Trial by Ice Trap
HAZARD 5 +16 (trained)
A hidden vent in the ceiling is attached to a reservoir of freezing alchemical reagents that can create a bone-chilling cloud.
DC 23 Thievery (trained) to jam the vent closed or DC 26 Arcana (expert) or DC 26 Occultism (expert) to disable the nearby magical sensor
Frozen Mist (alchemical, cold)
An operator at the maze console in area A13 pulls the associated lever
A vent opens in the ceiling, issuing forth a cloud of frigid fog that quickly fills the area marked on the map. Each creature in the area takes 6d8 cold damage (DC 26 basic Fortitude save). Creatures that fail the save also take 1d8 persistent cold damage (2d8 persistent cold damage on a critical failure). The area remains cold for the next minute, dealing 2d6 cold damage (DC 22 basic Fortitude save) to any creature who ends their turn in the area.
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