The primary conceit of Gullet of the Rust Demon is that it is an escape room style dungeon. After entering, the doors slam shut behind you, and you have to solve the puzzle of the dungeon to escape. My players, being paranoid dungeon-heads, searched the entrance to the dungeon, and discovered evidence of the trap door and managed to circumvent the trap with a chopped down tree from nearby. This didn't affect the experience too much. They still explored the dungeon, looting and pressing their luck with the Ooze, until they decided to call it and came out with a fair bit of technological salvage. The exploration of the central atrium and its surrounding rooms punctuated by Ooze attacks was a very different kind of dungeon crawl, especially because the party had a clear escape route through the front gate propped open by a tree trunk as an option. I thought the mechanics of the dungeons design created awesome tension for the delve. Ultimately the origin or purpose of the Ooze was not important, and the players got their treasure. If I ran it again, I would want some motivation for the Ooze, so that escaping the dungeon isn't the only puzzle. Lets say the Ooze was the last living cultist, who gave their body over to their evil god as a way to continue to exist after it lost the faith of its cult. The Ooze will attack any who violate its sanctum, but in fact more than anything it wants to be worshipped once again.
One Page Dungeon Classics: Gullet of the Rust Demon
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