Cheerful Tune
HAZARD 3 +10 (trained)
A cheerful, wordless tune fills the room, compelling everyone to get to work.
DC 20 Religion (trained) to exorcise the spirits, or DC 21 Intimidation to convince the spirits it is time to take a break; three total successes are required to disable the haunt.
Nose to the Grindstone (fear, mental, occult)
A living creature approaches within 10 feet of the smiling face in the center of the north wall
The whistling rises in volume to a painful pitch and deals 1d8+4 sonic damage. The affected creature must attempt a DC 20 Will save, and the haunt then rolls initiative.
Critical Success The target takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage and is Deafened for 1 minute.
Critical Failure The creature takes double damage, is Frightened 1, and is deafened for 2 minutes.
The ghostly workers cease their routine 2 rounds after all living creatures leave the room and reset after 6 hours.
Pathfinder Society Intro #2: United in PurposeOGL