Poisoned Dart Trap (3-4)
HAZARD 3 +10 (trained)
Magical motion sensors detect when a creature enters the chamber.
DC 23 Thievery (trained) to disable the pressure plate
AC 19; Fort +12, Ref +6
Hardness 10, HP 44 (BT 22); Immunities critical hits, precision
Dart Volley (attack)
A creature steps on the pressure plate
A poisoned dart shoots at the triggering creature.
Graveroot (poison)
DC 19 Fortitude
4 rounds
1d10 poison damage (1 round)
1d12 poison damage and Stupefied 1 (1 round)
2d6 poison damage and Stupefied 2 (1 round)
Melee Dart +16, Damage 1d4+3 piercing plus Graveroot
The trap resets after 2 rounds. After 5 total attacks, it runs out of poisoned darts.
Pathfinder Society Special #3-99: Fate in the FutureOGL