Eternal Hall (1-2)
HAZARD 1 +10 (trained)
Time distorts along this hallway, making the air feel like sludge.
DC 17 Thievery (trained) to disrupt the temporal distortions, or Dispel Magic (1st rank; counteract DC 16) to disperse the temporal energy
Time Press (occult)
A creature enters the hall
Time weighs upon the creature, dealing 2d6+5 bludgeoning damage (DC 17 basic Fortitude save). On a critical failure, the creature is Slowed 1 for 1 round.
Pathfinder Society Special #3-99: Fate in the FutureOGL