Intro
The Dwarf blacksmith Skarfar was digging a new well on his estate when a sinkhole opened up in his digging area. The sinkhole revealed an underground cavern with possible side chambers. Being an ex-adventurer Skarfar grabbed his sword shield and armor and went down into the sinkhole to explore. He discovered it was occupied by at least one rust monster. He fled the scene safely and the rust monster did not immediately pursue him. But, his trouble only started. Two of the rust monsters burrowed into his basement. He battled the rust monsters there and died heroically trying to save his family. The PCs encounter the family when they approach them desperately seeking help to eliminate the new denizens of their basement.
Map of Skarfar's Estate
Link to download Estate Map
Skarfar's Estate Levels 0 (Basement) and 2
Link to Download Skarfar's Estate Levels 0 and 2.
Map of Rust Monster Warren
Encounter Description
Skarfar's EstateGround level
1. Living room
2. Dining Room
3. Hallway
4. Kitchen
5. Pantry
6. Privy
7. Blacksmith Shop
Basement Level
Two rust monsters have burrowed into the basement. Skarfars' body is in the workshop. This is also where the rust monsters are.
1. General Storage
2. Workshop
3. Library
4. Long-term storage
2nd Level
1. Hallway
2. Antechamber
3. Hallway
4. Guest Rooms
5. Childrens Room
6. Master Bedroom
7. Show room and entertainment room
Warrens
1. Entrance to the Rust Monster Warren
The entrance is treacherous terrain because some of Skarfar’s digging and well equipment fell into the sinkhole and are occupying the entrance space. Further complicating the problem is a wall of rock and debris that must be cleared away for the PCs to traverse further into the warren. The Rust Monsters can easily climb around the rock wall. One hour minimum to dig around rock wall. The family wants to PCs to eliminate the creatures in the basement and check the warrens for more creatures. The only light into the sinkhole is from the sky above. PCs must bring their own light into the warren.
2. Puzzle Room or Role-playing Challenge
The Cavern is pitch black and the floor is flooded in water 5’ high. A pool of water has settled here. PCs must cross it and dig their way into the next area. Water is very cold. Chance of hypothermia. It will take the PCs and hour to dig around the rock debris. Again, rust monsters can climb over it easily. They can also fight in the water easily. Chance of encountering a rust monster 25% per 15 minutes. 1 in 6 chance that water will suddenly flow into the chamber and fill the chamber above the PCs heads. Characters smaller than 5’ will have a certain immediate problem if they enter the chamber.
3. Trick or Setback
Once the PCs enter this area the entrance from area 2 collapses and water stars to fill up the chamber. To top it off the way to area 3 is also blocked off by a rock pile and the PCs will need to dig through it to get to area 4. It will take an hour of digging to open up the way to area 4. To back out of area three back to area 2 will take 24 hours.
4. Battle with a Rust Monster Lord
Unless the PCs already encounter three rust monsters from any random encounters there will be three of them and a rust monster lord in the chamber.
5. The Reward
In a corner of the chamber is a sack with 5 sweet water potions and 3d6 gems worth up to 1800 gp. A small creek flows out of this chamber and the PCs can follow it out if they crawl. It comes out 500' east of the Skarfar Esatate. When the PCs return to the Estate, the widow offers the PCs the Estate for 250,000 gp or 75% of the PCs wealth -- whichever is higher. She plans to sell the estate and move back to her clan with her children. She wants to leave in a hurry. The rust monsters destroyed every metal object in the basement.
In a corner of the chamber is a sack with 5 sweet water potions and 3d6 gems worth up to 1800 gp. A small creek flows out of this chamber and the PCs can follow it out if they crawl. It comes out 500' east of the Skarfar Esatate. When the PCs return to the Estate, the widow offers the PCs the Estate for 250,000 gp or 75% of the PCs wealth -- whichever is higher. She plans to sell the estate and move back to her clan with her children. She wants to leave in a hurry. The rust monsters destroyed every metal object in the basement.
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Rust monster stats
This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.
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Rust Monster #1 CR 3
XP 800
Male rust monster (Pathfinder RPG Bestiary 238)
N Medium aberration
Init +3; Senses darkvision 60 ft., scent; Perception +12
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Defense
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AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
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Offense
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Speed 40 ft., climb 10 ft.
Melee tentacle +1 (Rust), bite +6 (1d3)
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Statistics
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Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +3 (+7 to jump), Climb +8, Perception +12
SQ rust, scent metals
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Ecology
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Environment any underground
Organization solitary, pair, or nest (3-10)
Treasure incidental (no metal treasure)
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Special Abilities
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Climbing (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Rust (DC 15) (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust mon
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Rust Monster Lord Stat Block
Rust Monster, Rust Lord CR 7
XP 3,200
Male rust lord rust monster (Pathfinder Campaign Setting: Dungeon Denizens Revisited)
N Large aberration
Init +3; Senses darkvision 60 ft., metalsense, scent; Perception +20
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Defense
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AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 85 (10d8+40)
Fort +9, Ref +6, Will +8
Resist fire 10; SR 16
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Offense
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Speed 40 ft., burrow 20 ft., climb 20 ft.
Melee tentacle +12 (Rust), bite +15 (1d8+8)
Space 10 ft.; Reach 15 ft.
Special Attacks bloodrust
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Statistics
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Str 27, Dex 17, Con 19, Int 2, Wis 13, Cha 8
Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
Feats Ability Focus (rust), Great Fortitude, Multiattack[B], Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +3 (+7 to jump), Climb +16, Perception +20
SQ rust, scent metals
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Special Abilities
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Bloodrust (Ex) Antenne's touch causes 1d4 Con dam.
Burrowing (20 feet) You have a Burrow speed.
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Metalsense (100 feet) (Ex) Sense metal in blood, foils conceal unless from interposed metal item.
Rust x2 (DC 25) (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust mon
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).
Spell Resistance (16) You have Spell Resistance.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
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