Cheerful Tune
Level 3HazardHazardMediumLegacy
AC
0
HP
0
Speed
0 ft.
Perception
+0
Fort
+0
Ref
+0
Will
+0
Stealth DC
10
Recall Knowledge DC 18 (occultism)
Abilities
Nose to the Grindstone↺
Trigger A living creature approaches within 10 feet of the smiling face in the center of the north wall
Effect 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
Disable 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.
A cheerful, wordless tune fills the room, compelling everyone to get to work.