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From Pathfinder Society Scenario #2-06: The Crashing Wave, which isn't enabled.

Bloody Vortex (5-6)

COMPLEX HAZARD 3
Stealth +0
Description A bloody vortex violently draining into a crack of raw elemental energy, fueled by the curse of a sea devil oracle.

Disable Slay Silaqui, or DC 20 Thievery (trained) to pry the gem out of Silaqui followed by disrupting the gem's power by either breaking it (AC 18, Hardness 10, HP 45, BT 23) or using Dispel Magic (2nd rank; counteract DC 19)

AC 18
Hardness 10, HP 45 (BT 22)

Invoke Curse
Trigger Silaqui rolls initiative

Effect The ritual vortex begins to draw in nearby creatures. The trap rolls initiative.
Consuming Maelstrom (divine, electricity)

A creature that is pulled into the center square of the vortex (or that chooses to enter it) must attempt a DC 20 Reflex save.


Critical Success The creature is ejected safely to a square of their choice within 10 feet of the vortex.

Success The creature is ejected safely to a square adjacent to the vortex.

Failure The creature takes 1d10+6 electricity damage and is moved upward 40 feet.

Critical Failure As failure. Additionally, the creature is exposed the raw nature of the sea devil's frenzy and is Confused for 1 round (DC 20 Will negates). This is a mental effect.

Routine

All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a DC 17 Fortitude save or an DC 17 Athletics check to Swim with a DC of 17, with the following results.


Success The creature is not moved.

Failure The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.

Critical Failure As failure, except the creature is moved 20 feet closer to the center of the vortex.

Pathfinder Society Scenario #2-06: The Crashing WaveOGL