Ancient Summoning Rune
Level 1Hazard (Complex)HazardUncommonMediumLegacy
AC
16
HP
24
Speed
0 ft.
Perception
+0
Fort
+10
Ref
+2
Will
+0
Stealth
+7
Recall Knowledge DC 17 (arcana)
Disable DC 15 acrobatics to approach without triggering the trap followed by DC 17 thievery (trained) to erase the rune, or DC 19 athletics to remove enough stones from the pillar to disrupt the magic, or Dispel Magic (1st rank; counteract DC 15) to counteract the rune.
A cloud of invisible magical sensors in a 10-foot radius surrounds the central column of the room.