"Underdark Alchemy Lab" Encounter (Patreon)
Content
This scenario is for use with the "Underdark Alchemy Lab" and "Morlock Laboratory" maps.
Background - There are many curiosities hidden deep beneath the surface. Although locked in stone, the landscape of the Underdark is ever-changing. Civilizations rise and fall; peoples are displaced and take refuge elsewhere. This is an example of such an event, where a once fortuitous keep now lies in ruin, and it's inhabitants are vastly different. A group of Morlocks and their darkling allies have moved into these ruins, and are conducting their vile alchemical experiments on themselves.
Plot Hook - The party finds out that these Morlocks have taken up living in these ruins. Perhaps there was a raid, the Morlocks coming up to the surface where the party is, and attacking. They might take prisoners for their experimentation that the PCs must rescue. You might entice the players with valuable alchemical reagents, or perhaps an item they seek on their quest is said to have been hidden in this fort, and the Morlocks are just an unfortunate surprise. Either way, this scenario can be handled in a number of ways: employing stealth, or brute force, or perhaps knowledge to outwit the foul deep-dwelling creatures.
Underdark Alchemy Lab - The players enter in from the passage at the bottom left. There is a chasm, emanating a putrid green gas, that is spanned by a short and unsteady looking plank bridge. This is an opportunity for a trap if the players come under duress early and choose to charge in. The pit can be filled with any number of hazards, but I chose a 30ft drop into acid.
Immediately on the far side of the chasm, is an encampment. Morlocks would likely work with other Underdark species, such as Grimlocks, Batfolk, Duergar, Derros, or evil Caligni. I went with Grimlocks, as they are similar to Morlocks, but less civilized, making them likely minions. Stationed outside the keep are several Grimlocks keeping watch. Grimlocks are blind, but have keen smelling. Knowledge checks might allude to that fact, and the party can sneek up on them by masking their scent. The Grimlocks would attack across the chasm with bows if alerted, and go for help. If the party doesn't subdue them without making a scene, the other creatures in the keep will know the party is coming, and have time to buff themselves.
To the bottom right there is an area where either more Grimlocks or Morlocks are preparing reagents for the experiments. The party might find some useful ingredients, native to the Underdark, for alchemy or herbalism here. In the next room, there is a pulley, lowered down through an ominous acid-melted grate, down into the foggy green abyss. This can be a test of the party's bravery, either it can yield a rare alchemical substance, or perhaps there is a deadly ooze awaiting in the well's bucket.
The central room of the keep seems to have been some sort of chapel. To the right is a locked door leading to the second floor. The upper rooms can be accessed by the door ahead, or over the ruined wall to the left. Rubble is considered difficult terrain. In the upper left room, there is a dais with what appears to be some kind of alchemical ritual in progress. A transmutation circle is engraved on a circular altar, and on two podiums there are bowls containing a inky black powder, and a powder white as snow. This is a skill challenge, if the party can determine the substances using a Knowledge nature, or alchemy check, and figure out in what order to implement them, the transmutation circle will activate properly, and provide them some buff from the Alchemist's spell list. Performing the ritual after failed checks will result in an adverse effect, causing some minor mutation.
In the room to the upper right, there are several vats of potent acid. A low-level Morlock alchemist is mixing up acids, and he is guarded by two Grimlock bodyguards. Defeating them allows the party to collect some alchemical weapons, such as acids or grenades. The alchemist also carries the key to the upper floor.
Morlock Laboratory - Entering the upper floor, there is a large chamber with a tall, vaulted ceiling. Along the edges of the room, and through the center, there is a second story catwalk. In the center of the room is a large 10-foot tall vat, filled with a dirty green liquid. Suspended inside is the silhouette of a malformed Morlock, seemingly in mid transformation. On the far side of the room there is a well-used operating table, and an alchemist's work station (which can later be used for a bonus to craft alchemy checks if the party wants to utilize the reagents they found). In this room is a higher level Morlock alchemist, who lobs bombs that cause nausea from afar. There is a Morlock arbalist, who has levels in ranger, which will try to take high ground using the ladders on either side of the catwalk. A fun mechanic might be to give him a grappling hook, allowing him to swing from the rafters, repositioning himself in battle. The third creature is a twisted Morlock, called a Dreshkan. It is augmented with alchemical machinery, making it a potent and nimble fighter.
It seems like the purpose of this lab is to create these Dreshkans, using a dark form of alchemy. The subjects are partially reformed in the vat, allowing them to take on a number of skin grafts, and mechanical augmentations making them stronger. The party can uncover multiple alchemist formulae from the alchemist station, along with several potions. All the potions are of the transmutation school, and may come with some adverse side-effects since they were brewed using forbidden alchemical practices. The party may also be able to salvage some alchemical equipment, and use it to further their goals in the future.