Eternal Hall (5-6)
HAZARD 5 +16 (expert)
Time distorts along this hallway, making the air feel like sludge.
DC 23 Thievery (trained) to disrupt the temporal distortions, or Dispel Magic (3rd rank; counteract DC 21) to disperse the temporal energy
Time Press (occult)
A creature enters the hall
Time weighs upon the creature, dealing 4d8+14 bludgeoning damage (DC 22 basic Fortitude save). On a critical failure, the creature is Slowed 1 for 3 rounds.
Pathfinder Society Special #3-99: Fate in the FutureOGL