Entrance

  • Large chamber filled with mutated creatures
  • Must battle their way through the creatures to progress

Room 1:

  • Smaller chamber filled with strange machinery and tools

Main Laboratory

  1. Entrance Hall: As the party enters the laboratory, they find themselves in a long, dimly lit hallway adorned with strange symbols and artifacts. The walls are lined with shelves containing various potions, books, and scrolls. At the end of the hall, a massive iron door leads to the main laboratory. 2. Zagaroth Guards the Entrance
  2. The Experiment Chamber: This large room is filled with tables covered in alchemical equipment, beakers, and vials of mysterious liquids. Creatures in various stages of transformation are trapped in cages or chained to the walls. The party must navigate this unsettling environment while being careful not to disturb the ongoing experiments or release the dangerous creatures.
  3. The Library: This vast chamber contains shelves upon shelves of ancient tomes and scrolls, covering a wide range of dark knowledge, including necromancy, demonology, and forbidden magical experiments. The party can explore the library to learn more about Vashier’s plans and potentially uncover weaknesses or hidden secrets that could aid them in defeating her.
    1. DC 14 Investigation: Vashier’s notes. Vashier is trying to create a godly body, that could hold a powerful magical item.
    2. DC 14 Arcana: 1 Enchantment.
  4. The Summoning Room: This circular chamber is dominated by a large summoning circle etched into the floor. As the party enters, they accidentally activate the circle, summoning a powerful demon they must defeat in order to proceed.
    1. DC 16 Religion: Summons a Devil Bonezerow. Bonezerow offers a contract to the party. One of their souls for leaving the Island.
  5. The Hall of Portraits: This long corridor is lined with portraits of Vashier’s past victims, whose souls have been trapped within the paintings. The party must navigate the hall while avoiding the vengeful spirits that emerge from the paintings, seeking to possess the living.
    1. Vashier see everything that happens in this room.
  6. The Storage Room: This cluttered room contains crates and barrels filled with various magical components, as well as cages holding creatures that Vashier uses in her experiments. The party may find useful items or allies here, but they must also contend with the room’s guardians, a pair of mutated hivemind insectoids.
  7. The Observatory: This chamber features a large telescope pointed at the night sky and a collection of celestial maps and charts. The party must solve a puzzle related to the stars and celestial bodies in order to unlock a hidden passage leading deeper into the laboratory.
    • Must solve puzzles to progress:
    • The room has one exit door with seven hatches in it. Each has something written above it:
      • The first lock says “Open” in Common.
      • The second lock says “Close” in Elvish.
      • The third lock says “Open” in Dwarvish.
      • The fourth lock says “Close” in Infernal.
      • The fifth lock says “Open” in Giant.
      • The seventh lock says “Close” in Halfling.
      • The sixth lock says “Close” in Undercommon.
    • If at some point the sequence is messed up and electrical shock comes out shocking everyone within 10feat with 2d6 Lighning damage.

Hidden Floors

  1. The Arcane Research Chamber: This room is dedicated to Vashier’s study of magical artifacts and powerful spells. The party must navigate a series of magical traps and barriers while contending with enchanted guardians protecting the chamber’s secrets.
    1. Is Protected by 2 Shadowsteel Ghouls.
    2. LOOT:
      1. Alchemical Compendium
      2. Barrier Tattoo (Uncommon)
      3. Malignant’s Might
  2. The Golem Workshop: In this room, Vashier creates powerful golems and constructs to serve her. The party must battle one or more of these creations to proceed, potentially disabling or reprogramming them to aid in their quest.
    1. Two Intact but unactive Flesh Golems are there. DC 20 Medicine or DC 18 Aracana check will tell that these golems are finished but require activation.
  3. Vashier’s Sanctum: At the heart hidden laboratory lies Vashier’s personal sanctum, where she conducts her most dangerous and forbidden experiments. The room is filled with powerful magical wards and defenses, as well as the artifact Vashier seeks to control. The party must confront Vashier here, using their wits, strength, and any knowledge they have gained throughout the dungeon to defeat her and put an end to her twisted plans.
    1. Vashier Uses Dusk Hag stats with the following minions: 1.