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