Professional Documents
Culture Documents
by Stefanos Katopodis
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
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Contents
Dungeon Start..pg 3
Appendix A: Monster list..pg 9
Appendix B: Magic Items....pg 12
Rust Monster.
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1. Mine Entrance.
You see sturdy walls of granite forming a
10 ft wide tunnel venturing into the
darkness. After a right turn, you see 2
tunnels; one going NorthWest and one
going downhill towards the West. The rails
are split here, going towards both
directions.
2. Supplies Room
You enter a room where the rails end. You
see a large amount of iron wagons stacked
densely in one side of the room, the other
one having mostly mining tools and
supplies. Nothing seems to be corroded
here. There is a door that stands ajar at the
back of the room. A foul odor emits from
that room.
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5. Dead body
You witness upon a horrific sight; 2
large Carrion Crawlers feasting on a
corpse. The body has been eaten
beyond recognition. They dont seem
to have noticed you.
--Northwest direction
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A Mimic
8. Mimic room
This is where the rail ends. You dont see
mining tools around here so this doesnt
appear like a main mining site. What you
do see is that at the back of the room there
are 2 showcases, inside of which there are
2 polished axes. This is the first time you
see a metal object not rusty in here since
the entrance.
7. Bhamirs office.
The firmly shut door is locked. Unlocking it
would require a DC17 Dexterity check
with thieves tools. Upon entering, read:
This room appears to be used as an office.
A big wooden desk and 2 chairs are
standing in the middle of this room. The
desks surface is filled with poorly
organized papers. Otherwise the room is
empty.
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A successful DC 16 Intelligence
(Investigation) check while the players are
searching on the walls will reveal an
amethyst gem worth 30gp.
9. Rusty Bridge
The rails follow the tunnel into a
downwards slide that goes over a bridge.
There seems to be a 30ft wide 40ft deep
chasm and a bridge was built for the rails
to go over. The tunnel continues West and
downwards.
The bridge is made of metal, and has been
eaten by the Rust Monsters. The first
player who will attempt to pass through it
wil make the bridge collapse. Have him roll
a DC17 Dexterity Saving Throw to hang
on to the edge as the bridge crumbles to the
ground. Failure to do so means that the
character takes 4d6 bludgeoning damage
from the fall, landing prone. It should be a
fairly easy climb back up.
10.
12.
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Conclusion.
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Skills Stealth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60ft., passive Perception 11
Languages Challenge 2 (450 XP)
Shapechanger. The mimic can use its action to
polymorph into an object or back into its true,
amorphous form. Its statistics are the same in each
form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
Adhesive (Object Form Only). The mimic adheres to
anything that touches it. A Huge or smaller creature
adhered to the mimic is also grappled by it (escape DC
13). Ability checks made to escape this grapple have
disadvantage.
False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an
ordinary object.
Grappler. The mimic has advantage on attack rolls
against any creature grappled by it.
ACTIONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
the mimic is in object form, the target is subjected to
its Adhesive trait.
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10
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11
Wand, rare
Wand of Stone
This wand has 6 charges. Expend charges to cast the
following spells:
ACTIONS
Multiattack. The troglodyte makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
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