Nighttime Conflagration
COMPLEX HAZARD 11 +23 (trained) (decreases by 2 each round the hazard is active) to smell the smoke and hear the crackling flames
DC 27 Athletics to beat out the flames, DC 27 Crafting to rig up a firefighting device, or DC 27 Nature to cut off avenues of the fire's spread. On a success, one square of the fire is extinguished (two squares on a critical success). Dousing a square in water, such as with create water, automatically extinguishes that square. When all squares are extinguished, the hazard ends.
Growing Blaze
The arsonists set the fire
The hay around the initial flames catches, setting two 5-foot squares in the affected room on fire. The hazard rolls initiative.
(1+ actions) Each square of flames spreads to an adjacent square, taking one action per square. Creatures adjacent to the fire take 3d6 fire damage each round from the heat (DC 30 basic Fortitude save); a creature who fails their save is Sickened 1 by the smoke (Sickened 2 on a critical failure). If there are more than 10 active squares of flames, creatures adjacent to the fire instead take 6d6 fire damage each round (DC 30 basic Fortitude save), and a creature who fails their save is sickened 2 (Sickened 3 on a critical failure). A creature standing in the flames takes 12d6 fire damage each round (DC 30 basic Reflex save); a creature who fails their save also takes 4d6 persistent fire damage.
Pathfinder #209: Destroyer's DoomORC