
Mara Thorngage |

Mara nods in thanks and resolves out loud "Alright! Overland it is. Let's keep walking. I don't suppose you can summon mounts for us, Zen'Zot?" She had heard of a Mount spell that would be very useful right now.

DM Stylz |

The lizardfolk you rescued thank you and depart to head their own ways. They tell you safe travels and good weather along your journey.
The group travels, regardless of the mode of transportation. The first day is sunny, slightly overcast in clouds. The second day is a mix of sun and rain. Sometimes at the same time. The cool coastal air greets your face as it’s nice compared to the tile you spent on the stuffy tower. You reach a pair of structures as night falls on the second day of travel. There are no light on in either cabin, and there are no other creatures or people present other than yourselves and the occasional small woodland creature like a squirrel or cricket.

Mara Thorngage |

Mara wonders if the cabin is really empty. She summons an invisible aether elemental and orders it to go see if it can get inside without opening any windows or doors. If it can't, it should telekinetically open the front door and slip inside then return and report.

DM Stylz |

The elemental is able to squeeze inside as a window pane is broken out of the window. Inside the elemental is able to see a bed which is slight tattered and weathered. A bearskin rug, that is faded from the natural elements it’s exposed to. A desk in middle of the room, which has a leg partially chewed on. It appears as if too much pressure is applied, the leg would give and the table would break. There is a simple tub to clean oneself and a locked metal area that heads somewhere, but there is no easy way for the elemental to explore that area.
A small wooden fireplace sits on the far wall…at it appears it hasn’t been used in a while as ashes and cobwebs adorn the mantle and floor.

Zen'Zot Oremite |

Zen thanks the lizardfolk and then tells them that there are rivers not to far to the east and the west but perhaps the best river is even further to the east as it is bigger. However the river least affected by humans would be the one closer to the east but then they might be contending with undead depending on where they choose to settle. The one to the west is similar to the one furthest to the east but it is a somewhat smaller river. He is not certain if their are any lakes along any of those rivers but their might be. Which is part of the reason he recommends the on furthest to the east as it is more likely to have more potential for such a condition. He mentions he would like to visit them sometime once they get settled but has no idea how he would find them and such wishes them the best and looks forward to meeting them again sometime.
To Mara's question he shakes his head no saying, "Sorry, dunna know such a spell."
Zen stands by attentively watching their surroundings as Mara scouts out the building.

Mara Thorngage |

Mara nods and shrugs. "Maybe we'll prepare it next time we go out."
When the elemental gets back and reports in Auran, Mara translates into common for her comrades. Then she comments "It sounds like it's been empty a while. Should we check it for anything useful or just leave it alone?"

Zen'Zot Oremite |

Zen'Zot thinks for a bit and then says "I think that strange locked metal door seems at least worth looking at. One would not expect to find such a thing, in such an innocous and abandoned building. Surely it has some significance, the question is it good or bad or horrible significance."

Uwe von Roth |

"This place looks abandoned, but that does not mean it doesn't have guardians. We should beware." Uwe says as he moves to search around the window for any traps.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Mara Thorngage |

Mara asks the elemental to stop flying, open the door, and walk in. If everything proceeds safely, she follows it to get a better look at this door.

Uwe von Roth |

Uwe will go examine the metal door as well for traps.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Mara Thorngage |

Hmm strange! Let's go to the SW hut first and check out it's metal door, just as an arbitrary decision.

Uwe von Roth |

That works for me.

DM Stylz |

The door is unlocked, and there is no light inside the simple shack. You see a lantern with a small amount of oil left in the base. There’s not enough to last all night, but should be enough for about an hour of continual light.
The bearskin rug makes a roar as someone steps on it. The roar isn’t super loud, but it’s loud enough startle you. It appears there’s been a practical joker whom stayed here at one point. The metal door is slightly damaged as weather has taken its toll.
To pry it open, please place your token and make a disable device or pure strength check

Mara Thorngage |

Severa and her aether elemental follow along inside to watch the developments but she leaves the door to Uwe.

Uwe von Roth |

I think I am next to the metal door, but it kind of looks like walls are around it so maybe I am not? I believe Zen was going to Guidance me every time I played with something dangerous so I added a +1 for that.
Uwe tries to undo the lock.
Disable Device+Guidance: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Well, that could have gone a bit better.

DM Stylz |

I’ll say you can reach it through the actual door right next to you. Premade maps can only get me so far lol
Uwe, you try to pry the metal door open. It takes you some work as you fumble a couple times. You think you might have jammed it permanently…but luckily you manage to not. After 10 minutes you manage to pry the door open and see down. You see a rickety ladder leading down into a small storage area.

Mara Thorngage |

Mara looks suspiciously at the rickety ladder down into a nasty dark area. She whispers to the elemental to sneakily fly down. Invisibly, it descends while scanning for danger with its powerful vision.
Invisible aether elemental stealth: 1d20 + 20 + 11 ⇒ (16) + 20 + 11 = 47
Darkvision 60 ft and blindsense 60 ft perception: 1d20 + 5 ⇒ (13) + 5 = 18

DM Stylz |

The invisible elemental easily floats into the cellar. There it can tell there are 2 motionless skeletal creatures down below. The crates below are bowed from the weather and the stench of rotten and spoiled food wares assaults your senses as the smell wafts topside. A cold breese rushes upwards fills a five foot area around Uwe.
The skeletal creatures remain motionless as the elemental scans the room.
Uwe, can see food start to appear in the room and on the table nearby the skeletons.

Mara Thorngage |

Mara has the elemental report when it returns. She whispers the information to the others. "What do you see Uwe?"

Uwe von Roth |

"Food seems to be appearing." Uwe says and then starts climbing down.

Zen'Zot Oremite |

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3 ...and an even bigger Wah wah waaaaah
OCC: Although, I will note that Zen'Zot is currently guarding the door that they entered the building through so as to allow the others not to be concerned about something sneaking up from behind. Thus allowing them the ability to better focus on their search of the place.

Uwe von Roth |

Init: 1d20 + 4 ⇒ (14) + 4 = 18
Is there any roll to realize what's happening. Religion or Arcane? Maybe even Planes?

DM Stylz |

Id allow a K-Religion
Haunts can be hurt with positive energy (cure spell or similar positive energy area of effect). Haunts manifest on init count 10, which is when any/all saves for affects are made. If enough damage is dealt the haunt is suppressed for ‘X’ time unless certain conditions are met to fulfill the haunts desires. In this case more than likely fresh food since it’s based off hunger

Mara Thorngage |

K rel: 1d20 + 2 ⇒ (11) + 2 = 13 Hooray bardic knowledge from VMC bard!
Severa pauses in concern and whispers "This is a haunt! It has relentless hunger! It either needs to be suppressed with positive energy or resolved, maybe through something with fresh food?"

Uwe von Roth |

Religion: 1d20 + 10 ⇒ (17) + 10 = 27
Uwe also realizes what is happening and gets out off the room. "I do not have whatever we need!" He says as he ducks out of the doorway.
I am not sure if it takes my whole turn to get up, if I can close the door after I get out I will. Do we know how quickly Haunts can occur?

DM Stylz |

Haunts occur “X” day/week/whatever the reset is. They activate once within that time frame. Hope that make sense.
Uwe climbs the ladder and s~%~s the door. Even despite this effort to remove himself from danger the haunt still affects him. He feels the sudden urge of hunger overcome him and wreck his intestines and stomach.
(Fort save Uwe and Uwe only)

Uwe von Roth |

Uwe clutches his stomach and tries to resist!
Fort: 1d20 + 7 ⇒ (9) + 7 = 16

Uwe von Roth |

Uwe leans over clutching his stomach for a moment longer as his breathing slows. He then stands up and says, "I think I managed to stave off whatever the Haunt was trying to do. I have no idea how long it will take for the dark energies to rebuild. We might be safe to go and check the area, or it might be prudent to avoid going down again."

Mara Thorngage |

Mara nods "Alright. Maybe we do head back down there. In the meantime, keep your eyes open for fresh food. That might do the trick of suppressing or ending that hungry haunt."

Zen'Zot Oremite |

Hearing the non-whispered conversation Zen'Zot glances over to Uwe and Mara catching Mara's words, "Aight be keeppen me eye open fer sum game." As such Zen'Zot then goes from just watching for trouble to watching for trouble and potential food sources (aka small or smaller animals).

DM Stylz |

Zen’Zot can see a pair of coyotes wandering around looking for an easy meal. They appear to be 100 feet or so off in the distance.
Uwe and Mara head down back into the cellar. He can see that the once glorious food as now all become spoiled and rotten as it was just an illusion. The skeletons remain motionless as you poke around the cellar.
perception check for those in the cellar

Zen'Zot Oremite |

OCC: I am not sure and I could not find a reference to this but does PF1e give an bonus if you take time (1 rnd) to aim? I know in some systems it does but not sure about PF1e. If it does and it matters please increase my To Hit and/or Damage results accordingly.
Spying the coyotes (aka small dogs) Zen'Zot will take careful aim at one of them and fire. Then he will immediately run forward while reloading the crossbow (Free Action). In preparation to taking another shot just in case.
To Hit: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 ⇒ 5
Crit Dmg: 1d10 ⇒ 9
Woo Hoo finally the dice come through for me in a non-life threatening situation. I guess when the adrenaline is flowing he is just as good a shot. :-) Hey haunty spirit looks like its coyote for dinner.
Comical Interlude: Just as Zen'Zot is starting to celebrate his minor victory, the coyote he hit and knocked over, stands up pulling the bolt from its body as it transforms into a 7ft+ tall extremely muscular humanoid coyote with very long razor sharp claws and wickedly long teeth. This scene causes Zen to completely freeze in horror for a moment or two, before fleeing back to the house as quickly as his stubbly little legs can carrying him and screaming like a little girl the whole way.

Mara Thorngage |

@Zen'zot's interlude: LOL!
Mara looks around in the cellar and detects for magic while she pokes around for anything important, informative, or valuable.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

DM Stylz |

I mean…the though had crossed my mind lol
Mara looks over the spoiled goods, but sees nothing of immediate value. As she inspects one of the skeletons she notices that one of them is wearing a silver banded ring. It appears to be a wedding ring. This leads her to believe that either bandits haven’t pillaged the bleak coffers or a random thief must’ve actually had a decent thought for once.
Along with the simple silver band, she notices a withered leather strap protruding from pile of rotten food in the corner.

Uwe von Roth |

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Uwe also looks around for signs of what happened.

DM Stylz |

Uwe can tell that the poor souls starved to death. Whether the haunt caused their deaths, or was created out of the spite of the deceased it’s a mystery.
Zen’Zot is able to kill a coyote will a perfectly placed bolt through the heart, from 100 feet away. He giddily retrieves his kill as the other coyote runs off into the grassland night not wanting to be skewered as well.

Mara Thorngage |

Mara points out the ring. "I suppose it's up to us whether we rob corpses or not. I'm in favor, personally. They don't need it anymore and we could give them a proper burial in exchange."
She also spots the leather strap and asks the aether elemental to telekinetically pull it up out of the pile as she casts detect magic.