Raging Debris Storm
COMPLEX HAZARD 3 +10 (trained)
Magical sensors detect when a creature enters the chamber.
DC 21 Diplomacy to convince the spirit to calm the winds, DC 19 Athletics to raise up a wooden bench to block the wind, or DC 19 Religion to speak an appropriate rite to calm the spirit. Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.
Appearance (auditory, emotion, fear, occult)
A creature enters the marked area of the haunt
A ghostly figure manifests and conjures forth a telekinetic storm of debris from the area and then quickly disappears. The haunt rolls initiative.
(2 actions) The haunt uses its first action to stir up a storm of debris against all creatures in the quadrant clockwise from where it last attacked. Creatures in the quadrant take 2d4+4 bludgeoning damage (DC 18 basic Reflex). For each additional action it has (at most 1 without adjustments from the scaling sidebar), the storm targets an additional quadrant, moving clockwise around the area. On the first round, it begins by attacking creatures in the northwestern quadrant.
The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.
Pathfinder Society Scenario #3-02: The East Hill HauntingOGL