pf2e.fyi
From Pathfinder Society Scenario #2-19: Enter the Pallid Peak, which isn't enabled.

Relive the Rending (3-4)

COMPLEX HAZARD 4
Stealth +12 (expert)
Description The room shakes violently, as it did during the Rending, and the spirits of dozens of dwarves make a mad dash for safety, their terror palpable.

Disable DC 18 Diplomacy, DC 18 Intimidation, or DC 18 Religion to calm the panicked spirits, or DC 20 Athletics to wrestle them into a semblance of order. Two successful checks are required to deactivate the haunt, and each attempt requires two actions.


Eruption (emotion, fear, mental)
Trigger A living creature approaches within 10 feet of the lava

Effect The room rumbles and a blast of heat hits each creature in the area, followed by a surge of fear. The creatures must attempt a DC 21 Will save, and the haunt rolls initiative.

Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is frightened 2 and is Fleeing for 1 round.

Routine

(1 action) Phantom dwarves trample toward the exit, dealing 2d8+5 bludgeoning damage to each living creature in the area (DC 23 basic Reflex save). On a critical failure, a creature is also knocked Prone.

A creature that attempts to Stand after being inside the haunt's area must succeed at a DC 11 flat check check or else get knocked back down by the trampling spirits.

Reset Unless deactivated, the haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter. If deactivated, the haunt resets after 24 hours.
Pathfinder Society Scenario #2-19: Enter the Pallid PeakOGL