
GM Doom 'n Gloom |

Please dot in and delete your post.

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As a beam of light pierces the darkness through a dirty pane of glass, Serres croaks out a curse through dry lips, "Damn that light! Can't a weary cutter rest his mincers in peace for a speck!?!"
Rubbing sleep encrusted eyes with the backs of his hands, the half elf rolls over and promptly feels the familiar press of cool, hard glass on his cheek. "Well hello there you..." he says as a happy memory dares flutter to life.
At that thought, he opens his bleary eyes, even if just to squint, looking for the nearby friendly wine bottle from the night before... and as he does, his face slowly darkens, much like a storm cloud. "Empty... 'course she is. Terrible way to start a morning..."
Meanwhile, across the realms, other Pathfinders each rise to face their own day...

GM Doom 'n Gloom |

Venture-Captain Bjersig Torrsen leans over a large desk and studies several aged pages, and the dog Mahki eagerly weaves among the visitors to give each a sniff. “I trust your travels were pleasant,” begins Bjersig as he looks up to weigh the new faces, punctuating certain words or phrases with hand signs. “I am Bjersig Torrsen, head of this lodge. You know Lirall, and Mahki is already introducing himself.”
He moves a parchment toward the front of his desk. “An early Pathfinder agent named Eylysia chronicled an unnamed colleague’s investigation of a feud between two families. Centuries ago, it began with accusations of witchcraft and a gruesome execution, and the two have clashed ever since. However, the families chased off Eylysia’s colleague, and it appears someone hid these records so that a later generation might investigate the incident when the wounds were less fresh. Other agents discovered the records recently and sent them to me, and I have cross-referenced them with local histories here at the lodge. I believe I have a lead.”
With that, he strides over to a large map hanging on the wall, points to a pin stuck into a settlement labeled “Frostbreach,” and continues. “Eylysia’s friend was investigating legends of Kolvi: the so-called Jarlsblood Witch, a warrior executed for using ice magic to kill a king. Legends say she was untouched by winter and was ferociously strong, so she set out to slay a linnorm and become a linnorm king. The reigning linnorm king followed her with his boon companions, and a terrible blizzard struck. Days later, Kolvi returned with the king’s frozen head. The town branded her a traitor, a witch, and an Irriseni sympathizer, sentencing her to death and using her maimed corpse to create a terrible effigy. The tales say that her body disappeared only a few days afterward, which the local folk took as further sign of her supernatural malice.”
“Frostbreach is only a shadow of the town it once was a few centuries ago. Even Kolvi’s relatives have taken on a new surname— Trolltooth—and without Eylysia’s records, I might not have known which family’s reputation Gloriana wanted investigated and restored. I ask that you take the Path of Aganhei and travel to Frostbreach. Explore the town and surrounding area, and interview the people. Confirm what truths you can, debunk the rest, and follow whatever promising leads you find. I recognize that proving the Trolltooth family innocent would be best for the Society, but I leave it up to you to find the real truth, not the most convenient.”

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The tall, muscular human walks into the briefing.
”Frostbreach sounds like it will be cold there. Anything we need to know about the town? Any dangers popped up there recently? And what is this Path of Agenhei anyway?”

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"Nothing wrong with cold!" Says an aging dwarf with gray stringy hair, and a pot belly. "Just a good reason to spoon for warmth!"
He smirks slightly, and you get a little uncomfortable, unsure if he's joking or serious.
"I am Lord Touchy!" He adds. "Late of Kravenkus, but now of anywhere there is need of my vast services!"
He waggles his bushy eyebrows, and grins.

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Next to enter is a stunningly beautiful female elf with shimmering violet eyes and long, flowing brown hair. Looking young for her race, perhaps in her mid hundreds, the confident looking girl wears a shiny, very well-fitted and fashionably low-cut sparkling silver armor and a fine purple cloak. An extremely sharp looking scimitar is sheathed at her hip. She also sports some impressive jewellery, including a dark black amulet that seems to cling to the skin above her breasts and a jewelled band that she wears on her head.
"Greetings all. Marquise Thoriel Liltamael reporting for duty. So, why would proving the Trolltooth family innocent be best for the Society exactly?"
She laughs at Touch's comments about the cold, smiling down at the elf. "Ha! I agree, the cold is nothing to moan about. If nothing else, it's a good excuse to wear some nice fur!"

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Dressed in simple monk's robes Dolamite wears the holy symbol of Irori for all to see. He is a dark grey in color and his skill had the look of stone. He regards the venture captain with interest. I am simple priest and soldier. But I am perceptive and hard to lie to. Perhaps I can help with this mission.

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A weary looking half-elf clad in dark clothing silently materializes into view behind the assembled group. As the dog Mahki approaches, Fade crouches and cautiously reaches out, offering the back of one hand for a sniff. "Good pup." he says directly to the canine with a soft voice.
With nary a glance to the other pathfinders in the room, he adds in a more offhand manner, "I'll decide what I moan about thank you very much... and if spooning is on the table, or anywhere for that matter, I call dibs on the Marquise."
"Tall, bald and bushy over there," he says as he stands and jerks a thumb toward Fahd Bin Stavin, "has the right of it. Lots to know before we set foot on this Path you want us to take. Who runs this Frostbreach? What was Kolvi's surname before the family ganged it to Trolltooth? How much ale will you be sending along for the mission? These are things we need to know."
Then, as an afterthought he adds, "And my name is Fade. People don't often notice me and like the priest I am pretty keen on noticing things others tend to miss."
Definitely going to be grabbing some cold weather gear before we set out.

GM Doom 'n Gloom |

Anything we need to know about the town?
"Frostbreach has seen better days to be sure. Once over a thousand souls called it home. Now it has a population of only about 350. Most of the inhabitants are Ulfen, with about a qurater of them being dwarven inhabitants and a handful of gnomes.
And what is this Path of Agenhei anyway?
It's the name of the trail that will take you out to Frostbreach. I have arranged for a wagon to take you out. Shouldn't take moren'n a couple a days if this weather holds."
So, why would proving the Trolltooth family innocent be best for the Society exactly?
With a chuckle, "Funny YOU should be the one to ask. Lady Gloriana Morilla, leader of the Sovereign Court, is calling in a marker. Her hope is that your efforts here might exonerate an Ulfen Guard and secure critical information for the Pathfinder Society in Taldor. If you need anything else, you may want to contact her directly."
More of this is covered on Slide #4Who runs this Frostbreach? What was Kolvi's surname before the family ganged it to Trolltooth? How much ale will you be sending along for the mission?
"They have a town council, but I'm not really certain how much the town depends on them day to day. As for Kolvi's surname? Never came across it in any of our records. Maybe you can rescue that from the jaws of time." He offers no insights on Fade's last inquiry, despite how obviously vital it is to the mission's success.
Do we have any contacts in Frostbreach?
“Frostbreach is a very self-sufficient town, so we do not see many of their traders here in town. However, I was able to learn about one of the living descendants of the Trolltooth family who might be able to help you when you arrive. Her name is Eigma, and she runs the local leatherworking shop there.”
What kind of evidence should we look for?
“Stories, written testimonies, material items—really anything that would help us determine which side is correct, if that is even possible.”
DIPLOMACY (GATHER INFORMATION) OR KNOWLEDGE (LOCAL)
Based on the result of a Diplomacy check to gather information or Knowledge (local) check, the PCs might learn more information about Frostbreach and its people. Each PC gains all of the information whose DC is equal to or less than the result of her check.
KNOWLEDGE (ARCANA OR GEOGRAPHY)
Based on the result of a Knowledge (arcana) or Knowledge (geography) check, the PCs might know more about the landscape surrounding Frostbreach and its strange phenomena. Each PC gains all of the information whose DC is equal to or less than the result of her check.

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Fahd knows who to buy a beer for in any town.
Know. Local 1d20 + 11 ⇒ (6) + 11 = 17
”The town used to be a hot spot for travelers to stop and resupply. However, the run of bad luck has the travelers spooked now. Bad things seem to happen, so they just avoid the town.”

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Knowledge (local): 1d20 + 5 ⇒ (4) + 5 = 9
"Hot spot?" Touchy adds, with a chortle. "Surely not normally... but once lord Touchy arrives, all bets are off!"
"As to the poor luck..." He taps the insignia on the front of the tabbard over his armor, showing the religion symbol of Calistria. "Just the place for me, it would seem!"

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Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Kn. Arcana: 1d20 + 11 ⇒ (16) + 11 = 27
Thoriel nods at the VC's reply, digging in her purse for a crumpled up piece of paper which she reads to herself. "Ah yes, the message from Lady Gloriana. I knew I had something in here!"
She then turns back to the group. "I do recall something about Frostbreach, now that you mention it. It's perhaps a step up above mere spooning level cold. Ice storms and blizzards are common in that region for most of the year. Oh, and many citizens and travelers claim to have experienced terrible visions, heard otherworldly sounds, or had some of their belongings stolen while in the area. The common response is to blame these on the Jarlsblood Witch and Frostbreach’s ongoing family feud. We'll get to the bottom of that, hopefully.
"Legends and stories tell of mystical creatures that curse anyone who ventures too deep into the brutal tundra, which has caused hunters and farmers to travel beyond sight of the town’s walls only rarely. That should be fun!"
Almost as an afterthought, she then turns to Fade and winks. "Oh and as for you and your 'dibs' or whatever you call your little fellow, I'll be the judge of whether there's any spooning in his immediate future!"

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Perception: 1d20 + 21 ⇒ (1) + 21 = 22 Good to get that roll out of the way. :)
Sense Motive: 1d20 + 19 ⇒ (8) + 19 = 27
Hmm. It seems our illustrious leader is hard of hearing, or worse. He seems to cope well. Clever little dog.

GM Doom 'n Gloom |

Bjersig nods at the team's contribution to the conversation. "Seems like some of you have a handle on things. You have a a few hours to pick up any supplies you may need before heading out."
We still have a couple of players who can roll those checks. Any purchases?

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I do not particularly like the cold. I believe I shall call in some favors and acquire a wand of Endure elements. Dolamite notes. Cold weather gear and cleats make good sense too I think. And perhaps a warm tent and bedroll? Are there other items that might help with the cold?

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Fahd will purchase 2 potions of endure elements and a set of cold weather clothing.

GM Doom 'n Gloom |

Go ahead and make any other purchases or rolls you may have yet to post. I'm going to keep us going here.
EXPLORING FROSTBREACH
Frostbreach is a small town on the decline, decaying palisade wall—with several watchtowers and a pair of gates—encircles the town, and many of the homes are longhouses built to accommodate extended families of ten to twenty-five people. Of the wooden causeways that crisscross the frozen ground, those that extend to the unoccupied parts of town are crumbling from neglect. Although trade and resupplying caravans once made Frostbreach prosperous, the leading industries are now blacksmithing, charcoal producing, leatherworking, and trapping.
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While interviewing a resident of Frostbreach, the PC should decide whether he wants to learn general information about the area (Lower DC), detailed information about the area (Moderate DC), or rare information about history and legends (Challenging DC). No matter where they go and whom they talk to, you will likely attempt several Diplomacy checks to secure the information you seek. Each location also provides a few special skills that you can use in place of Bluff, Diplomacy, or Intimidate.
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FROSTBREACH LOCATIONS
The PCs can investigate the following locations in Frostbreach to learn more about the Jarlsblood Witch.
Coalbraid Longhouse (Knowledge [history] or Knowledge [local])
Gorum’s Anvil (Knowledge [religion])
Linnorm’s Tale Inn (Perform [oratory] or Profession [barkeep])
Residences:
Stonefire’s Supplies (Knowledge [arcana] or Profession [merchant])
The Troll’s Hide (Appraise or Profession [tanner or leatherworker])
Trolltooth Longhouse (Knowledge [history] or Knowledge [local])
Where would like like to go?

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Fahd will go into the CoalBraid Longhouse and ask around about the town.
Know. Local1d29 + 11 ⇒ (7) + 11 = 18

GM Doom 'n Gloom |

So, to be clear, you have to decide what level of information you are looking for (Low, Medium or High challenge). This is what establishes the DC for your check. Fahd What level were you looking for?

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"Ah, a fine dreg of a town!" Touchy says, with his usual cheerfulness. "And look there," He points towards the tavern. "Just the sort of place after a long journey! I'm sure the press of the unwashed masses will warm us up in no time."
Not waiting to see if anyone else is coming along, he wanders over to the tavern, and makes his way inside!

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"Where does one go to window shop in this town, I wonder?" Thoriel heads off towards Stonefire's Supplies, figuring that's the least dreary place.
Attempting a low level check for now.
Kn. Arcana: 1d20 + 11 ⇒ (4) + 11 = 15

GM Doom 'n Gloom |

Coalbraid Longhouse (Knowledge [history] or Knowledge [local])
The Coalbraids maintain several longhouses, of which this is the largest and most important. The interior walls bear numerous feats of metalwork, celebrating the family’s proud tradition of blacksmithing, charcoal making, and fletching.
The male spares a glance toward Fahd before shouting toward a back room, "Nessa! Come have a look see." He turns back toward the mauler. "Apologies. Not to often we get outlanders. What can I get for you?"
After a short while, Fahd pulls the following information from the couple:
Everyone knows someone who’s seen a ghost or witnessed a haunting aura of faerie fire. Just a few weeks ago, a teenage boy spotted a phantom woman walking down the streets, and he ran so fast that he broke his leg tripping on the causeways.
Wasting no time, Touchy heads directly toward what can only be the logical place for anyone with common sense.
Linnorm’s Tale Inn (Perform [oratory] or Profession [barkeep])
Centrally located and close to the west gates, this inn serves as a social hub for many in Frostbreach. Rooms here are simple but warm. The human innkeeper greets Touchy as he passes through the doors. "You look thirsty. What'll it be?"
Meanwhile, Thoriel glides into the nearest shop.
Stonefire’s Supplies (Knowledge [arcana] or Profession [merchant]):
One of the few buildings in relatively good condition, Stonefire’s Supplies provides the town and travelers with a mix of both mundane staples and magical equipment to help survive the chilly wilderness. The hospitable dwarf proprietor, welcomes any the elf with a smile, "Welcome dear. My, my. You must have traveled quite some distance to find yourself here. Well, what ever brought you here can wait. You just tell good ole Uda what you need."
Thoriel struggles to gain any insights from Uda.
Because of the size of Frostbreach, the PCs’ purchasing power is limited. Magic potions and scrolls up to 3rd level and magic items up to 3,500 gp are available for sale here.

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Sense Motive 15: 1d20 - 1 ⇒ (17) - 1 = 16
Thoriel, thinking the shopkeeper may prefer if she buys and doesn't just browse, has a look at the available potions. "Not that I'm complaining, but I'm not used to the cold. It's quite bracing, but just to be safe, do you think I can grab one of these?"
Buying a potion of Endure Elements.
Kn. Arcana (if she gets another roll): 1d20 + 11 ⇒ (15) + 11 = 26

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Touchy looks around the tavern, assessing the occupants for a moment, then smiles and bellys on up to the bar.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
"If its wet, and refreshing, Lord Touchy will take it!" He declares. "And I'd be willing to wave the refreshing part, if it'll warm me up!"
"Not a lot of traffic this far out of Kalsgard, or did I just hit the off hour?"

GM Doom 'n Gloom |

Trolltooth Longhouse (Knowledge [history] or Knowledge [local]):
Although the extended Trolltooth family in Frostbreach lives in seven different buildings, this longhouse is considered the most important. The Trolltooths manage much of the town’s tanning and leatherworking. Dolamite steps in to see a large middle aged human working some leather into what he would guess is a quiver. He spares a look up at the oread, "Welcome to my shop. Name's Greul Trolltooth. No offence rock-man, but it don't look like you need much of what I'm sellin'."
***Stonefire's Supplies***
@Thoriel I gave you an 'upgrade' to a more difficult DC.
It would seem that making a purchase serves to help Uda to feel more comfortable. She gives up the following:
The people of Frostbreach turned the Jarlsblood Witch’s body into a bloody effigy to warn Irrisen’s witches from troubling the town anymore. The effigy stood about an hour east of Frostbreach—or it did, as it’s said the body disappeared almost as soon as it was put up.
***Linnorm’s Tale Inn***
Meanwhile, Touchy does little more than quench his thirst.
"Closer to the off hour. Daylight gets scarce 'round these parts, so a body's got ta make the best of what little time there is. Tonight this place'll fill up enough. Yer welcome ta stay."

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Sense Motive: 1d20 + 19 ⇒ (1) + 19 = 20
Studying the man for a moment Dolamite responds You may be right. MY discipline requires fewer tools than many adventurers as I shun armor and seldom reach for a weapon. But I am not here to shop. I am here to learn. I believe your family was wronged unfairly and hope to prove it. Perhaps you could spare a moment of your time to help?

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"Well, I'll be sure to drop by later!" Touchy replies with a grin.
"Anything interesting happening in town? Just arrived, and hard to tell such things when everything is covered in snow and ice. Not that that can't be interesting too... with the right accompaniment." He grins again.
"Heard this town has quite the storied history!" He adds, hoping ot lead the conversation to something useful.
Hmmm... is this the somewhat obscure skills only to learn stuff? Or can we drop into gather information type of rolls or local knowledge?
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
the other two skills listed, Profession is trained only, and perform... well, I get a -3 on that =)

GM Doom 'n Gloom |

Each location also provides a few special skills that you can use in place of Bluff, Diplomacy, or Intimidate.
Standard social rolling is still allowed. I believe the idea was to open up options for less 'social' characters.
@Touchy: What difficulty were you seeking? [Low, Medium or High]

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After his limited success, Fahd heads back out to meet with the others to discuss what they learned.

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Thoriel thanks the shopkeeper and heads out to rejoin the others, sharing the information she learnt, ready to follow along and help with any other investigations.
Continuing on with some shopping, she next visits the Troll's hide to see if they've got any decent outfits.
Low level Check
Appraise: 1d20 + 4 ⇒ (11) + 4 = 15
Thoriel doesn't have ranks in any of the other listed skills and only has +4 diplomacy for gathering info, so probably best suited to aiding others rolls unless no-one else has much better social skills than she does.

GM Doom 'n Gloom |

Touchy uncovers the following information:
The witch effigy didn’t stand just anywhere; it’s where the witch slew the linnorm king and his companions, and it’s considered cursed ground by most. When the folk of Frostbreach brought the witch’s body to stake there, they found the king’s boon companions but never found any sign of their sovereign.
Dolamite's words seem to catch Greul's attention. @Dolamite, go ahead and make a new roll.
Unfortunately, the team has little success elsewhere.
I have contacted Fade, but no response as of yet.

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"Not sure why folks always thinking nailing someone to the ground is ever a good idea." He stops himself, then grins. "Alright, maybe sometimes... but the other times, its just begging for curses and haunts and such."
He finishes the remainder of his drink in a one long chug.
"Luckily, Lord Touchy is an expert in such things! Perhaps I'll check it out. Calistria knows one must do something 'til this place livens up a bit." He tosses the barkeep a few coins for the drink and for his trouble, then wanders out of the tavern, wondering where the rest got off to.
Not immediately seeing anyone, he heads towards the sign that says Gorum's Anvil... hoping it to be some sort of armory... or a brothel.
Either way, he's happy to talk religion with whoever is there, whether the god of battling armed foes... or the goddess of battling long nights of decadence.
Again looking for Medium level info. Will use one of his daily uses of the Confidence boon, to add +2 to the check
Knowledge (religion): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
edit: Feh, shoulda tried for some hard info!

GM Doom 'n Gloom |

Gorum’s Anvil (Knowledge [religion]):
This temple to Gorum is the only functioning house of worship in Frostbreach and serves as its de facto hospital and city hall. A female dwarf wearing cassock warms at the sight of kindred blood. "Welcome brother. I am Valosi. Gorum's blessing upon you." After a short conversation, Touchy learns that Valosi has managed affairs here for 15 years, and she spends much of her time training warriors to send east to aid Freyr Darkwine’s Blackravens in patrolling the dangerous border with Irrisen. "Yeah, we've all come to know something of Kolvi’s story. Don't mind talkin' about it so long as you don't go usin' it ta stir up needless trouble. People's lives are hard enough round these parts. I, and the church, have largely stayed out of the way of them feuding families and their drama. I prefer to devote my energy to preparing for external threats instead. Eventually them Irrisen boys'll come sniffing about for what they think are easy pickin's."
Touch also learns:
The only boon companion who returned was Varmood Coalbraid, whose skin was torn in places by the lashing ice shards he swore the witch threw at him. Kolvi might have faced exile were it not for his testimony, which condemned her to a brutal execution. Today, the Trolltooths often claim that Varmood slandered their ancestor, whereas the Coalbraids insist they averted a greater disaster by ensuring the witch inflicted no more evil.
@Dolamite: Sorry, new History roll. However, you can still use Diplomacy, Bluff or Intimidate as normal.
Even with his deeper insight into Greul's motivations, Dolamite does not seem to get the man to open up.
You have learned all of the 'Detailed' information. There is still 'General' and 'Rare'.
This phase goes as long as YOU would like. Whenever you feel you have a new direction you want to go, just let me know.

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Touchy seems a little disappointed to learn that Gorum's Anvil is a temple, and neither an armory or a brothel. Still, he's always willing to be sociable.
"I'd imagine it is more the Irrisen girls that cause most of the trouble." he says, with a chortle. "Of course, that's usually the case, even outside of wartime."
He gives her his most charming leer. "Wanna grab a drink at the Linnorm later?"
Ol' Touchy is ever hopeful!

GM Doom 'n Gloom |

The priestess looks Touchy up and down. "I don't know. You seem pretty soft compared to the locals. I'd probably break ya in two. As fun as it would be ta watch you cry, I think I'll pass."

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"Anyone want to keep asking questions?" Thoriel asks with little enthusiasm. "Personally, I'm happy to grab some food and some drink and seeing where the evening takes us before getting some rest and heading out in the morning. By the sounds of it, we'll be heading east to check out the site where that effigy was. Anyone have other ideas?"

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Fahd wasn’t the most diplomatic sort, and he’d done all he thought he could handle. ”The effigy it is then!”

GM Doom 'n Gloom |

Satisfied with the answers they have received, the team settles in for the night.
Any last minute purchases? Sorry for the late night. I will post your next part of the journey tomorrow.

GM Doom 'n Gloom |

Perception
Dolamite: 1d20 + 21 ⇒ (10) + 21 = 31
Fahd: 1d20 + 14 ⇒ (11) + 14 = 25
Thoriel: 1d20 + 9 ⇒ (2) + 9 = 11
Touchy: 1d20 + 9 ⇒ (11) + 9 = 20 (+2 with Stonecunning)
Who?: 1d4 ⇒ 3
The team heads out, walking through the cold morning air. Just before you leave town, Dolamite, Fahd and Touchy notice the outlines of angry figures beginning to form inside the city gates. Quickly, you all start to hear a murmur of a gathering crowd, as the forms become more distinct.
Shimmering into sight, dozens of ghostly Ulfen onlookers crowd around you, shouting accusations “You killed our king,” “You’ve betrayed Frostbreach,” “Always knew you had ice magic in you!” Other threats and dark epithets are shouted, but soon the crowd devolves to simply chanting “Witch! Witch! Witch!” over and over. All the while a heavily armored Ulfen man approaches with a hunting knife in hand, looking as if he is attempting to push Thoriel to her knees as if to execute her. Desperation and despair wash over all creatures in the area.
You each need to make two (2) DC 18 Will saves please
Pathfinders are up.

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Will save 1d20 + 9 ⇒ (8) + 9 = 17 +2 vs Charms, Compulsions and Emotion effects
Will save 1d20 + 9 ⇒ (3) + 9 = 12 +2 vs Charms, Compulsions and Emotion effects
So Fahd passes the first, but fails the second.
Fahd wasn’t sure what was going on, but his first reaction was to protect himself. He pulls out his Mutagen and chugs it down, flexing his muscles as his strength increased.

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Will Save 1: 1d20 + 15 ⇒ (9) + 15 = 24
Will Save 2: 1d20 + 15 ⇒ (18) + 15 = 33
Knowledge Religion: 1d20 + 5 ⇒ (19) + 5 = 24
I seem to recall the haunt rules being that IF I recognize it for a haunt AND I act before it, I can attempt to dispel it with positive energy. No?
Init: 1d20 + 5 ⇒ (19) + 5 = 24

GM Doom 'n Gloom |

I seem to recall the haunt rules being that IF I recognize it for a haunt AND I act before it, I can attempt to dispel it with positive energy. No?
This is correct. This is one of those times that Pbp gets challenging while trying to keep things moving. As you can explain it to the others, anyone can attempt it.