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From Pathfinder Society Scenario #7-04: Sulfuric Negotiations, which isn't enabled.

Violent Crowd

COMPLEX HAZARD 6
Stealth +12 (trained) Characters automatically detect this hazard when they open the door to the Grand Hall.
Description Concerned citizens shout slogans about the dangers of dealing with Cheliax and throw bricks at Chelaxian sympathizers.

Disable Succeed at two of the following checks in any combination: DC 25 Athletics (trained) to confiscate dangerous debris, DC 25 Diplomacy (trained) to calm the crowd, DC 23 Intimidation (untrained) to scare the crowd away, DC 28 Will (trained) to maintain a brave and confident demeanor; an effect such as Calm that can target an area counts as one automatic success.

AC 24; Fort +17, Ref +17
HP 56 (BT 28)

There They Are!
Trigger A creature opens the door to the Grand Hall

Effect The unruly crowd rolls Initiative.
Catchy Slogan (auditory, emotion, linguistic)

All the hazards in a 30-foot emanation gain a +1 status bonus to attack rolls and damage rolls for 1 round.

Effect: Catchy Slogan

Shake Confidence (auditory, emotion)

The unruly crowd targets a creature within 30 feet The creature must attempt a DC 25 Will save


Critical Success The creature is unaffected and immune to Shake Confidence for 24 hours

Success The creature becomes Frightened 1

Failure The creature becomes Frightened 2

Critical Failure The creature becomes frightened 2 and Stupefied 1.

Ranged Cobblestone +17 (range increment 30 feet), Damage 2d8+9 bludgeoning
Routine (three actions) The unruly crowd uses an action to chant a Catchy Slogan if it is not already benefiting from the effect It uses Shake Confidence once per turn and uses its remaining actions for cobblestone Strikes.
Pathfinder Society Scenario #7-04: Sulfuric NegotiationsORC