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

Full Head of Steam

COMPLEX HAZARD 10
Stealth +22 (trained); DC 32 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 33 Thievery (expert) to block a vent, or DC 31 Crafting (expert) to disable the heating element within the vent that turns the liquid into steam

AC 28; Fort +20, Ref +18
Hardness 18, HP 72 (BT 36)

Billowing 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 29 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 2d12+13 damage to each creature in their range (DC 29 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