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

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

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deadtree34
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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 details for the 3rd-level version. For possible:
the full adjustments for all level ranges, sign up
for the DMDave Patreon. A newly excavated Design and Writing. DMDave and John K.
mine has attracted a number of rust monsters Webb
who’ve begun to feast on its riches. The char- Creature Design. Tony Casper
acters must enter the mine and save all that Cartography. Tom Cartos
sweet, sweet metal—they may even come out Art. Fat Goblin Games, Matias Lazaro
of it with a small business!

RUST MONSTER MINE 1


PLUG-IN ADVENTURE
As a plug-in adventure, the adventure content
serves as drop-in material for game masters who
wish to add a dungeon to a preexisting campaign or
need a side quest. If you need a hook for this adven-
ture, the full adventure contains eight possible goals
for your party.
Gold Rewards. To further incentivize the party to
travel to The Rustmine and dispose of the loathsome
creatures, the party’s patron might offer them a gold
reward. If you aren’t sure how much to reward the
party for completing the adventure, pay them a total
of 500 gp per level of the adventure so long as their
patron is wealthy enough to afford such a price.
Omeria Placement
Being dwarven-led, this mine fits particularly well
in parts of Omeria with a large dwarven population.
These are the Wallingmiotta forest, Vaskil Valley in
the Basilik’s Spine Mountains, or even Aegreya.
THE RUSTMINE
The Rustmine is a series of caves and tunnels that
RUNNING THE ADVENTURE would be unremarkable if it weren’t for their rich
veins of iron. It was built by a Dwarven mining
To run the adventure, you need the three Fifth company led by Thidrubelle Birdwatcher (NE fe-
Edition core rulebooks. If you don’t have a copy, male dwarf noble), head of a merchant clan of small
you can access a free basic ruleset from the official means and large ambitions. Unfortunately for them,
source. their big break soon turned into a deadly nightmare.
As the dwarves dug further and further into the
Text that appears in a box like this is meant to earth, they began to attract hideous monstrosities
be read aloud or paraphrased for the players that seemed to feed on the mine’s raw ore. No one
when their characters first arrive at a location has heard from Thidrubelle in some time, and inqui-
or under specific circumstances, as described ries have been made to see what’s become of the
in the text. company—and their mining rights.

When a creature’s name appears in bold type, General Features


that’s a visual cue pointing you to its stat block as The following features are common throughout all
a way of saying, “Hey, game master, make sure you areas of the mine and are printed here for ease of
get this creature’s stat block ready—there’s going reference:
to be an encounter!” If the stat block appears in the Size & Dimensions. The ceilings within each area
Appendix of this adventure, the text tells you so; of the mine are 10 feet high unless stated other-
otherwise, you can find the stat block in the core wise.
rulebook. Illumination. During the day, the outdoor areas
Spells and non-magical equipment mentioned in are well lit by natural sunlight. During the night, the
the adventure are described in the core manual for moon provides dim light. All areas underground have
players. Magic items are described in the core man- no light unless stated otherwise.
ual for game masters unless the adventure’s text Surface Detail. The air is heavy with the smell
directs you to an item’s description in the Appendix. 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-
ing them leaves a dark, brassy residue on one’s
hands.
Locks. Several doors and display cases throughout
the mine are locked. All of the doors are made of
wood and have AC 15, 18 hit points, and immunity
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
with a successful DC 20 Strength check.

2 RUST MONSTER MINE


Areas of The Rustmine 3 - Dead-end Adits
The following locations are keyed to the maps of the
mine on page 4. These tunnels were created during the explor-
atory phase of the mine’s construction before
1 - Mine Entrance the proper ingress was found. Aside from
some tools lying around, there’s no sign of ac-
Black smoke rises from behind the closed tivity in the area.
mine entrance, and gruff, hearty voices can
be heard laughing amidst the clatter of dice Treasure: Abandoned Tools. Some common tools
and mugs. A couple of heads poke themselves are scattered around in this area, worth 20 sp and
over the wall—guards keeping watch. weighing 20 lbs total.
4 - Primary Shaft
Locked Gate. The wooden gate leading into the
main area of the mine entrance is locked (see “Gen-
eral Features”). The area near the primary shaft entrance is
Encounter: Bandit Camp. A group of ruffians covered in thick spider webs. The webs cov-
have taken residence outside the mine, and will ering the shaft itself appear to have been cut
not allow anyone to enter. However, their leader, recently. Stalactites hang from the ceiling,
Edwyrd Bizana, along with some lieutenants has poised like knives over the earth.
gone missing within the mine, and so the bandits
may be convinced to allow the characters to enter if Encounter: Crawly Critters. Several of the Rust-
they promise to bring him back alive, providing they mine’s denizens have taken up residence in this area,
pass a Charisma (Persuasion) check. The bandits and have returned from the hunt to find their lair
are quick to regale the characters with frightening disturbed. Any creature entering this area who fails
tales—screams, ghosts, the whole gamut of super- a DC 17 Wisdom (Perception) check is surprised by
stition—and are unwilling to enter the mine them- the creatures.
selves. Alternatively, the characters may pay the Rustmine Critters
bandits gold to enter the mine without a fight. Refer
to the table below for more encounter information. Version Statblocks
Rustmine Ruffians 3 8 giant wolf spiders

Charisma Entrance 5+ Available in the full adventure


Version Statblocks (Persuasion) Fee
Hazard: Climbing Down. The mine shaft is fifty
3 2 thugs, 8 DC 15 150 gp per feet long and five feet wide (wide enough for a sin-
bandits character gle Medium creature). The elevator mechanism that
5+ Available in the full adventure once connected the two floors is broken. Climbing
down requires a DC 15 Strength (Athletics) check. A
creature that fails this check falls 25 feet to the level
2 - Living Quarters below and lands prone. A creature who fails this
check by 10 or more falls 50 feet and lands prone.
The room is a mess: the bandits have turned
5 - Mine Level 2 Entrance
over the mining company’s living quarters and
made themselves quite at home.
The air is heavy with the stench of death and
Treasure: Hidden Satchel. A careful search of the decay. A crackling sound emanates from all
room reveals a loose floorboard, beneath which is around as if the mine itself were sizzling, dis-
Thidrubelle’s private satchel containing her day-to- integrating.
day journal, one half of the company’s deed to the
mine, and something else depending on the Adven- Hazard: Dead Body - Modified Cackle Fever. The
ture Level. body of a bandit lies at the bottom of the mineshaft;
it seems he fell down during the bandit leader’s
Hidden Satchel exploration of the mine. A cursory inspection of the
body reveals that everything metal on his person has
Version Treasure rusted. Additionally, any character that physically
3 Small Art Object (25 gp) touches the dead body is infected with a modified
form of cackle fever, depending on the Adventure
5+ Available in the full adventure

RUST MONSTER MINE 3


4 RUST MONSTER MINE
Level. Printed below is the unmodified form of the 6 - Thidrubelle’s Workbench - Inside
disease.
This disease targets humanoids, although gnomes
Like the living quarters upstairs, this area has
are strangely immune. While in the grips of this
been thoroughly turned over by the squatting
disease, victims frequently succumb to fits of mad
bandits. A sturdy oak desk is the only thing
laughter, giving the disease its common name and
left upright.
its morbid nickname: “the shrieks.”
Symptoms manifest 1d4 hours after infection
and include fever and disorientation. The infected
Treasure: Note From Thidrubelle. Pinned to the
top of the desk with a rusted dagger is a handwrit-
creature gains one level of exhaustion that can’t be
ten note from Thidrubelle. It is written in Dwarvish
removed until the disease is cured. Any event that
script. If a character is able to read the note, read
causes the infected creature great stress—includ-
the following:
ing entering combat, taking damage, experiencing
fear, or having a nightmare—forces the creature to
make a DC 13 Constitution saving throw. On a failed They’ve come from below the earth, and we
save, the creature takes 5 (1d10) psychic damage cannot beat them back, but I will not yield
and becomes incapacitated with mad laughter for 1 this mine to anyone—it is ours by right! I pray
minute. The creature can repeat the saving throw at that Mother finds the deed before an outsider.
the end of each of its turns, ending the mad laughter I’ve hidden the halves in two different places.
and the incapacitated condition on a success. Mother, please find them. I trust you’ll know
Any humanoid creature that starts its turn within where to look.
10 feet of an infected creature in the throes of mad Your daughter,
laughter must succeed on a DC 10 Constitution sav-
Thidrubelle
ing throw or also become infected with the disease.
Once a creature succeeds on this save, it is immune
to the mad laughter of that particular infected crea- 7 - Submerged Adit
ture for 24 hours.
At the end of each long rest, an infected creature
This tunnel has flooded with briny, foul-smell-
can make a DC 13 Constitution saving throw. On
ing water. Several detonative devices have
a successful save, the DC for this save and for the
been placed around the water’s edge; all of
save to avoid an attack of mad laughter drops by
them appear to have been activated already.
1d6. When the saving throw DC drops to 0, the
creature recovers from the disease. A creature that
fails three of these saving throws gains a randomly Treasure: Thidrubelle’s Lockbox. Any character
determined form of indefinite madness, as described searching the area who makes a successful DC 15
later in this chapter. Wisdom (Perception) sees Thidrubelle’s lockbox
glinting beneath the water. Inside the lockbox is the
Modified Cackle Fever second half of the mining company’s deed.
Hazard: Infected Water - Modified Cackle Fever.
Saving Psychic Any character that enters the water is infected with
Version Throw Damage Madness? a modified form of cackle fever. Refer to area 5 for
3 DC 11 2 (1d4) No. more information.
5+ Available in the full adventure 8 - Rustmine Cavern #1
Encounter: Rust Monsters. A few rust monsters The mine tunnels splinter off in multiple di-
are happily munching on an iron vein in the south- rections. This deep in the mine, that sizzling
western portion of this area. While they’re distract- sound seems to be more everpresent, and the
ed, they will only attack if provoked. Refer to the earth has become jagged and treacherous.
table below for more information:
Rust Monsters Hazard: Pocketed Earth. Large holes have opened
up in the earth in this area. In combat, whenever a
Version Number of Rust Monsters humanoid creature attempts to move farther than
3 4 rust monsters 10 feet in a turn, they must pass a DC 15 Dexterity
(Acrobatics) check or take 3 (1d6) bludgeoning dam-
5+ Available in the full adventure age and fall prone.
Encounter (Adventure Level 3 & 5): Rust Mon-
sters. If running this module at Adventure Level 3 or

RUST MONSTER MINE 5


5, a number of rust monsters are happily munching been completely rusted, and they’ve suffered griev-
on an iron vein in this area. While they’re distracted, ous wounds. Any character that touches a body is
they will only attack if provoked. Refer to the table infected with a modified form of cackle fever. Refer
below for more information: to area 5 for more information.
Encounter: Rust Monsters. A few rust monsters
Rust Monsters
are happily munching on an iron vein in this area.
While they’re distracted, they will only attack if pro-
Version Number of Rust Monsters
voked or if the characters begin to damage the cave
3 5 rust monsters structure. Refer to the table below for more informa-
5 Available in the full adventure tion:
Rust Monsters
Bridge. A narrow bridge connects this area to area
9. It is fifteen feet long and five feet wide (wide Version Number of Rust Monsters
enough for Medium-sized creatures to move sin-
gle-file across). 3 2 rust monsters, 1 feral rust monster
(see the Appendix)
9 - Rustmine Cavern #2 5+ Available in the full adventure

The air here leaves the taste of iron in one’s Squash ‘Em, Mash “Em, Stick ‘Em in a Pit. Once
mouth; the cavern walls are stained with the area is collapsed by destroying the cave struc-
clay-colored rust. Though this area appears to ture, all monsters in the area are defeated. Addition-
be quiet, the sound of those deep-earth mon- ally, the aura effects in areas 8 and 9 dissipate, al-
strosities shuffling about echoes to the south. lowing the characters to explore the mine rust-free.
Obstacle: Close the Rust Monster Entrance. To
Hazard: Encroaching Rust. Treat this area as close the pit from further rust monster intrusion, the
having an aura with the same effect as a rust mon- characters must cause enough damage to the sur-
ster’s Rust Metal feature, except the deterioration rounding cave structure in the area using a combina-
of nonmagical metal objects occurs once per five tion of magic, items, weapons, and abilities:
minutes spent in the area as opposed to on contact. ▶ The cave has AC 15 (damage threshold 5).
A character with proficiency in medium or heavy ▶ Dwarves or other humanoid creatures familiar with
armor notices the effects after one minute within underground environments may reroll their damage
the area. dice.
▶ Nonmagical, edged weapons (blades) that hit the
10 - Rustmine Cavern #3
walls are subject to the Rust Metal trait.
▶ Additionally, so long as the characters remain
At the southern end of this area is a yawn- engaged in combat in this area, one or more rust
ing black pit, around which the rusting mon- monsters will emerge from the pit once every two
sters gather. This is obviously the entrance combat rounds.
from whence they came. It may be possible
▶ Once the door is shut, the area collapses in on
to close the proverbial door once and for all.
itself, and the characters must make one final 15
Dexterity (Acrobatics) check to escape unscathed
Hazard: Encroaching Rust. Treat this area as or take bludgeoning damage described on the table
having an aura with the same effect as a rust mon- below.
ster’s Rust Metal feature, except the deterioration
of nonmagical metal objects occurs once per five Refer to the table below for more information:
minutes spent in the area as opposed to on contact. Collapse the Pit
A character with proficiency in medium or heavy
armor notices the effects after one minute within Cave Rust
the area. Structure Monsters Bludgeoning
Hazard: Dead Bodies - Modified Cackle Fever. Version HP Spawned Damage
Scattered throughout the area are three bodies:
3 30 1 3 (1d6)
two humans belonging to the bandit camp outside
(the leader being one of them) and a single female 5+ Available in the full adventure
dwarf (Thidrubelle). Everything on their person has

6 RUST MONSTER MINE


Running the Mine as a Business
Once the adventure is concluded, the characters
may find themselves as the proprietors of their very
own iron mine. The following sections are sugges-
tions on how to manage the day-to-day operations
of the mine itself.
Hiring Workers & Worker Development
Workers (commoners) require a living wage, a sign-
on bonus, and bonus wages for expertise. Workers
can develop over the course of their career to be-
come Experts. The better quality workers hired, the
less prone to corruption they are. The characters
can hire up to six workers.
If the characters wish to hire workers, refer to the
following chart:
Hiring Workers

Sign-on Bonus Corruption Bonus


+ Monthly Chance Chance
Quality Wage (d20) (d20)
1 1.5 gp + 2 gp 1-5 17-20
Novice per month
2 3 gp + 4 gp 1-4 16-20
Journeyman per month
3 6 gp + 8 gp 1-3 15-20
Expert per month
CONCLUDING THE ADVENTURE:
A BUSINESS OPPORTUNITY? Who’s in Charge? Every mine needs a foreman
to manage its operations when the characters are
Once the characters have collapsed the rust mon- away. The foreman’s quality is one level higher than
ster entrance and cleared the mine of its unwelcome the highest quality worker the characters hired for
guests, they’ll be able to report back to the bandits no additional cost (i.e. a Journeyman is upgraded to
(if the characters agreed to search for the bandit an Expert for free). The foreman still contributes to
lieutenant) and their patron (if applicable). If appro- the overall production of the mine.
priate, the bandits might decide to attack the char- Corruption Roll. At the end of the month, after
acters for only bringing back news of a dead leader all wages have been paid out, roll a d20 and con-
instead of a living one. sult the “Hiring Workers” chart above. If the result
If the bandits were left alive and the characters equals the Corruption Chance of the lowest quality
leave, they will not be allowed back in unless anoth- worker in the mine, then the mine loses 1d20 sp in
er entry fee is paid and a persuasive reason given revenue that month, plus half of whatever bonus
(see the Rustmine Ruffians chart in area 1 for more materials were uncovered in that month’s Bonus
information). The bandits will stake the mine as their Roll.
new base of operations and begin raiding the locals. Bonus Roll. At the end of the month, after all
If the characters found both halves of the mining wages have been paid out, roll a d20 and consult
company’s deed in areas 2 and 7, they may claim the “Hiring Workers” chart above. If the result
the mine as their own business and operate it as de- equals the Bonus Chance of the highest quality
scribed below (provided they deal with the bandits, worker in the mine, then they uncover 1d4 lbs of
of course). The patron will offer an additional gold precious gemstones (25 gp each). If the result is
reward (200 gp per Adventure Level) for the deed a natural 20, then 1 lb of platinum is discovered
if the characters refuse to hand it over. If the char- instead (500 gp).
acters refuse this final offer, then no reward at all— Worker Development. Novice workers can be-
even what was promised—is given, and the charac- come Experts over time. It takes six months of
ters lose reputation with the faction and the locals. continuous employment for a Novice to become a

RUST MONSTER MINE 7


Journeyman, and twelve months of continuous em-
ployment for a Journeyman to become an Expert.
Other Dungeons & Lairs Adventures
▶ Dungeons & Lairs #1: Skeleton Tomb
Mine Production ▶ Dungeons & Lairs #2: Kobold Tunnels
Each worker produces 1-3 lbs of unrefined iron ore ▶ Dungeons & Lairs #3: Archmage Stronghold
per day, depending on their expertise level (1 lb for
▶ Dungeons & Lairs #4: Animated Objects
Novices, 2 lbs for Journeymen, and 3 lbs for Ex-
▶ Dungeons & Lairs #5: Banshee Tower
perts). Additional precious metals and gemstones
may be uncovered by chance (depending on the ▶ Dungeons & Lairs #6: Basilisk Canyon
expertise of the workers themselves). ▶ Dungeons & Lairs #7: Aboleth Cave
If the characters aren’t present to pay the workers’ ▶ Dungeons & Lairs #8: Crawler Chasm
wages on the 1st of every month, the Foreman will ▶ Dungeons & Lairs #9: Mummy Lord’s Pyramid
compensate them from the material generated that ▶ Dungeons & Lairs #10: Depth Watcher’s Pool
month, then deposit the rest of the mine’s profits ▶ Dungeons & Lairs #11: Dread Knight’s Oubliette
in a safe place for when the characters return. In ▶ Dungeons & Lairs #12: Shadow Cat Gully
this event, make an additional Corruption Roll (see
▶ Dungeons & Lairs #13: Dragon Turtle Shipwreck
previous section) for that month and subtract 3 from
the result. ▶ Dungeons & Lairs #14: Fey Dragon Forest
If any worker goes uncompensated for a month ▶ Dungeons & Lairs #15: Fungus Grotto
of work, the highest expertise level worker leaves ▶ Dungeons & Lairs #16: Ophidian Monastery
permanently. ▶ Dungeons & Lairs #17: Night Hag Gallery
▶ Dungeons & Lairs #18: Darkmantle Space Freighter
Mining Halts
▶ Dungeons & Lairs #19: Griffon Nest
On rare occasions, something terrible might happen
▶ Dungeons & Lairs #20: Lich Tower
that will force the mine to shut down for a period
of time. Every 3 months, roll a d20: if the result is ▶ Dungeons & Lairs #21: Werewolf Village
higher than the total expertise level of the mine’s ▶ Dungeons & Lairs #22: Haunted Castle
workers, a Mining Halt occurs. Whether these are ▶ Dungeons & Lairs #23: Ethereal Plane
dramatized scenes or simply reported to the charac- ▶ Dungeons & Lairs #24: Flesh Golem Laboratory
ters is up to the GM, but here are some suggestions: ▶ Dungeons & Lairs #25: Pazuzu’s Aerie
Mining Halts ▶ Dungeons & Lairs #26: Vampire Church
▶ Dungeons & Lairs #27: White Dragon Cavern
Days ▶ Dungeons & Lairs #28: Ninja Clan Hold
Event Deaths Missed Cost ▶ Dungeons & Lairs #29: Minotaur Maze
Tunnel 1d4 - 2 Work- 3 Days 10 gp - Re- ▶ Dungeons & Lairs #30: Owlbear Wood
Collapse ers Killed pairs ▶ Dungeons & Lairs #31: Mimic Museum
Spreading 1d4 - 2 Work- 9 Days 20 gp - Me- ▶ Dungeons & Lairs #32: Oni Palace
Illness ers Killed dicinal Help
Monster 1d4 - 1 Work- 14 Days 50 gp ▶ Dark Domains I: Lost Reliquary
Incursion ers Killed - Hired ▶ Dark Domains II: The Haunted Mine
Guard(s) Ω

8 RUST MONSTER MINE


APPENDIX
Feral Rust Monster
Medium monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 2 (-4) 11 (+0) 5 (-3)

Senses darkvision 60 ft.


Languages —
Challenge 2 (450 XP)
Blood Frenzy. The rust monster has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 60 feet of it.
Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes
a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammuni-
tion made of metal that hits the rust monster is destroyed after dealing damage.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being
worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a
DC 12 Dexterity saving throw to avoid the rust monster’s touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty
to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held
metal weapon, it rusts as described in the Rust Metal trait.

REACTIONS
Rabid Ferocity. In response to being hit by an attack, the rust monster moves up to its speed toward the attacker and then
makes one bite attack against the attacker if the attacker is within its reach.

RUST MONSTER MINE 9


Product Identity: The following items are hereby identified as Product non-exclusive license with the exact terms of this License to Use, the
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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.

10 RUST MONSTER MINE

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