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From Pathfinder Society Intro #2: United in Purpose, which isn't enabled.

Befuddled Thoughts

COMPLEX HAZARD 3
Stealth +10 (trained)
Description The fanged skull rune begins speaking in sweet, honeyed tones about eternal life.

Disable DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or DC 21 Occultism (trained) to sever the connection between Hunger's Call and the temple, or DC 21 Athletics to crack the wall in several places; three total successes are required to disable the haunt.


Hunger's Possession (mental, occult)
Trigger A living creature bearing Hunger's Call moves within 30 feet of the exit stairs

Effect The creature's mind becomes hazy and foggy as an unseen voice says to drop the relic and walk away. The creature must attempt a DC 20 Will save, and the haunt then rolls initiative.

Critical Success The target is unaffected.

Success The target is Dazzled for 1 round.

Failure The target is dazzled for 1 minute.

Critical Failure The target loses control of their mind and on their next round must set Hunger's Call on the floor and move their speed in a direction away from the relic; this causes the relic to teleport itself back to area D1. If they have any actions remaining, the target loses those actions. At the end of their turn, the target regains control of their mind.

Routine (3 actions) A pulsing red ball of energy flies from the wall and explodes in negative energy in the room. Anyone in the room takes 1d10+4 void damage (DC 20 basic Reflex save).
Reset The mosaic ceases its routine 2 rounds after all living creatures are out of sight of the stairs. After 6 hours the haunt is ready to trigger again.
Pathfinder Society Intro #2: United in PurposeOGL