Empowered Blood (3-4)
HAZARD 1 +2 (untrained)
Glowing red Daemonic runes blaze when blood falls on them.
DC 20 Thievery (untrained) to scratch out enough runes to disrupt the magic or Dispel Magic (1st rank; counteract DC 15) to counteract the runes
Siphon Blood
A creature is reduced to 0 HP in the magic circle
Sezruth (the aghash div in area C) gains 1 Blood Point.
The hazard resets at the beginning of each round until it is disabled.
Pathfinder Society Scenario #2-21: In Pursuit of WaterOGL