Haphazard Wood Pile
HAZARD 1 +7 (trained) to notice how the pile might fall on a person disabling it; DC 0 to see the pile.
Beams of heavy and sharp wood rest against one another to form a precariously balanced cage tied to several trip lines and tension-bearing dowels.
DC 17 Thievery (trained), DC 17 Crafting (trained), or DC 17 Engineering Lore (trained) to figure out how to safely dismantle the pile without it collapsing on anyone.
Collapse Inward
Any of the four revelers within the hazard perform any action with the Move trait
The pile collapses onto the four revelers, dealing 1d6+5 bludgeoning damage (DC 17 basic Reflex save) to each of them. All four also take 1d6 persistent bludgeoning damage until they're pulled from the rubble with a DC 17 Athletics check or can Escape.
Collapse Outward
An attempt to disable the hazard from outside critically fails, or someone attempts to clamber into the pile of lumber
The pile collapses outward, inflicting 1d6+5 bludgeoning damage to the four revelers (DC 15 basic Reflex save), and 2d6+5 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot area surrounding the central 10-foot-square where the revelers were trapped.
Pathfinder Season of Ghosts Hardcover CompilationORC