The Achturardackians were pioneers of sigil based magic, and their techniques for building glyphs, sigils and seals remain the foundation of magic inscription.
The relic of an old Sorcerer, the Glyph of Tarnos Krae is a window into the past.
The PCs encounter an elaborate trap room, designed to fill with water, drowning those inside. Clever and resourceful, they disable the trap and move on.
Only later do they discover that this room is part of the elaborate cooling system that prevents beasts of elemental fire from overrunning the complex. While the fiery beasts run rampant, they begin setting fires, which causes the complex to become increasingly hot and smoke-filled. Additionally, the PCs now have to fight their way out past aggressive fire creatures...