The Lair of The Alchemist - DURF v0.8 Pages
The Lair of The Alchemist - DURF v0.8 Pages
The Lair of The Alchemist - DURF v0.8 Pages
Alchemist
A dungeon crawl inspired by
The Island of Dr. Moreau
Water falls
10.Flooded cells down the
stairs.
• Foul stench.
• A rotting crate with chunks of gray flesh.
• Water enters through cracks in the
wall, flooding the room.
11.Flooded passage
• Two large pits full of water, with bars • 2m (6.5ft) deep (mid level), small holes in the walls.
(weakened by rust, break easily). • One eel emerge from the holes: Skill 1, HD
1. An Ape-Crocodile (P7). 0, ML 2, bite (2 dmg). The amount of eels in-
2. Fluorescent coral (with tiny thorns that get under creases each time someone passes through.
the skin, 2 dmg). Half buried by mud, rocks • The door to 12.Lab is closed (keys in 6.Collapsed mine).
and coral, there seems to be something at • If the PCs make noise opening the door,
the bottom: roll in the Treasures table (P5). save DEX or Morelius (P8) hears and pull
the lever raising the water level.
2.Smugglers hideout 6.Collapsed mine
• Holes in the rock serve as win- • Corpse smell.
dows, overlooking the sea (one has • Ancient rails under collapsed rocks (a lost
a rope ladder as emergency exit). tunnel from the old dwarven mine, long aban-
• Crates (nails, tea, saffron, quality arrows). doned. The stones are impossible to remove).
• Tiny glowing crystals embedded in
the walls (valuable to an alchemist).
• Decayed corpse of a woman, looks like a ranger:
• Rudimentary tourniquet on a lacerated leg.
A small and • Some moldy bread.
rusted barred door • Keys (12.Laboratory).
partially hidden • List of test subjects ripped out of a book.
by vegetation. • Roll on the Minor Loot table (P5).
3.Bones pit
• A dump of skeletons of all kinds. Roll
on the Minor Loot table (P5).
• Damp old journal. So wet that its pag-
es fall apart. Information it provides:
• It belongs to Segundo.
• Mentions a mythical magic helmet.
• Comments on the mysterious dis-
appearance of fishermen.
4.Studio
• Entry door mechanism:
• On each wall on the sides of the door there
is a niche with a handle deep inside.
• To open the door, two people must fully
insert their arm and pull simultaneously.
• Otherwise, a shackle ensnares the arm, a bell
tolls, and a noxious gas is released (3 dmg).
• Bookshelves:
• Countless tomes in old dwarven language,
about alchemy and comparative anatomy.
• Fake book reveals a door to a hidden passage.
• Scroll of Levitate.
• Ornate wooden cabinet:
• A closer look reveals grooves within the
decoration. Spikes spring forth if opened
carelessly (2 dmg), DEX save to avoid it.
• Inside is the Helmet of Kalendra (P4).
Secret vertical passage behind bookcases,
connecting 4.Studio and 12.Laboratory. It
looks like the hole for a disused rope lift.
Metal sliding door ornamented with runes
(opening it reveals just a wall, as it’s a magical portal
to the outside that is activated by Morelius’ bracelet).
12.Laboratory
• Dead smuggler on a slab-like workbench, bird
wings partially sewn onto their temples.
8.Barracks • Rhino’s head on the wall (hides a lever that
controls 11.Flooded passage’s drainage system).
• Smoke from a barbecue fills the place; hard to know if • Several bottles of black liquid (rolls on the
its origin is animal, human, or a mingling of both. Cursed Blood table (P5), if there is contact).
• Debris and broken furniture everywhere. • Shelves with flasks of biological experi-
• Smelly latrines in a corner. ments and ingredients such as scorpions
• A wall covered with orange mushrooms with butterfly wings, fluorescent toucan
(releases poisonous spores on touch, 4 dmg). beak, human ears, a rat with many tails,
• Cursed Dwarf Patrol (P6); one of them is cooking, ashes, nails, roots, eyeglobes, tadpoles, etc,
the others fight over a piece of meat. (a passage is hidden behind the furniture).
Backstory seen roaming the port.
4 The former chief alchemist of a
• Morelius, a dwarf alchemist, has nearby city has defected, gone
taken over this ancient tunnel com- rogue some time ago, and is said to
plex, to carry out forbidden exper- be doing experiments of his own.
iments. His altered dwarf minions 5 A long-lost black diamond, the
kidnap fishermen, in order to mod- legacy of a vanished noble family, is
ify their bodies and minds, turning shrouded in stories. Nobody knows
them into monstrous hybrids. his current location.
• A gang of smugglers has set up a 6 Kalendra, a legendary general
hideout in what looked like a de- from centuries ago, is said to have
serted cave on this archipelago, but commanded an entire army of ele-
it turns out that one of Morelius’s phants using a magical helmet.
tunnels connects to it.
• This is where the PCs come into the
picture: they are part of the gang Helmet of Kalendra
and return with some goods, ob-
tained at a bargain price from the
thieves’ guild, only to find their lair
deserted. No sign of their mates,
except for a trail of blood that leads
to a half-hidden door at the back of
the cave.
• Hooks:
• The missing crew are the ones
who have the city’s contacts
on dishonest buyers, corrupt
guards, and other filibusters.
• They owe the PCs a considerable
amount of gambling money. • Made of bronze and coral, in the
• Or simply because... they are shape of a snail shell.
their only family! • Tendrils sprout inside, connecting
to the wearer’s head allowing them
5
Cursed Dwarf Patrol Squiddy
• Batface, Squiddy and Oilytoad, once • Skill 2, HD 2, ML 4.
dwarf folk, now they are twisted, • Blowpipe (2 dmg).
half-animal creatures. • Tentacled mouth: acid (2 dmg).
• Due to their physical changes, they • Cowardly and treacherous, always
have lost their ability to speak; they the first to escape from combat.
communicate through grunts and • Vulnerable to fire.
guttural screams. • A bag with fishing hooks, earth-
• From time to time, blurred mem- worms and a hand drill.
ories of their past arise disturbing
them.
• The manipulative Morelius became
a father to them, they will defend
him at all costs.
Batface
• Skill 3, HD 2 (5 Armor), ML 8.
• Scimitar (4 dmg).
• Fangs (2 dmg).
• Rusted chainmail.
• Big moustache.
• A sadist that enjoys hurting pris-
oners. Oilytoad
• Afraid of magic. • Skill 4, HD 2, ML 8.
• Carries a leather pouch with glow- • Paddle with spikes (5 dmg).
ing dust (+1 Buff, lasts 1 hour, 3 • Head charge (3 dmg).
doses), d4 human ears, cell keys. • A brute; the most robust of them.
• Afraid of insects.
• Naked, wearing only a spiked hel-
met.
6
Ape-Crocodile •
Cursed Blood table (P5).
If awakened, roll in the Reaction
• Skill 5, HD 3, ML 8. table.
• Bite (5 dmg), Punch (3 dmg), Criti-
•
cal: Dismember.
Gets very nervous in presence of Segundo, Rat-Halfling
strangers. If the PCs stay, he breaks • Skill 1, HD 1, ML 6.
the cell bars and attack. • Bite or Punch (2 dmg).
• Shackled and helpless, he spends
his time whistling an old, melan-
cholic song. He was a talented com-
poser in his previous halfling life.
• Morelius terrifies him. Rolls ML in
his presence.
• Is the only survivor of a party that
ventured into the tunnels looking
for the Helmet of Kalendra (P4).
Vikta, the woman dead in 6.Col-
lapsed mine, was his companion.
• Has been here for a while and
gained some knowledge: occasion-
7
Morelius
• Skill 7, HD 4, ML 10.
• Expels jets of acid from glands in
his neck (3 dmg).
• Crab toxic claw (4 dmg), critical:
Poison (2 dmg), 1 round vomiting.
• Dinosaur claw kick (4 dmg).
• When in trouble, he summons a
swarm of carnivorous roaches.
• The PCs fight with a Break until
they spend 1 round getting rid
of the insects.