Fineous Fizzlecrank’s Fabulous Alchemy Lab

I have always had a soft spot for green slime. After receiving the Holmes Basic Edition of Dungeons & Dragons for my birthday in 1979, I would spend hours reading through the monster descriptions. I was already familiar with many of these, from different myths or old movies. However, the green slime always stood out and sparked my imagination.

The green slime has gone through a bit of an evolution over the various versions D&D. While this green substance features heavily in this week’s post, I will leave it to you to tune things in such a way that would best fit your game. As always, I have tried to tried to keep this as system agnostic as possible.

Alchemy Lab w/ Grid & Labels. Created with Campaign Cartographer SS4

What the Party Knows

To kick things off, arrange for your party to get hired to recover an exotic object. In my game, I went with something called the Burundi Apparatus, a device created by a Gowandian scholar. What you use for your game is entirely up to you.

The individual hiring the party recently loaned the apparatus to a gnome alchemist named Fineous Fizzlecrank. The gnome was supposed to have returned the item weeks ago. However, as Fizzlecrank is known to be a bit eccentric and get caught up in his work, the party has been sent out to fetch the overdue device directly. The gnome lives on the outskirts of a small village, about 2 days’ travel from the party’s current location.

Should the party happen to ask around, they may learn the following bits of information about Fizzlecrank:

  • The gnome is filthy rich, having made his money selling potions and elixirs to the wealthy.
  • He lives in a large estate on the outskirts of the village.
  • He has a staff of human servants who wait on him hand and foot.
  • People call him eccentric but he is really quite mad.
  • Some say that he can turn lead into gold.
  • He is absolutely obsessed with green slime.
  • He has not been seen for weeks.

What the Party Doesn’t Know

Fineous Fizzlecrank, the eccentric gnome alchemist, was always known for his unconventional methods and insatiable curiosity. His reputation for pushing boundaries made him both revered and ridiculed among his peers.

Fizzlecrank’s fascination with green slime began innocently enough. He had read ancient texts that hinted at the slime’s potential applications in alchemical concoctions. His early experiments involved extracting and distilling the slime’s essence to create powerful acids for his potions. But as time went on, Fizzlecrank’s obsession grew, and he delved deeper into the mysteries of the substance.

He spent countless nights pouring over his notes, scribbling equations, and muttering to himself. His once-pristine laboratory was soon a mess of vials, flasks, and slime samples. The more he experimented, the wilder his ideas became. He believed that the slime held the key to unlocking extraordinary abilities—immunity to disease, increased longevity, and even the power to transmute materials.

When his staff became fearful for his health, the alchemist dismissed them all, assuring them that he was fine. However, Fizzlecrank’s experiments became increasingly reckless. He began exposing himself to small doses of the slime, believing it would grant him the insights he sought. His skin developed strange patterns and a sickly green hue, while his mind started to unravel. Yet, he pressed on, his obsession blinding him to the dangers he was courting.

One fateful day, driven to a fevered state of delirium, Fizzlecrank ingested a substantial amount of the slime. His transformation was swift and horrifying. His body convulsed, his bones shifted, and his limbs contorted into a gelatinous form. As his consciousness melded with the slime, he gained a rudimentary form of sentience, albeit one warped by his madness.

The Manor House

Fizzlecrank’s alchemy lab is located in the basement under his opulent manor house. Should you desire, you could certainly map out the full structure and create other encounters. For the purposes of this post, I will limit myself to the alchemy lab itself.

Whether you decide to spend time detailing the manor house or not, you will want to leave some clues to make sure the party suspects something is amiss. My party waited politely at the door. Once they were fairly certain no one would answer, the rogue took care of the lock and the let themselves in.

It was clear from the state of disarray that something was not right. However, seeing a number of valuable objects lying around left the party feeling fairly certain that the manor had not been robbed. Ultimately, the party discovered a diary Fizzlecrank had left in the study. This document clearly documented the alchemist’s descent into madness and made numerous mentions of green slime.

Concerned for the well-being of the gnome and not yet having found the Burundi Apparatus, the party made their way downstairs.

The Alchemist Lab

Entering this massive room, the party will immediately know that they have found the alchemist lab. 11 pillars support the ceiling and the room is lit with a sickly green phosphorescent light that emanates from the top of each.

The room is in a great deal of disarray and the air is filled with a strange, pungent odor. There are 4 cluttered tables on each side of the room, with crates, barrels, bookshelves, and all manner of odd storage beyond.

1-4 Loose Slimes

Areas marked 1-4 show loose minor green slimes that have been roaming the lab since Fizzlecrank’s transformation. When the party first opens the door, slime #1 will begin moving toward area #5, at a pace of 5’ per round. On the second round after the party opens the door, slime #2 will similarly start moving, and so on.

These minor slimes will pay no attention to the party unless attacked or blocked. If so, they will hold their ground and fight back. You will need to adjust accordingly for your game but in my Rules Compendium game I gave these minor slimes a pseudopod melee attack with a reach of 5’, dealing 1-2 hit points of damage. They were unharmed by all attacks, except cold or fire (again adjust as necessary) but only had 1 hp each.

Upon dispatching one of these minor slimes, the pile of ooze starts to quiver in an unstable fashion. At the top of the following round, the minor slime corpse will burst like a bubble, dealing 1 hit point of damage to all adjacent targets. If the bursting slime happens to be adjacent to any of the 8 tables in the room, roll a d4 and the result will be the number of beakers containing other minor slimes that are shattered, releasing more minor slimes into the room.

These extra slimes will only be released once per table and any new slimes will start heading toward area #5 unless hindered by the party.

5 Greater Slime / Fineous Fizzlecrank

A wooden basin 12’ in diameter is inset within the floor here. Inside lies the slumbering form of what remains of Fineous Fizzlecrank. Now a giant amorphous green slime with a vaguely humanoid face, the creature is resting when the party initially enters the room.

If any of the minor slimes reach it or if the party disturbs the basin in any way, it will wake and attack. In addition, any subsequent minor slimes that reach it will have a healing effect on the abomination.

6 Burundi Apparatus

The Burundi Apparatus may be found inside a small crate here.

Wrap-Up

This week was a touch more silly than my usual fare but my group had a lot of fun with this fight. You’ll have a bit of tinkering to do, in deciding on what stats you want to use for the minor and greater slimes. That said, I suspect that most folks reading gaming blogs know the drill and wouldn’t have much trouble putting something together. I’m just trying to toss stuff out there to inspire people.

Do you have any favorite old-standby monsters that you’d enjoy seeing in an encounter? Drop me a line and let me know. Thanks for taking the time to stop by and have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

2 thoughts on “Fineous Fizzlecrank’s Fabulous Alchemy Lab

  1. This ought to be a great scene! Slimes are awesome, one of my favorites too. Though I think, maybe you’ll agree with me, that they were even better the old-school way when they could turn your character into another slime! Another version I saw in a manga was that the slimes fell on someone’s head from the ceiling and killed its victim by asphyxy.

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