pf2e.fyi
From Pathfinder Society Scenario #5-20: The Rakshasa's Court, which isn't enabled.

Blowing Off Steam

COMPLEX HAZARD 8
Stealth +18 (trained); DC 28 Perception (expert) to find the precise location of the steam vents
Description Hidden vents emit scalding hot steam made from a particularly acrid solution, irritating the eyes and throat of anyone who inhales it.

Disable DC 29 Thievery (trained) to block a vent, or DC 27 Crafting (trained) to disable the heating element within the vent that turns the liquid into steam

AC 25; Fort +17, Ref +15
Hardness 16, HP 64 (BT 32)

Venting Steam
Trigger A creature enters the area of the trap

Effect All four vents rapidly heat and let out steam for 5 seconds, filling room with a painfully acrid smell. Each creature in the room must attempt a DC 26 Fortitude save, and the trap then rolls initiative.

Critical Success The creature is unaffected.

Success The creature is Sickened 1.

Failure The creature is Sickened 2 and Blinded.

Critical Failure The creature is Sickened 3, and, struck by a coughing fit, falls Prone.

Routine (4 actions) Each of the four steam vents uses a single action each to emit superheated steam, which spreads for 60 feet along the wall from its location and extends out from the wall by 30 feet, dealing 2d10+11 damage to each creature in their range (DC 26 Fortitude save). For each disabled vent, the trap loses 1 action each turn.
Reset The steam vents cease to operate 1 minute after all creatures have left the area and go into a maintenance cycle for 1 hour. After this time, they can be triggered again.
Pathfinder Society Scenario #5-20: The Rakshasa's CourtOGL