of nonmagical metal objects occurs once per five
rections. This deep in the mine, that sizzling minutes spent in the area as opposed to on contact.
sound seems to be more everpresent, and the A character with proficiency in medium or heavy
earth has become jagged and treacherous. armor notices the effects after one minute within
the area.
Hazard: Pocketed Earth. Large holes have opened Hazard: Dead Bodies - Modified Cackle Fever.
up in the earth in this area. In combat, whenever a Scattered throughout the area are three bodies:
humanoid creature attempts to move farther than two humans belonging to the bandit camp outside
10 feet in a turn, they must pass a DC 15 Dexterity (the leader being one of them) and a single female
(Acrobatics) check or take 3 (1d6) bludgeoning dam- dwarf (Thidrubelle). Everything on their person has
age and fall prone. been completely rusted, and they’ve suffered griev-
Encounter (Adventure Level 3 & 5): Rust Mon- ous wounds. Any character that touches a body is
sters. If running this module at Adventure Level 3 or infected with a modified form of cackle fever. Refer
5, a number of rust monsters are happily munching to area 5 for more information.

RUST MONSTER MINE 7


Encounter: Rust Monsters. A few rust monsters
are happily munching on an iron vein in this area.
While they’re distracted, they will only attack if pro-
voked or if the characters begin to damage the cave
structure. Refer to the table below for more informa-
tion:
Rust Monsters

Version Number of Rust Monsters


3 2 rust monsters, 1 feral rust monster
(see the Appendix)
5 2 rust monsters, 2 feral rust monsters
(see the Appendix)
8 3 rust monsters, 4 feral rust monsters
(see the Appendix)
11 4 rust monsters, 8 feral rust monsters
(see the Appendix)

Squash ‘Em, Mash “Em, Stick ‘Em in a Pit. Once


the area is collapsed by destroying the cave struc-
ture, all monsters in the area are defeated. Addition-
ally, the aura effects in areas 8 and 9 dissipate, al-
lowing the characters to explore the mine rust-free.
Obstacle: Close the Rust Monster Entrance. To
close the pit from further rust monster intrusion, the
characters must cause enough damage to the sur-
rounding cave structure in the area using a combina-
tion of magic, items, weapons, and abilities:
▶ The cave has AC 15 (damage threshold 5). CONCLUDING THE ADVENTURE:
▶ Dwarves or other humanoid creatures familiar with A BUSINESS OPPORTUNITY?
underground environments may reroll their damage Once the characters have collapsed the rust mon-
dice. ster entrance and cleared the mine of its unwelcome
▶ Nonmagical, edged weapons (blades) that hit the guests, they’ll be able to report back to the bandits
walls are subject to the Rust Metal trait. (if the characters agreed to search for the bandit
▶ Additionally, so long as the characters remain lieutenant) and their patron (if applicable). If appro-
engaged in combat in this area, one or more rust priate, the bandits might decide to attack the char-
monsters will emerge from the pit once every two acters for only bringing back news of a dead leader
combat rounds. instead of a living one.
▶ Once the door is shut, the area collapses in on If the bandits were left alive and the characters
itself, and the characters must make one final 15 leave, they will not be allowed back in unless anoth-
Dexterity (Acrobatics) check to escape unscathed er entry fee is paid and a persuasive reason given
or take bludgeoning damage described on the table (see the Rustmine Ruffians chart in area 1 for more
below. information). The bandits will stake the mine as their
new base of operations and begin raiding the locals.
Refer to the table below for more information:
If the characters found both halves of the mining
Collapse the Pit company’s deed in areas 2 and 7, they may claim
the mine as their own business and operate it as de-
Rust Monsters Bludgeoning scribed below (provided they deal with the bandits,
Version Cave HP Spawned Damage of course). The patron will offer an additional gold
3 30 1 3 (1d6) reward (200 gp per Adventure Level) for the deed
if the characters refuse to hand it over. If the char-
5 50 2 7 (2d6) acters refuse this final offer, then no reward at all—
8 70 3 9 (2d8) even what was promised—is given, and the charac-
ters lose reputation with the faction and the locals.
11 100 4 11 (2d10)

8 RUST MONSTER MINE


Running the Mine as a Business precious gemstones (25 gp each). If the result is
a natural 20, then 1 lb of platinum is discovered
Once the adventure is concluded, the characters instead (500 gp).
may find themselves as the proprietors of their very Worker Development. Novice workers can be-
own iron mine. The following sections are sugges- come Experts over time. It takes six months of
tions on how to manage the day-to-day operations continuous employment for a Novice to become a
of the mine itself. Journeyman, and twelve months of continuous em-
ployment for a Journeyman to become an Expert.
Hiring Workers & Worker Development
Workers (commoners) require a living wage, a sign- Mine Production
on bonus, and bonus wages for expertise. Workers Each worker produces 1-3 lbs of unrefined iron ore
can develop over the course of their career to be- per day, depending on their expertise level (1 lb for
come Experts. The better quality workers hired, the Novices, 2 lbs for Journeymen, and 3 lbs for Ex-
less prone to corruption they are. The characters perts). Additional precious metals and gemstones
can hire up to six workers. may be uncovered by chance (depending on the
If the characters wish to hire workers, refer to the expertise of the workers themselves).
following chart: If the characters aren’t present to pay the workers’
Hiring Workers wages on the 1st of every month, the Foreman will
compensate them from the material generated that
Sign-on Bonus Corruption Bonus month, then deposit the rest of the mine’s profits
+ Monthly Chance Chance in a safe place for when the characters return. In
Quality Wage (d20) (d20) this event, make an additional Corruption Roll (see
previous section) for that month and subtract 3 from
1 1.5 gp + 2 gp 1-5 17-20 the result.
Novice per month If any worker goes uncompensated for a month
2 3 gp + 4 gp 1-4 16-20 of work, the highest expertise level worker leaves
Journeyman per month permanently.
3 6 gp + 8 gp 1-3 15-20 Mining Halts
Expert per month On rare occasions, something terrible might happen
that will force the mine to shut down for a period
Who’s in Charge? Every mine needs a foreman of time. Every 3 months, roll a d20: if the result is
to manage its operations when the characters are higher than the total expertise level of the mine’s
away. The foreman’s quality is one level higher than workers, a Mining Halt occurs. Whether these are
the highest quality worker the characters hired for dramatized scenes or simply reported to the charac-
no additional cost (i.e. a Journeyman is upgraded to ters is up to the GM, but here are some suggestions:
an Expert for free). The foreman still contributes to
the overall production of the mine. Mining Halts
Corruption Roll. At the end of the month, after
all wages have been paid out, roll a d20 and con- Days
sult the “Hiring Workers” chart above. If the result Event Deaths Missed Cost
equals the Corruption Chance of the lowest quality Tunnel 1d4 - 2 3 Days 10 gp - Repairs
worker in the mine, then the mine loses 1d20 sp in Collapse Workers
revenue that month, plus half of whatever bonus Killed
materials were uncovered in that month’s Bonus
Roll. Spreading 1d4 - 2 9 Days 20 gp - Medici-
Bonus Roll. At the end of the month, after all Illness Workers nal Help
wages have been paid out, roll a d20 and consult Killed
the “Hiring Workers” chart above. If the result Monster 1d4 - 1 14 Days 50 gp - Hired
equals the Bonus Chance of the highest quality Incursion Workers Guard(s) Ω
worker in the mine, then they uncover 1d4 lbs of Killed

RUST MONSTER MINE 9


APPENDIX
Feral Rust Monster Other Dungeons & Lairs Adventures
Medium monstrosity, unaligned
▶ Dungeons & Lairs #1: Skeleton Tomb
Armor Class 16 (natural armor)
▶ Dungeons & Lairs #2: Kobold Tunnels
Hit Points 45 (7d8 + 14)
Speed 40 ft.
▶ Dungeons & Lairs #3: Archmage Stronghold
▶ Dungeons & Lairs #4: Animated Objects
STR DEX CON INT WIS CHA ▶ Dungeons & Lairs #5: Banshee Tower
15 (+2) 14 (+2) 14 (+2) 2 (-4) 11 (+0) 5 (-3)
▶ Dungeons & Lairs #6: Basilisk Canyon
Senses darkvision 60 ft. ▶ Dungeons & Lairs #7: Aboleth Cave
Languages — ▶ Dungeons & Lairs #8: Crawler Chasm
Challenge 2 (450 XP)
▶ Dungeons & Lairs #9: Mummy Lord’s Pyramid
Blood Frenzy. The rust monster has advantage on melee
▶ Dungeons & Lairs #10: Depth Watcher’s Pool
attack rolls against any creature that doesn’t have all its hit
points. ▶ Dungeons & Lairs #11: Dread Knight’s Oubliette
Iron Scent. The rust monster can pinpoint, by scent, the ▶ Dungeons & Lairs #12: Shadow Cat Gully
location of ferrous metal within 60 feet of it. ▶ Dungeons & Lairs #13: Dragon Turtle Shipwreck
Rust Metal. Any nonmagical weapon made of metal that hits ▶ Dungeons & Lairs #14: Fey Dragon Forest
the rust monster corrodes. After dealing damage, the weapon ▶ Dungeons & Lairs #15: Fungus Grotto
takes a permanent and cumulative -1 penalty to damage rolls. ▶ Dungeons & Lairs #16: Ophidian Monastery
If its penalty drops to -5, the weapon is destroyed. Nonmag-
ical ammunition made of metal that hits the rust monster is ▶ Dungeons & Lairs #17: Night Hag Gallery
destroyed after dealing damage. ▶ Dungeons & Lairs #18: Darkmantle Space Freighter
▶ Dungeons & Lairs #19: Griffon Nest
ACTIONS
▶ Dungeons & Lairs #20: Lich Tower
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
▶ Dungeons & Lairs #21: Werewolf Village
get. Hit: 6 (1d8 + 2) piercing damage.
▶ Dungeons & Lairs #22: Haunted Castle
Antennae. The rust monster corrodes a nonmagical ferrous
metal object it can see within 5 feet of it. If the object isn’t ▶ Dungeons & Lairs #23: Ethereal Plane
being worn or carried, the touch destroys a 1-foot cube of it. ▶ Dungeons & Lairs #24: Flesh Golem Laboratory
If the object is being worn or carried by a creature, the crea- ▶ Dungeons & Lairs #25: Pazuzu’s Aerie
ture can make a DC 12 Dexterity saving throw to avoid the
▶ Dungeons & Lairs #26: Vampire Church
rust monster’s touch.
▶ Dungeons & Lairs #27: White Dragon Cavern
If the object touched is either metal armor or a metal shield
being worn or carried, it takes a permanent and cumulative -1 ▶ Dungeons & Lairs #28: Ninja Clan Hold
penalty to the AC it offers. Armor reduced to an AC of 10 or ▶ Dungeons & Lairs #29: Minotaur Maze
a shield that drops to a +0 bonus is destroyed. If the object ▶ Dungeons & Lairs #30: Owlbear Wood
touched is a held metal weapon, it rusts as described in the
▶ Dungeons & Lairs #31: Mimic Museum
Rust Metal trait.
▶ Dungeons & Lairs #32: Oni Palace
REACTIONS
Rabid Ferocity. In response to being hit by an attack, the ▶ Dark Domains I: Lost Reliquary
rust monster moves up to its speed toward the attacker and
then makes one bite attack against the attacker if the attacker
▶ Dark Domains II: The Haunted Mine
is within its reach.

10 RUST MONSTER MINE


Product Identity: The following items are hereby identified as Product non-exclusive license with the exact terms of this License to Use, the
Identity, as defined in the Open Game License version 1.0a, Section 1(E), Open Game Content.
and are not Open Content: All Trademarks, registered trademarks, proper 5. Representation of Authority to Contribute: If You are contributing orig-
names (characters, place names, new deities, etc.), dialogue, plots , story inal material as Open Game Content, You represent that Your Contribu-
elements, locations, characters, artwork, sidebars, and trade dress. (Ele- tions are Your original creation and/or You have sufficient rights to grant
ments that have previously been designated as Open Game Content are the rights conveyed by this License.
not included in this declaration.) 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
Open Game Content: The Open content in this book includes the monster portion of this License to include the exact text of the COPYRIGHT NO-
names, statistics, traits, and abilities. No other portion of this work may TICE of any Open Game Content You are copying, modifying or distrib-
be reproduced in any form without permissions. uting, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game
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The following text is the property of Wizards of the Coast, Inc. and is Copy-
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right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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14. Reformation: If any provision of this License is held to be unenforceable,
to print or photocopy this document for personal use only. System
such provision shall be reformed only to the extent necessary to make it
Reference Document 5.1 2 or “Your” means the licensee in terms of this
enforceable.
agreement.
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of
2. The License: This License applies to any Open Game Content that
the Coast, LLC.
contains a notice indicating that the Open Game Content may only be
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Used under and in terms of this License. You must affix such a notice
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
to any Open Game Content that you Use. No terms may be added to or
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
subtracted from this License except as described by the License itself.
and Steve Townshend, based on original material by E. Gary Gygax and Dave
No other terms or conditions may be applied to any Open Game Content
Arneson.
distributed using this License.
Rust Monster Mine. Copyright 2022, Hamrick Brands, LLC. Authors: Dave
3. Offer and Acceptance: By Using the Open Game Content You indicate Hamrick, John K. Webb. | Cartography Copyright Tom Cartos, used with
Your acceptance of the terms of this License. permission. | Publisher’s Choice Quality Stock art © Rick Hershey / Fat Goblin
4. Grant and Consideration: In consideration for agreeing to use this Games, used under license. | Some images used under license from Shutter-
License, the Contributors grant You a perpetual, worldwide, royalty-free, stock.

RUST MONSTER MINE 11

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