A Pathfinder Society Scenario designed for levels 1–4 (Subtiers 1–2 and 3–4).
Decades ago, witnesses reported a fearsome cryptid outside of the quiet River Kingdoms town of Shimmerford. Dubbed the Mosquito Witch, it was rarely seen since and quickly became a beloved local legend that the town celebrates and promotes to attract visitors. But when recent attacks began savaging livestock and townsfolk alike, many have started believing the Mosquito Witch was real all along. The PCs travel to Shimmerford to unravel the cryptid mystery, but might they just become the witch's next victim?
Written by Eleanor Ferron.
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While I really liked the layout, creepy horror vibes, and similar, I don't really like the ending at all. If they wanted to make it a choice on if this would be a silly or dread-filled adventure, then there should have been two endings to reflect that. But everything else about it is very well crafted. Especially loved Peaches.
I have to give Mosquito Witch points for being one of the only Society scenarios I've played with an actual sense of dread and sinister mystery. Many Society adventures have an oddly chipper tone for a world where humanity's main god is dead, ancient lichs (liches?) are on the march, etc. Mosquito Witch almost feels like it was written for a different game.
On the other hand, the conclusion kind of flushes all that down the toilet. Then the final twist tries to save it but just leaves the players feeling like no questions have actually been answered after they've sat around the table for four hours.
If you have a combat-oriented party or just players who primarily enjoy playing the game for combat, this is not the adventure for you. It's pretty much entirely social RP and investigation, interrupted by one skill check "action sequence," for the first three hours or so, with two pretty easy combats basically back-to-back at the end.
Some people will appreciate MW's very different vibe. And it isn't a poorly-edited mess that makes no sense as a story like some Society adventures. Of course, it's easier to write a story with no holes when you don't actually try to resolve the story, so maybe MW doesn't deserve so much credit there. Other people will just be bored. Even players who get invested in the investigation may be frustrated at the (non-)ending.
Great start with alot of opportunities for roleplay and a creepy setting.
A Possible rise in tension during the investigation if the tone is kept dark and those encounters are skipped that don't relate to the story (and don't make sense regarding the situation at Shimmerford). The conclusion is a very big letdown. With the "reveal" at the end the tension collapses into silliness. And the story finishes with a simple and very uninspired fight leaving the players frustrated.
The scenario has a great ambiance but alas it ends without resolving the central mystery.
I think this is one of those scenarios that absolutely deserves a sequel.
I had an Absolute blast running this. It was as much fun to run it my 5th time as it was my first. It screams for a sequel please make the follow up to this
I had an Absolute blast running this. It was as much fun to run it my 5th time as it was my first. It screams for a sequel please make the follow up to this
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Mysteries left unsolved at the end of this scenario:
Spoiler:
-- What caused the carriage crash?
-- What caused Andor's disease?
-- Where did Quintus go?
-- What about the paper dolls? (they pop up three times -- Mrs. Lyons' monologue, Quintus, and after the collapse at the end.)
-- What was the origin of the haunted potion in Lasarte’s gear? (The haunt does seem directly relevant to the adventure...)
-- What was "taken away" from Mrs. Lyons?
-- Why did the cleric at Mrs. Lyons' place insist that he'd seen the party twice before?
-- Quintus repeatedly insisted that shovels were being stolen. This never gets mentioned again. If true, what was that about?
N.B., I have no problem with loose ends, especially in a mystery scenario. And quite possibly some of these were just red herrings, and that's fine too. But... this one cries out for a sequel, people.
Doug, I know some of the answers, having done a bit of research and reading of other Paizo material, some of it quite obscure. So, the carriage *CRASH* who...what...it's impossible....you're a fictional being...you don't exist...no...NO....DON'T COME CLOSER!....*AAAARGH*...GET IT OUT OF ME, GET IT OU*GHRRBBBBLLLLLLLLLLEEEEEEEEEEEE*
Mr. Compton, I really think you guys have been hitting it out of the park with PFS2 scenarios. I've never (well, I don't think I have...I'm getting older, and, well....) written a review before. I didn't go into all the details, but this scenario is incredibly good. I really am looking to run it more often.
I feel like these scenarios have been doing a great job of combining the new mechanics with really good stories, and stories are why I personally play RPGs. Yeah, yeah, I know there are some proof-reading mistakes that probably make it through, but whatever.
Maybe this sounds weird (and maybe I've had too much bourbon tonight [is that even possible?]), but I'm really proud of the PF2 folks at Paizo. I freakin' love it. I've run all of the high level PFS scenarios, several times, and I got really burnt out. I'm really enjoying what's been done so far for PF2, and PF2s, and I'm looking forward to all the great things to come.
OK, time to finish my coke and bourbon. Sigh....it's Beam, not Maker's, but it'll do, pig, it'll do.
Mysteries left unsolved at the end of this scenario:
** spoiler omitted **
N.B., I have no problem with loose ends, especially in a mystery scenario. And quite possibly some of these were just red herrings, and that's fine too. But... this one cries out for a sequel, people.
Doug M.
Movie plot spoiler:
I guess at least last one was kinda obvious - like a hint to players, that someone is digging, aka the mites.
But all and all I love the mysterious air of everything in this scenario, it greatly set the ground for some real life "Blair Witch project".
Once every group of players in our lodge will play this I have intention to post a paper made by my character, that´s about study of Mosquito witch, her behavior and her overall. I guess it´s interesting take on some local legends and weird pagan protectors.
All and all, at least for me, it looks like Mosquito witch was protecting the village, that so solemnly celebrate her. I guess the paper dolls are really doing of the witch and that collapse of cavern at the end is her doing as well, meaning she get rid of the mitflits for the good sake of the village.
Scenario overall is great, I loved it the second i read through all of it. Played it twice with my groups and both times i got the absolute blast. NPCs are great to play as and mood is nicely set.
I mark this one as one of the top three scenarios i run. Really great.
I know this is designed for level 1 through 4, but does anyone have a suggestion for place level to begin this at? Running for a party of new players as a one-shot. Don't want to go too easy on them but also want them to have a fighting chance!