Trial by Flame Trap
HAZARD 5 +16 (trained)
Nozzles connected to reservoirs of alchemist's fire are hidden just under the packed dirt of the floor, ready to spew burning jets when deployed.
DC 23 Thievery (trained) to disable the nozzles or DC 26 Arcana (expert) or DC 26 Occultism (expert) to disable the nearby magical sensor
Burning Jets
An operator at the maze console in area A13 pulls the associated lever
Three hidden nozzles rise from the ground, and each makes a flame jet Strike against a creature in the area marked on the map. A creature can be hit more than once if there are fewer than three targets. On a critical hit, the target takes 1d10 persistent fire damage.
Melee Flame Jet +17 (alchemical, fire), Damage 3d8+10 fire
No multiple attack penalty
The trap resets when an operator at the maze console in area A13 pulls the associated lever. The trap can be reset only once per minute.
Pathfinder Adventures: Troubles in GrayceORC