[PFS2] GM Rinaldo's The Mosquito Witch (#1-02) (Inactive)

Game Master The Great Rinaldo!

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The Midnight Mirror

Discussion thread for The Mosquito Witch.


The Midnight Mirror

Welcome to The Mosquito Witch!

I expect on average one post a day during the week, and at least one post over the weekend. I generally check in 3-4 times a day to respond to questions and update, particularly during combats, but that can change based on how busy I am at work. If you are not in a US time zone, let me know so I have an idea of when to expect to hear from you (and so I can put another pin in my "where are my players from" map! :) ). If you know you're going to be out for an extended period, let me know and provide some sort of botting instructions.

Please post an in-character introduction in the Gameplay thread, and an out-of-character one here. Include whether you are a field-commission agent or a member of one or more schools, as that will affect your choice of loaner gear.

After the mission briefing, I will get you to state what boons you may be slotting and make your selection of loaned items from your school (where applicable). When you slot boons, give the name of the boon and the source (if from a scenario, give the scenario number; if this is a boon purchased with either fame, give the faction it is from; if this is a boon purchased with playtest points or AcP, state that.) You don't have to provide the entire text of the boon unless I ask for it (I have access to most of them to view).

I'm going to be doing a lot of secret rolls, so I'll need everyone's modifiers for the following skills, and let me know if you are at least Trained or not:

For initiative and surprise, I need
* Perception
* Stealth

For Recall knowledge, I need
* Nature
* Occultism
* Religion
* Society
* Any Lore skill
* Bardic Lore
Since critical failures can result in misinformation, only list those skills you intend to make Recall Knowledge checks in. (If we hit a point where I need a check in something no one listed, I will give you the opportunity to do so even knowing you have a low chance, or simply skip it.)

Secret rolls will be in spoilers; I am trusting you not to peek into any spoiler that says "GM Screen". Rolls that I intend to be public (which will include most combat rolls) I will leave visible in the post.

At the end of the adventure I will have you give me your vital stats for the chronicles and handle your downtime activities.

And for the new folks, if ANY of that didn't make sense or you need explanation, please ask! :-)

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

Thanks for running this. I've only played one short PF2 game, and it was a false start and the DM went MIA. Looking forward to this introduction!

For initiative and surprise, I need
* Perception +3 (trained)
* Stealth +2

For Recall knowledge, I need
* Nature
* Occultism +4 (trained)
* Religion +3 (trained)
* Society
* Any Lore skill (Underworld +4)
* Bardic Lore

Liberty's Edge

Male Human Commoner 2

I highly recommend either the purchase of healing potions or elixers, or using at least one of your school items for them, as we have little or no access to magic healing. Fortunately, we do have several people trained in medicine to supplement.

Grand Archive

CN female Bleachling gnome (Umbral gnome) Rogue 1 | HP 17/17 | AC 17 | F +4 | R +8 | W +6 |Per +6 | Stlth + 6 | Spd 25 | Focus -- | Active Conditions: None

I think I got it all? I hope!

I spent pretty much all my starting gold, so unfortunately no healing potions for me. I went with field-commissioned agent because it sounded less intimidating than sorting out all the rules with the three schools. :P Also none of them seemed to fit her really. So I don't think I get to start with a free item like the schools do, unless I read that wrong.

Perception +6 (E)
Stealth +6 (T)

Recall Knowledge:
First World Lore +5 (T)
Nature +4 (T)
Occultism +5 (T)
Society +5 (T)


The Midnight Mirror

You are correct, Lissi. Instead of a bonus item for the scenario, at the end you get an extra 4 days of downtime for crafting or earning income.

I didn't mention it, but I need everyone to make sure you have a profile set up with your character's full information and put the standard information in the headers. (If you don't know what I mean, see Vengis' post above - see the details under his name). If you don't have a template already, you can use this one.

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9
Reckless wrote:
I highly recommend either the purchase of healing potions or elixers, or using at least one of your school items for them, as we have little or no access to magic healing. Fortunately, we do have several people trained in medicine to supplement.

I've got the Soothe spell, so that will help us with healing.


The Midnight Mirror

I really like that they've added healing options for other casters and non-casters. It solves the dual problem of "Oh, you're the cleric, therefore your job is to heal" and "how can we have a party without a cleric?".

Grand Archive

CN female Bleachling gnome (Umbral gnome) Rogue 1 | HP 17/17 | AC 17 | F +4 | R +8 | W +6 |Per +6 | Stlth + 6 | Spd 25 | Focus -- | Active Conditions: None

All set I think?


The Midnight Mirror

Looks good. I'm curious about the note "played by Dichen Lachman" ... is that who you are casting in the TV version of the character? :-)

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

For initiative and surprise
* Perception: +6
* Stealth: +1
For Recall knowledge
* Nature: +6
* Occultism: +7
* Religion: +6
* Society: +7
* Underworld Lore: +7
* Herbalism Lore: +7

Languages: Kelish, Osiriani, Thassilonian, Tien, Varisian

For healing I do have a Healer's Tools in a Bandolier (No need to use an Action to draw the kit when using as part of a Standard action) with a +6 to medicine. It's not the best, but it works.

I have 3 points in Spells for my Pathfinder Training, so I can grab 2 Minor Healing potions, or I can spice it up with 1 Minor Healing Potion and 1 Lesser Antiplague or 1 Lesser Antidote if that would be more helpful.


The Midnight Mirror

Hey, you look familiar! ;-)

You can wait to make that call after the briefing, at the same time as you slot your boons.

Just need the rest of the group to check in, and we can get to it.

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Yup, your last session was so good you've earned a fan :)

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

Checking in. Shall be updating profile to standard over the day.


The Midnight Mirror
Ezekiel Graystone wrote:
Yup, your last session was so good you've earned a fan :)

Aww, shucks! :)


The Midnight Mirror

Dob and Badrim, don't forget to give me the skill modifiers from my first post.

I'll give the last two the rest of the day to check in before calling in the alternate and re-calculating the challenge rating.


The Midnight Mirror

I just got a PM from someone who knows Ilmakis, and said he just completed an international relocation to start a new job. The friend emailed him to let him know we are waiting for him, so hopefully he'll post in the next 24 hours.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

Sorry, I’m here !
I’m flying to Denver today so my posting could be hectic today.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

For initiative and surprise, I need
* Perception +5
* Stealth +6

For Recall knowledge, I need
* Society +5
* Any Lore skill Aspis +5


The Midnight Mirror

Excellent! Just need Dob and Bhadrim to give me their details and we can get going.


The Midnight Mirror

I will also take this opportunity to repeat what I said before: this is an investigation and very much "sandbox" style - it expects you to ask questions and dig around. I have a lot of information available if you ask the right questions of the right people. :-)

Horizon Hunters

For initiative and surprise,
* Perception +6 E
* Stealth +5 T

For Recall knowledge
* Arcana +5 T
* Society +5 T
* Lore Scouting +5 T
* Lore Warfare +5 T

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

For initiative and surprise
* Perception +7 (Expert)
* Stealth +1

For Recall knowledge
* Religion +5 (trained)
* Lore (Mining) +3 (trained)
* Lore (Dwarven Lore) +3 (trained)

Horizon Hunters

I'm going to slot the Team Player boon from Escaping the Grave. My requisition item is the potency crystal listed on my profile.

Grand Archive

CN female Bleachling gnome (Umbral gnome) Rogue 1 | HP 17/17 | AC 17 | F +4 | R +8 | W +6 |Per +6 | Stlth + 6 | Spd 25 | Focus -- | Active Conditions: None

The only boon I have access to is the Grand Archive Champion boon, so that's what I'll slot. :)

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

I'll be slotting my Grand Archive boon. I've only played 2 other modules so I probably have others but I'm fine with just the Grand Archive boon for now.

As far as supplies go, I'll take 1 Lesser Antiplague and 1 Lesser Healing Potion, both of which are in separate belt pouches on me.

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Also I keep my Healer's Tools and my Thieve's Tools in separate bandoliers for standard action usage.

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

same here, not much to slot


The Midnight Mirror

Ezekiel, I know for a fact there is a boon on the chronicle I just gave you. :-)

Horizon Hunters

Human Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

First adventure, so I don't think I have anything to slot!

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7
GM Rinaldo wrote:
Ezekiel, I know for a fact there is a boon on the chronicle I just gave you. :-)

I know, you're right, I was just in bed when I posted that so I was being lazy and didn't want to look them up.

If it's not too late I'll slot the following (I have 3 boons).

Faction: Grand Archive
General: Experienced Mountaineer, Sand Slide, and Team Player.


I'm just slotting the only one I have which is the beginner Envoy's Alliance one.

FYI, Bhadrim is forthright and doesn't do much for subterfuge. As such, he will always come across as brusque when he sees a connection between two pieces of information and if he feels it pertinent to the problem at hand, will act like a bull in a china shop until he figures it out.

Just don't want folks to think I'm being bullish :)

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

You're fine. It's a good foil for my overly analytical and scholarly demeanor. Now if my rolls would just be a little more in line with my character's skill set. What good does having a +6 or +7 in all your Knowledgeable skills if you can't roll over a freaking 5.

Horizon Hunters

Speaking of, I'm pretty sure GM just wants us to give them the bonus so they may roll in secret.

Critical failures on recall knowledge and all that.

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

Aye, that's true enough. I do kinda wish I'd put more into Bhadrim's Intelligence, but Society is Society so better to focus tbh.


The Midnight Mirror

Dob is correct, I will roll knowledge checks in secret. That's why I had you give me your bonuses up front.

And, for the record, I identify as male/he/him. :)

Horizon Hunters

Thanks. Didn't want to make assumptions (also male/he/him).

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

I feel it appropriate to scream, "BURN THE HERETIC!" in this mission.

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

So I bought HeroLab Online and it turns out that I missed a mess of things that I should have had. Profile now updated as it should be. One thing I missed was the networking points. Let me know if you want me to pick two items (went with 3 in Swords) otherwise my fault for not knowing how to properly create the character!


The Midnight Mirror

It's still early enough that I'm willing to let you go back and fix that. What would you be requisitioning?

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

Potion of antiplague, potion of minor healing.


The Midnight Mirror

I seem to have a cold. I slept most of the day and plan to be a zombie for the rest. I'll be back tomorrow. :-)

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

Rest well!

Envoy's Alliance

NG male dwarf (Forge Dwarf) Fighter 1 | HP 23/23 | AC 17 (19 w/ shield) | F +8 | R +6 | W +5 |Per +7 | Stlth +1 | Spd 20 | Active Conditions: None

So... cold iron weapons... any happen to be lying around? :P

Grand Archive

Human Sorcerer (rogue) 7 | AC 25 (26 wShield) | HP (10)64/64| F +12 R +12 W +11| Spells: 1: 4/4 2: 3/4 3: 3/4 4: 0/3 | SP: 2/2 | HeroPoint: 0/2

May be in town?
There is still a blacksmith


The Midnight Mirror

On the question of the knowledge checks:

My question is whether you are just wanting "What basic information do I know?" or are you trying to recall something specific like "What is the right type of weapon to use?" or "are they known to make people do things they wouldn't normally do?". If you just want basic information, I'll roll your check and tell you what I think you would know. If you want more specific, I'll roll and let you know whether you know that thing.

Does that make sense?

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

So back to my previous comment, something I've seen extremely wide variance on with 2E from a Dungeon Mastering perspective in regards to the whole "What is the right type of weapon to use?" Are we allowed to target that when doing a Knowledge check? Say for instance we're in the heat of combat, and I do a Knowledge Check against said creature, am I allowed to try and specifically target the Damage Reduction feature as part of my knowledge check?

Also, in regards to the Mitflits, I'm trying to determine if this is something in their nature to do. This level of deception and the ability to go undetected while placing these dolls.


The Midnight Mirror

I would say yes, if you want to make your recall knowledge the specific question "What damage reduction do they have?" I would roll the check and give you the category on a success, and maybe the exact value on a crit.

For this specific case, I'll post in the gameplay.


The Midnight Mirror

I realize that sandbox investigation can get frustrating at times. You are doing all the things that are expected, and getting clues a few at a time. Most places you visit will have something, other than the burned down house. That one specifically has nothing for you to find at it. :-|

Keep at it! Make sure to look at the map of the town I gave you, all of the marked places are people still in town, some of which may have useful information for you.

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Totally understood. I used to run a bunch of pbp campaigns way back in the day, and the easiest way to kill momentum is for the party to feel "lost" or indecisive on how to proceed next. It's a factor that is frankly handled better in real life interactions at a table and plague pbp. I posted a suggestion that we start with the Tanner and move on to Ms. Ruza. We'll only hammer through this by talking to everyone in town and hopefully getting all the social clues we can find and trigger any "encounters" that might happen in those various locations.

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