Features of the Area
Illumination: Dimly lit.
Statue: The statue of an angel fills its square and provides cover. It's the source of the glyph trap.
Glyph of Ioun Level 7 Warder
Trap XP 300
Waves of psychic energy emanate from the statue of an angel.
Trap: The angelic statue with its eye of Ioun knows who belongs in this area and who does not.
Perception
⚅ DC 24: The character notices the glyph. Additional Skill: Arcana
⚅ DC 24: The party gets a +2 bonus to Thievery checks to disable the glyph.
Trigger
When a creature other than Arat Karavakos or an eater of knowledge enters a square adjacent to the statue, the glyph activates.
Attack
Immediate Reaction Close burst 1
Targets: Creatures in burst
Attack: +10 vs. Reflex
Hit: 2d6 + 2 psychic damage, and the target is dazed (save ends).
effect: The burst becomes an aura around the statue. A creature that enters or starts its turn in the aura is subject to the attack. The size of the aura increases by 1 square each round (to a close burst 2 on the second round, a close burst 3 on the third round, and so on).
Countermeasures
⚅ An adjacent character can disable the glyph and turn off the aura with a DC 28 Thievery check.
Curtains: The two curtains dividing the northwest room from the two adjacent rooms are magical barriers. By speaking a magical command word, Arat Karavakos can pass through a curtain without using an action, and either appear on the other side as if he had moved normally or teleport to either side of the other curtain. Any other creature or character finds the curtains difficult to move aside. It requires a minor action to push the curtain aside, but as the character moves through the curtain makes a grab attack: +10 vs. Reflex. If it hits, the character is immobilized in the square on the far side of the curtain until escaping with a DC 20 Athletics or Acrobatics check.
Both curtains depict a grassy field beneath a starry sky, with a full moon shining bright and red at the horizon.
Dome of Stars: Four thick pillars in the southwest room support a shallow dome about 10 feet off the ground, still 10 feet beneath the room's high ceiling. The dome looks like the starry night sky, with points of bright light gleaming in its dark stone surface. A circle of softly glowing runes is inscribed into the ground beneath the dome. In Draconic, they read, "The key of knowledge shines beneath a ring of holy stars." (The stars in the dome do not form a ring.)
A creature standing in the circle of runes has resist 5 necrotic and resist 5 radiant while it remains in the circle.
Furniture: The table in the southeast room is bare, but the desk in the northwest room is piled with books and scrolls-all of them completely blank. The cabinet is locked (DC 24 Thievery check to open), and contains four shelves full of dusty, blank tomes.
Storage: The northeast room is a storage area loaded with crates and barrels. They contain salted meat, stale beer, dried fruits, hard bread, and a few bolts of cloth.
Treasure: The chest in the northwest room is locked (DC 26 Thievery check to open). It holds an ivory statuette of an angel (similar to the statue in the front room, worth 250 gp), a silver necklace that once belonged to Vyrellis (also worth 250 gp), four cut pieces of jade worth 100 gp each, and 800 gp.
Arat Karavakos carries two additional treasures: his +2 staff of storms and the adamantine key of knowledge, one of the three keys that opens the Sanctuary of Light. Show the players the portion of the illustration on page 32 of Adventure Book One that shows the adamantine key. The words on the key say (in Draconic), "First in hardness, not in place." See page 13 in Adventure Book One for more about opening the Sanctuary of Light.