Thorns of the Rose Pit
HAZARD 3 +13 (or 0 if the trap door is disabled or broken) or Detect Magic
Decorated smooth-hewn flagstone flooring gives way along hidden seams to a 20-foot square, 25-foot-deep pit festooned with spikes and blades of petrified wood in the darkness below.
DC 20 Thievery (trained) to disable the trap door mechanism
AC 19; Fort +8, Ref +5
Hardness 12, HP 46 (BT 23); Immunities critical hits, precision
Pitfall
A creature walks onto the trap door
The triggering creature falls in and takes falling damage (typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.
When creatures fall into the pit, the petrified wood spikes along the floor grow to attempt to plunge into the triggering creature.
Melee Petrified Wood Spikes +12, Damage 2d10+13 piercing
Creatures can still fall into the trap, but the trap door must be reset manually for the trap to become hidden again.
Pathfinder Society Scenario #6-12: The Burning of GreensteeplesORC