Tuesday, September 5, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 9, Room 5

 This Gallery has four major exists, two on the right and two on the left.  Taking the first on the left takes the party down a slightly down-sloping hall.

Room 5

This long hallway has many magical sigils that glow every 10 feet on the ceiling.  Stepping into the light of a sigil has a random effect.

The following effects occur unless the character makes a save vs. Spells.  Roll a 1d20 for the effects of each sigil. There are 10 total sigils.

  1. The character is granted the power to cast a spell of their choice once.
  2. The character is granted a +2 bonus to all saving throws for 1 hour.
  3. The character is healed of all damage.
  4. The character is surrounded by a protective aura that grants them resistance to all damage for 1 minute.
  5. The character is cursed with a -2 penalty to all attack rolls for 1 hour.
  6. The character is blinded for 1d4 rounds.
  7. The character is deafened for 1d4 rounds.
  8. The character is paralyzed for 1d4 rounds.
  9. The character is poisoned for 1d4 hours.
  10. The character's non-magical equipment is destroyed.
  11. The character is trapped in a magical force field for 1d4 hours.
  12. The character is attacked by a swarm of insects.
  13. The character is attacked by a pack (1d4+1) of wolves.
  14. The character is attacked by a group (1d6+1) of goblins.
  15. The character is attacked by a troll.
  16. The character is attacked by a dragon (this is actually an illusion, a second save vs. Spell to disbelieve).
  17. The character is granted a limited wish.
  18. The character is granted the power to fly for 1 hour.
  19. The character is granted the power to understand all languages for 1 hour.
  20. The character is granted the power to see in the dark for 1 hour.

A successful save means nothing happens, positive or negative. 

This hall ends in a large double door.

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