pf2e.fyi
From Pathfinder Society Special #3-98: Expedition Into Pallid Peril, which isn't enabled.

Faulty Tidal Controls

COMPLEX HAZARD 1
Stealth +10 (trained)
Description Sigils carved into the turquoise sphere atop the altar illuminate. Moments later, a rush of water flows into the hallway.

Disable DC 17 Nature (trained) to neutralize the tidal magic, or DC 17 Survival to predict the changing tides, or DC 20 Thievery (trained) to scratch away the sigils; two total successes are required to disable the trap.

AC 19; Fort +11, Ref +4
Hardness 7, HP 23 (BT 11)

Tidal Surge
Trigger A creature touches the altar that contains the tidal control orb

Effect The hazard rolls initiative as water rushes down the hallway. Area B4 becomes flooded with 15 feet of water.
Routine

(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a DC 17 Fortitude save as the shifting tides buffet them, dealing 1d8 bludgeoning damage.

Critical Success The creature takes no damage.

Success The creature takes half damage.

Failure The creature takes full damage and is moved 5 feet along with the water.

Critical Failure The creature takes full damage and is moved 10 feet along with the water.

Pathfinder Society Special #3-98: Expedition Into Pallid PerilOGL