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7 months ago ::
Nov 09, 2012 - 11:41AM
#1
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Date Joined:
Aug 10, 2006
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So my PCs captured a pair of Rust Monsters this week. Anyone else have this happen to them? I don't anticipate it being a big deal, aside from the instant source of wealth from the residium they could potentially provide if fed enchanted items. Anyone else have this happen to them and how did it work out?
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7 months ago ::
Nov 09, 2012 - 12:05PM
#2
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Living Forgotten Realms bans that silliness outright. It has a strong potential to break your economy if you don't keep careful watch over it.
But if you want a way to handle it? How about the local mages' guild being unhappy about someone else cornering the market in ritual materials? Sounds like a visit from the local goombahs to trash the store, kill the rust monster, and leave a message not to meddle in the affairs of wizards?
Also: captured monsters are an extra statblock and bookkeeping to bring to the table. Treat them like mounts, and you'll never see them mentioned again properly. It's rarely worth anyone's time, from a meta standpoint, to bother with capturing something other than to turn it over for the reward at the end of a plot hook.
My two copper.
As a DM, I find it easier to just punish the players no matter what they pick, as I assume they will pick stuff that is broken. I mean, fight after fight they kill all the monsters without getting killed themselves! What sort of a game is this, anyway?
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7 months ago ::
Nov 09, 2012 - 3:53PM
#3
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Date Joined:
Sep 17, 2012
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I would allow this in my game, but would control any abuse of the economy by ruling that any mage guild worth its weight would already have rust monsters being farmed. I might also avoid an abuse of overpowering the party by making the beasts resistant to training and eager to escape whenever the chance arose. Otherwise, I applaud the creativity of players that ever try to accomplish something like capturing or taming monsters that might otherwise just be a simple combat encounter. I think this will create all sorts of fun roleplay options. If needed I also tend to have players only run their mounts and animal companions while in battle and otherwise I roleplay all the out of combat situations like I would with any NPC.. .this allows me to make the companions or animal friends either lead the players to things they are just missing, create adventure hooks when they run away or are captured, and give me something to play with when extended roleplay sessions amongst the players are dragging on or need a boost of humor or cuteness.
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7 months ago ::
Nov 09, 2012 - 4:19PM
#4
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Date Joined:
Jun 20, 2012
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So my PCs captured a pair of Rust Monsters this week. Anyone else have this happen to them? I don't anticipate it being a big deal, aside from the instant source of wealth from the residium they could potentially provide if fed enchanted items. Anyone else have this happen to them and how did it work out?
One DM allowed an NPC with a rust monster tentacle to rid a player of his quintessential magic weapon. If not for it being a random mugger in a city wielding the tentacle, it might have been interesting.
Funny you should mention Rust monsters... they're still a source of humor... After a long day of fighting glabrezu riding fiendish winged tyrannosaurus rexes, a ruin of vrock, an army of colossal titan zombies, living fiendish titans, a spectacle of beholders, a suck of vampires, a freakin' demon-possessed bridge, and a fiendish tarrasque... the fearless adventurers abandoned the field only once that day... a small pack of rust-monsters! The players escaped certain defeat, lol.. they were laughing pretty hard once they made safe distance...
THEN... they decided to use some of their epic powers to strategically herd the rust-monsters into the enemy. It was a good plan involving more than one otilukes resilient sphere. I figured it was more fun than chain lightning, so I let it roll. Good times. That's how it worked out.
Similar note... the players recently used ankhegs to pull their carts after one killed their mules. It was interesting when they pulled up to the town gate. They had grown accustomed to the vermin by this time (resistance - acid, etc.) so were a little shocked when the townsfolk threatened a volley of arrows if they came any further... until they remembered... the BUGGGS!!!
A rogue with a bowl of slop can be a controller.
WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells? DM: Awesome. Yes.
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7 months ago ::
Nov 10, 2012 - 8:35AM
#5
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I had a similar situation with players having aquired an army. The way I did it was to have the army require frequent feeding. For example, if the players don't provide one arbitrary unit of metal per rust monster per day, they'll die. Also, the players have to keep them in cages to stop them escaping (can't be trained because they're already mature, so the chance has passed), and so have to pay for mules or whatever to take the rust monsters with them- if they don't, the rust monsters will starve. The amount of costs should mean they make some money from the enchanted weapons racket, but not enough to unbalance the game.
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7 months ago ::
Nov 10, 2012 - 3:36PM
#6
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Date Joined:
Aug 19, 2007
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The most relevant fact of the situation is this - in order to produce residuum, the rust monsters have to be fed enchanted items. And you control how many enchanted items there are in your game, as well as how much monetary and other treasure the party gets from their adventures. If necessary, adjust the amount of non-magical treasure you're giving them to account for the extra amount of wealth that they're going to gain from harvesting residuum.
There's no game mechanic for training a rust monster, so even if the party decided to haul these things around in a cage and try to unleash them on their enemies, there's no guarantee that the rust monsters aren't going to turn around and attack the party again. And then the party has to worry about how to get the genie back in the bottle (or cage, in this instance), so to speak. At best, there may come a future moment in the story where the party dropping a pair of rust monsters into the mix may be an interesting and canny tactic or just the right solution to a problem, but it's extremely unlikely to happen more than once and the hassle of caring for and transporting the things around (even in a bag of holding) may not be worth the effort.
Given that there's not going to be too many times the party will have a spare magic item to feed to their new "golden goose", it shouldn't represent much of a problem.
Spoiler:
Show
I am the Magic Man. (Pay no attention to the man behind the curtain.)
I am the Lawnmower Man. (I AM GOD HERE!)
I am the Skull God. (Koo Koo Ka Choo)
There are reasons they call me Mad...
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7 months ago ::
Nov 10, 2012 - 8:09PM
#7
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Date Joined:
Aug 10, 2006
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Great feedback. I'm certainly going to let them keep the creatures but lots of grist for the mental mill here!
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7 months ago ::
Nov 11, 2012 - 2:58AM
#8
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Date Joined:
Jul 23, 2010
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There's also this (assuming you're playing 4e):
Devour Metal • Recharge if the power misses Attack: Melee 1 (one creature wearing or wielding a rusting item); +11 vs. Reflex Hit: The rusting item is destroyed. If the item was magic, residuum worth the item's market value can be retrieved from the rust monster after the creature is slain.
"Although most humanoids regard rust monsters as a plague, the creatures do offer a boon to anyone who manages to slay them. A rust monster often consumes magic items, and as it devours the metals of an object, its body stores deposits of residuum created by the decomposition of the item."
To retrieve the residuum, the rust monster must be killed. That puts an end to the farming right there.
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7 months ago ::
Nov 11, 2012 - 6:55AM
#9
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Date Joined:
Aug 10, 2006
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That would but I prefer to let "nature take its course" and the residiuum will appear naturally as it were through the digestive process. Ahem. Of course, I can opt to have that take place over the course of some time.
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7 months ago ::
Nov 12, 2012 - 6:05AM
#10
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Living Forgotten Realms bans that silliness outright. It has a strong potential to break your economy if you don't keep careful watch over it.
The reason LFR outright bans it, is because unlike in a home campaign we have a lot less control on what the PCs find. Of course, as a DM you should realize that a rustmonster does a 1 on 1 conversion while the market does a 1 on 0.5 conversion. Hence it will skew your gold:xp ratio which has an impact on balance.
As for the natural course, that seems odd (although not more odd than a monster that eats metal). The rustmonster eats the stuff to get its energy from somewhere. I would assume it actually uses it to stay alive, so what ever excrement it has, it would be valueless. Obviously, you can change it, but realize that doing so will screw over the economics of your game (both the world and more importantly that of the xp:gp ratio of your group).
Note btw that the monster is going to have an impact beyond finances. As others pointed out, it is another set of stats at the table which can be confusing and a potential source of irritation when the pet is killed, when it is not "properly" leveled or when it starts targetting PCs' stuff (or worse: random NPC's stuff on the street). So you need to discuss with your group how you are going to deal with such issues.
Another potential problem is how it impacts certain challenges in an adventure. I remember an adventure in my 2e days with a wild mage who accidentally summoned a rust monster. At the time they were imprissoned and without equipment behind steel bars. It was a life saver, and they lured it to other areas to deal with the guards and the vault doors behind which their own equipment was hidden. It was not exactly how I planned it, but the players had fun even though it was a bit easier than fighting heavily armed opponents (or bluffing one way out). For me that happened only once since the monster was summoned and disappeared after x amount of time. If it is always present suddenly those iron portcullis, steel vault doors and steel bars become a lot easier to get past
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