GM Doug — The Mosquito Witch [Gameday VIII PFS2] (Inactive)

Game Master Doug Hahn

This is a PF2E game for Gameday VIII, running from September 9, 2019 to November 17, 2019.

Maps & Resources.


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Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"That doll is actually starting to creep me out. OK. Smithy next? If we find that someone is stealing shovels we may have to go back to the inn to talk to the crazy man. Perhaps he's not so crazy anymore."

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

Assuming Zallarra points the doll out, Max grabs it.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Moving you on.

You approach the forge and see that it's still running. Inside is Luca Braybon, a muscular redhaired woman. She's throwing a green bough into the forge to create more smoke — likely to keep the mosquitoes away.

After tossing the branch into the fire she smacks her hands and turns, sizing up your group. More witch hunters? Luca Braybon, of Braybon's smithy. What can I do for ya?

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"Greetings. Well. I guess if you can tell us what you told the others that would be a great place to start. How well does the smoke keep the bugs out?"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Others? That half-elf in gold armor came in here, bought a new compass a couple weeks ago. Claimed the old one was busted. Saw her at the inn a week later, and she said the one I sold her was busted too! Well, after some heated words we took a look again and it semed my compass weren't busted. Strange. As if sometimes it works, and sometimes it don't.

Yeah, the smoke keeps 'em out. SHe shows you a beefy forearm that is unblemished by bugbites (unlike your own). See? Smooth as fresh-churned butter! This's why I keep my forge burning twenty-four-seven. Don't be afraid of a little hard work, I say — it pays off in more ways than one!

GM Screen:

Gaz's Crafting: 1d20 + 5 ⇒ (19) + 5 = 24
Max's Crafting: 1d20 + 4 ⇒ (13) + 4 = 17
Zallarra's Crafting: 1d20 + 1 ⇒ (12) + 1 = 13

Bramble's Survival: 1d20 + 5 ⇒ (8) + 5 = 13
Max's Survival: 1d20 + 3 ⇒ (6) + 3 = 9
Seebonickk's Survival: 1d20 + 4 ⇒ (6) + 4 = 10

Gaz, Max, Zallarra. and Bramble can inform wou that something external was interfering with the compasses, likely of a magnetic source. This corroborates Gaz's theory that the ore you found at Tanner's was magnetite, a kind of iron ore. This second reference to iron also might ring a bell for you about another odd clue you found earlier.

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"Hey. Who has that rock we found?"

Once found, Zallara presents it to the Smith.
"This has magnetic qualities. It likely interfered with your compass."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Luca watches the rock interfere with the needle.

Who'da thunk it? Bet these "magnetic qualities" could work all sorta wonders. As for me, I'll let my buyers know that compasses cannot be guaranteed against that rock. Thanks for the learning. What else can I do for you?

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

Zallarra looks to her group. "Well, we're just looking for information and clues right now. Anyone need anything from a smithy? I don't know. Any way to slow burn that kind of branch in a mobile fashion?" She asks that last part with a big smile.

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

I don't mind a little hard work, but I have to babysit someone. And Max doesn't show the doll, but he is referring to the doll, he just won't say it directly.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Luca gives Max an odd look before responding to Zallarra. Well, the lingerin' smoke in here keeps 'em away, but outside in the open air you won't be able to make enough — not with a slow burn. You'd need a big old bonfire for that.

When ready let me know where to next.

Town locations of interest & Directional Clues:

Struck through are places you visited.

Galia's
Hart's Brewery
The Bell Family
Mordha Lyons house
The Tanner
The Whitefish and Stag
Ruza’s House
Braybon’s Smithy
Marmazine’s House
Shrine to Hanspur
Abandoned Farm

Directional Clues: Witchtop Hill to the North, bloodseekers flying Northeast, the man in white went East. Half-eld gold armor went Northeast and had problems with compass.

Vigilant Seal

Male Male Gnome Rogue 1 | hp 16 | AC 17 | Fort +5, Ref +8, Will +6 | Perception +6 Rogue 1

"Should we check Marmazine’s House? We haven't been there."

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"Sounds good. Let's go!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Marzimane's house is located near the town's erstwhile thoroughfare. A sign outside designates it as a bakery.

Inside you find a display case filled with artisanal witchbreads, cupcakes topped with fanciful witch hats, cookies with red witch eyes, and even a cake that claims to be shaped like witchtop hill — complete with a tiny witch chasing tiny teenagers. Everything is marked 50% off.

Marzimane herself has rose-pink hair and yellow eyes Welcome to Marzimane's bakery! Half-off everything — your lucky day on account of no Witchdayz this year, and the bugs and the town being abandoned and whatnot! But I still bake fresh every day, to keep busy. You have to keep busy, you know! That's what I always say! Otherwise you might go crazy, ha-ha-ha! Well, what can I do for you? Cupcakes? Wedding cakes? Mosquito pie? (Don't worry, it doesn't really have mosquitoes… they're just chocolate…)

Horizon Hunters

Male champion of Cayden Cailean | HP 17/17 | AC 18 (20 w/ shield raised)| Fort +6, Ref +7, Will +7 | Perception +7 | Conditions:

"Mmm, I'd love a cupcake!" Bramble clasps his hands eagerly.

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

Zallarra's eyes widen a little.
"Oh yes. I'll try a mosquito pie please!"

While hey are eating:
"So. A lot of people have left town. Why did you stay? Have you heard any interesting rumors about this witch or anything else concerning these bugs?"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

This is my home. Why should I leave?

She cozys up to the idea of gossip. I heard the witch drinks blood. But that's not true! The real witch drinks tears. Its victims lose the ability to cry, and then the ability to feel, and they waste away and get colder and meaner as they get thinner and thinner.

That’s what happened to mean old Ms. Mordha Lyons. She's so horrible!

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

Wait, why does the victim waste away and get thinner? You didn't say anything about the victim stop eating and that is the only way to get thinner. Even if you weren't hungry you should still be eating to prevent that from happening, unless the witch took away their common sense too.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Its a long process, but eventually they stop eating, too! If your feelings are stolen, then you don’t care. Common sense can’t even save you then. You waste away.

Mordha always rants about how the witch took something from her, and how she can’t remember what. Have you heard that? It must have been her tears. Marzimane shivers. What’s life without tears?

The gnomes in your group might also think this theory sounds vaguely similar to the Bleaching.

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

After listening to that last part Zallarra looks shocked, "How horrible! We must figure this out!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

It's all very exciting! Tell me all about it if you do!

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"We will! I believe we have a shrine to check out and then it will be time to head out of the town proper.."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You walk to the roadside shrine with full bellies.

Hanspur's shrine is just outside the town gates. His altar is a flat-faced stone painted in bright colors that depict a rat walking on water.

Carved into the altar is a deep bowl filled with raInwater. Coins gleam at the bottom. Dead mosquitoes, along with a Mosquito Witch doll much like the one Max is holding, float on the surface.

Grand Archive

M Gnome Sorcerer (Draconic) 6

Gaz curls his lip at the site. "My. This is quite the tribute."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You have now visited everywhere in town. You can either revisit locations or start heading out, following the directional clues you acquired. It's also a good time to discuss any theories or ideas your characters might have.

Town locations of interest & Directional Clues:

Struck through are places you visited.

Galia's
Hart's Brewery
The Bell Family
Mordha Lyons house
The Tanner
The Whitefish and Stag
Ruza’s House
Braybon’s Smithy
Marmazine’s House
Shrine to Hanspur
Abandoned Farm

Directional Clues: Witchtop Hill is to the North, bloodseekers flew Northeast, the man in white went East, the half-elf in gold armor went Northeast.

Envoy's Alliance

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F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

As the group stands around the shrine Zallarra speaks up, "Well. I have to say I am skeptical that an "evil" witch is behind all this. We have a crazy acting man who seems to know tidbits about the future, a troubled woman guarded by an oversensitive person, both of whom may somehow be stuck in a time loop and other strangeness..."
At this she looks pointedly at the doll, which is likely staring at her over Max's shoulder.

"It's more of a feeling but I jsut think something else is going on here. Does anyone think of a need to revisit a location here in town, perhaps we missed something or didn't ask the right question or is it time to head out, look for the source of all the bugs and the other 'Witch' hunters?"

Grand Archive

M Gnome Sorcerer (Draconic) 6

Gaz nods as he listens to Zallarra "Hm, your logic is sound Zallara. As you say, I am not convinced that some pervasive evil is afoot, though we cannot rule out some sort of dimensional interloper being at work here. Let's head out. I admit my academic curiosity is piqued."

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

Zallarra looks to the group, {"So, head out? I believe we have two clues pointing north east, the big bugs and one of the witch hunters.. I say we go that way. Then check out the path of the other witch hunter and then to the hill, hopefully having more information by then."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Let's have another player agree to a direction before you head out.

Vigilant Seal

Male Male Gnome Rogue 1 | hp 16 | AC 17 | Fort +5, Ref +8, Will +6 | Perception +6 Rogue 1

"Sounds good Zallarra. North east then"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You follow a game trail on the outskirts of Shimmerford, but it soon veers away from the Northeast. You're forced you to push through the trackless swamp.

It's oppressively humid. The musty air is filled with the croaking of frogs and the buzzing of insects. Rank mud sucks at your boots and horseflies, attracted by your sweat, join the mosquitoes to torment you. The late morning sun casts a dizzying lattice of shadows through the tree branches.

Even the most fastidious of you are soon splattered with swamp muck and drenched with festering water. You're in danger of getting disoriented and losing your way among the meandering pools.

Please make a survival check to avoid becoming lost!

Horizon Hunters

Male champion of Cayden Cailean | HP 17/17 | AC 18 (20 w/ shield raised)| Fort +6, Ref +7, Will +7 | Perception +7 | Conditions:

Bramble lifts his boots from the sucking mud, making a face of disgust. "Well, isn't this the gross place. Yuck!" He swats at the mosquitos as he squints through the swamp, trying to find the way.

Survival: 1d20 + 5 ⇒ (20) + 5 = 25


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Bramble leads the way unerringly northeast. A miserable hour later, the trees seem to be thinning and the ground a bit higher — you see a hill rising not far to the West (likely Witchtop Hill).

Ahead is a copse on high ground, surrounded by ancient weeping willow trees. You eagerly move towards it, glad to escape the swamp muck. As you approach, you notice two things: the willows have strange, insidious-looking runes gouged into their trunks.

Down in the grass, you see a shred of red cloth as well as a glinting metal object.

The willows leave shiver in the breeze.

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"Let's approach cautiously...

Zallarra takes an active look around...
perception: 1d20 + 3 ⇒ (7) + 3 = 10

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

perception: 5 + 1d20 ⇒ 5 + (5) = 10 check for traps.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Nothing seems amiss, so you cautiously enter this area.

There are strange, pointed tracks crisscrossing the soft mud. There's a scrap of torn red cloth stuck a thornbush.

In the tall grass you discover a short sword, a dagger, a bottle of liquid labeled lesser antidote, a suit of gold-plated half-plate armor, and a vial on inky black liquid.

You may spend 10 minutes Identifying magic (arcane or occult), investigating the runes on the trees (occultism), or the tracks (survival). Let me know what you'd like to do and I will roll for you.

Grand Archive

M Gnome Sorcerer (Draconic) 6

Gaz, mud splattered and miserable, tries desperately, and in vain, to keep his clothes clean. As the group discovers the odd items, the runes on the trees catch his attention.

'Hm. These markings...I think I have seen them before."

Gaz will try to read the runes on the trees.

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

Study tracks. edit: Oh right, dm rolls. my modifier is +3.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM screen:
1d6 ⇒ 51d6 ⇒ 26d20 ⇒ (4, 1, 16, 4, 17, 13) = 55

Gaz finds that the markings are gibberish; mere scribbles intended to look frightening.

Max can't make heads or tails of the tracks.

Everyone but Max and Gaz: you can spend this 10 minutes Identifying magic (arcane or occult), or the tracks (survival). Let me know what you'd like to do and I will roll for you.

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

Seeing the others looking at the tree and the tracks Zallarra takes a look at the items.
Will use Occultism (+4 mod) to ID magic

Vigilant Seal

Male Male Gnome Rogue 1 | hp 16 | AC 17 | Fort +5, Ref +8, Will +6 | Perception +6 Rogue 1

Seebonickk looks at the tracks.

"I wonder what these are?" he says.

SURVIVAL +4 to ID tracks


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Spoiler:
6d20 ⇒ (10, 7, 4, 5, 7, 5) = 38

Zallarra identifies the old, ink-black vial as an Invisibility potion.

Seebonickk discovers a second set of tracks: those of a medium-sized humanoid.

He follows them from the edge of the glade to where the gear is piled up… then he follows a scrape mark that's several feet long. It ends abruptly, below the thick branches of a willow tree. It seems as if this humanoid was snatched by something and dragged up into a tree.

Further, Seebonickk notices that while the tracks resemble those that would be left by the Mosquito Witch’s pointy feet (according to Mordha's story, at least), a creature of its reported size would be unlikely to take such close footsteps.

The pointed tracks move deeper into the swamp. If you want to follow them, please make a survival check! You can roll this one!

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

follow tracks: 1d20 + 3 ⇒ (15) + 3 = 18


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Max, holding the witch doll, leads you deeper into the swamp. Up ahead you see something white.

As you move past the trees, you find yet another pond — except that its surface is a squirming carpet of with mosquito larvae. You cannot even see the water.

A man with fine brown hair and brilliant white clothing is lying supine on the shore; his head and torso float in the water.

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 piercing and 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

Drag man further onto the sure, away from the water.

Envoy's Alliance

F Gnome Sorcerer 6 |NG | AC 21 | HP 56/56 | Fort +12 Reflex +11 Will +12 | Perception +10 | Spd 25 Sorcerer 6 (Hag sorcerer)

"Gross!!!"

Zallarra will help pull the man out of the water and check his condition.

medicine: 1d20 ⇒ 10

Why not? I'm sure someone else is actually trained in it. :)

Grand Archive

M Gnome Sorcerer (Draconic) 6

Gaz examines the tree as the others tend to the found items. "Oh, I am mistaken. These markings are rubbish. No meaning to them at all. Hm."

Gaz follows along and gasps when they find the floating man. "My word! Is that man dead???"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The man rolls over and coughs up a wet lungful of drowned insects.

It seems like, somehow, he's still alive. You also notice that though he lies in the middy pond, his clothes are a brilliant white — unblemished.

Zallarra can tell he's suffering from bizarre and potentially magical lung disease, which is likely to kill him sooner rather than later. However, she fails at giving him relief.

Anyone trained in medicine can attempt another check.

Vigilant Seal

Male Male Gnome Rogue 1 | hp 16 | AC 17 | Fort +5, Ref +8, Will +6 | Perception +6 Rogue 1

Seebonickk looks at the man.

medicine: 1d20 + 4 ⇒ (9) + 4 = 13


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Clarification: anyone can attempt to help him with a medicine check, allowing him to cope with the disease for a short time. Those trained can attempt to Treat Disease instead; this will be more efficient than a plain medicine check. They are the same DC.

Seebonickk isn't able to help the man cope with his disease, but he thinks that magical healing might help the man cope — at least temporarily. If you want to expend resources or spells to help him, it will be treated as an auto-success on the base medicine check, giving the man temporary succor.

Vigilant Seal

Male Male Gnome Rogue 1 | hp 16 | AC 17 | Fort +5, Ref +8, Will +6 | Perception +6 Rogue 1

"Can anyone heal him?" Seebonickk looks worried. "That might help?"

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