Crushing Crowd (3-4)
COMPLEX HAZARD 4 +11
The crowd rushes forward, risking a stampede as everyone tries to fnd a safe exit.
DC 18 Diplomacy to calm the crowd, or DC 21 Intimidation or DC 21 Society to control the crowd's behavior
AC 18; Fort +8, Ref +14
HP 45 (BT 22)
Crush
Lady Embersplitter announces that the victim has died
The crowd begins moving around the bailey and deals 4d6 bludgeoning damage in a 10-foot emanation (DC 21 basic Reflex save), and then rolls initiative.
(1 action) On its initiative, the crowd moves 5 feet toward the exit in area A1, then crushes any creature in a 10-foot emanation, dealing 4d6 bludgeoning damage. All targets must attempt a DC 21 basic Reflex save.
Failure The target takes full damage and becomes Prone.
Critical Failure The target takes double damage, becomes prone, and is Clumsy 1 for 1 round.
Pathfinder Society Scenario #6-01: Intro to the Year of Immortal InfluenceORC