Unwelcoming Facade
HAZARD 10DC 32 Occultism or DC 32 Religion to exorcise the haunt, DC 35 Society to approach the manor in a proper way that defers to its occupant's symbolic standing in the community; displaying an official pass that legally grants permission to enter the building reduces both of these DCs by 5 (provided the PCs approach the front door and not from another direction).
DC 27 Occultism DC 27 Religion DC 30 Society
Critical Success The creature is unaffected and is temporarily immune to Horrifying Vision for 24 hours. In addition to this temporary immunity, the creature can attempt a DC 23 Occultism or DC 23 Religion check as a free action to notice that despite there being only one face in the facade, several spiritual echoes seem to infuse the building. On a critical success, the creature realizes that only the most powerful force infusing the manor is evil and that the other elements are non-hostile spirits who are overwhelmed and trapped by that singular force.
Success The creature experiences a brief vision of the manor's facade twisting into an immense, horrific face and becomes Frightened 1. The creature can attempt the same DC 33 Occultism or DC 33 Religion check as above, but the DC increases to 33.
Failure As failure, but the creature becomes Frightened 2 and is Fleeing for as long as it remains frightened. The creature can attempt the Occultism or Religion check to Recall Knowledge normally (DC 33).
Critical Failure As failure, but the creature can't reduce its frightened condition below 1 for 1 minute. In addition, the overwhelming fear causes the creature to become Stupefied 1; this condition persists until it's cured magically or the hazard is disabled.