Spicebomb
HAZARD 0 +8
Several spice bombs disguised as rocks litter the ground.
DC 12 Thievery to remove the bombs without activating them or DC 13 Survival (trained) to render them inert.
AC 14; Fort +10, Ref +3
HP 15 (BT 7); Immunities critical hits, precision
Peppery Explosion (inhaled)
A creature steps on a spice bomb
The spice bombs explode into clouds of spicy, choking gas that envelops the area. All creatures within 30 feet must succeed a DC 14 Fortitude save or take 2d6 poison damage. On a critical failure, the creature takes full damage and is Sickened 1.
Pathfinder Society Scenario #5-04: Necessary IntroductionsOGL