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

Blood Hunger

COMPLEX HAZARD 3
Stealth +10 (trained)
Description Blood flows from the fanged skull rune as if it were an open wound.

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 Crafting (trained) to break up the pattern of the mural; three total successes are required to disable the haunt.


Hunger's Possession
Trigger A living creature bearing Hunger's Call moves within 30 feet of the exit stairs

Effect Whispering voices fill the triggering creature's mind with a compulsion for blood of the living. 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 Slowed 1.

Failure The target is Slowed 2.

Critical Failure The target loses control of their mind and on their next round must move to the nearest ally and make an unarmed bite attack. The ally is Off-Guard against this attack. The bite deals 1d4 piercing damage and a critical hit deals an additional 1 bleed damage. At the end of their turn, the target regains control of their mind.

Routine (3 actions) The bloody mosaic blasts shards of colored glass at anyone within 10 feet of the eastern wall, and they each take 1d10 slashing damage plus 1 bleed damage (DC 20 basic Reflex save; critical success negates the bleed damage).
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