T9.2

The tunnel is darker seeming than previous ones.

Searching the Walls
Perception DC 18 The walls along here have scorch marks on them

DC 23 and there are notched holes every few feet.

Searching the Floor
Perception DC 26 There are hidden panels carved into the stone floor, they are cut to blend into the terrain and are varied shapes and sizes.

Disable Device DC 26 You are able to jam alarm spell that triggers the trap

If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.

Special A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

Triggered
Suddenly, flames shoot out from the walls

Reflex DC 15 for half, 5d4 fire damage

From R9
''The smell from the previous room recedes as you walk along this fairly straight tunnel. The heat in the air also seems to subdue.''

From R17
As you walk along this fairly straight tunnel, the air becomes warmer and carries a putrid smell on it.