Occult Weather
COMPLEX HAZARD 9 +20 (expert) or Detect Magic.
The sky suddenly darkens with storm clouds rumbling overhead, the faces of the dead forming in the clouds above as their voices wail along the high winds.
DC 28 Occultism (expert) to funnel the magic powering the weather back into itself, or DC 30 Religion (expert) to exorcise some of the trapped souls and weaken the storm; three total successes in any combination are required to disable the haunt
Thunder of Cries (auditory, sonic)
A creature enters the haunt's area
The clouds darken and thunder roars, filled with the wails and screams of those killed in these lands. The shrieks of the spirits deal 3d6+13 sonic damage to all creatures in the area (DC 28 basic Fortitude save). The haunt then rolls initiative.
Wind of Screams
The occult weather intensifies the wind blowing around the area, buffeting all creatures within a 60-foot line. Each creature in the line must attempt a DC 32 Fortitude save or be knocked Prone, taking 1d10+6 bludgeoning damage.
Ranged Lightning +21 (electricity, range increment 60 feet), Damage 2d10+11 electricity
(4 actions) The occult weather intensifies, with winds picking up speed and lightning and thunder sounding overhead. The occult weather uses 3 actions to make lightning Strikes against three random creatures, favoring orcs or anyone who attempted to Disable it within the past round, then uses Wind of Screams as its final action.
The haunt deactivates 1 minute after all creatures leave the Shadefields but resets immediately. The occult weather resets 1 day after being disabled if the ancestor storm isn't put to rest.
Pathfinder #208: Hoof, Cinder, and StormORC