DMDave - Dungeons & Lairs 33 - Rust Monster Mine - Free Version
DMDave - Dungeons & Lairs 33 - Rust Monster Mine - Free Version
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
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.
and graphic, photographic and other visual or audio representations; every copy of the Open Game Content You Distribute.
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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
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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-
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