TEXT: By Eleanor Ferron
  The Mosquito Witch
  PATHFINDER SOCIETY SCENARIO #1–02 
  TIER 1–4
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Pathfinder Society Scenario #1-02: The Mosquito Witch is a Pathfinder Society Scenario 
  designed for 1st- through 4th-level characters (Tier 1–4; Subtiers 1–2 and 3–4). As a scenario, 
  this adventure is designed to take about 4 hours to play. It is designed for play in the 
  Pathfinder Society Organized Play campaign, but can easily be adapted for use with any 
  world. For more information on the Pathfinder Society campaign, how to read the attached 
  Chronicle sheets, and how to find games in your area, check out the campaign’s home page 
  at PathfinderSociety.club.
  How to Play
  GM Resources
  The Mosquito Witch makes use of the second edition Pathfinder Core Rulebook and Pathfinder 
  Bestiary. All rules referenced in this adventure are available in the free online Pathfinder 
  Reference Document at paizo.com/prd. The relevant rules from the Bestiary are reprinted at 
  the back of the adventure for the GM’s convenience.
  Table of Contents
  The Mosquito Witch.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Art  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Treasure and Reporting.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  AUTHORS
  Eleanor Ferron
  DEVELOPMENT LEAD
  John Compton
  DESIGN LEAD
  Mark Seifter
  EDITORS
  Lyz Liddell and Adrian Ng
  COVER ARTIST
  Chris. L Kimball
  INTERIOR ARTISTS
  Chris. L Kimball, Raph Lomotan, Yasen Stoilov,  
  and Vicky Yarova
  CARTOGRAPHY
  Jason Engle
  ART DIRECTION AND GRAPHIC DESIGN
  Sonja Morris and Tony Barnett
  ORGANIZED PLAY MANAGER
  Tonya Woldridge
  CREATIVE DIRECTOR
  James Jacobs
  CREATIVE DIRECTOR
  James Jacobs
  PUBLISHER
  Erik Mona
  
  3
  Pathfinder Society Scenario
  The Mosquito Witch
  By Eleanor Ferron
  The Mosquito Witch takes place in the River Kingdoms, 
  a cluster of small nations and cities that rise and fall 
  based on their tempestuous fortunes. The PCs begin 
  in the city of Tymon before traveling to the village of 
  Shimmerford. For more information about the River 
  Kingdoms, see the Pathfinder Lost Omens World Guide, 
  Pathfinder Campaign Setting: The Inner Sea World Guide 
  and Pathfinder Campaign Setting: Guide to the River 
  Kingdoms available at bookstores and hobby stores 
  everywhere and online at paizo.com.
  WHERE ON GOLARION?
  Just as the River Kingdoms are a patchwork of tiny 
  nations, so too are they a tapestry of folklore and legend. 
  Ever since a rash of unsubstantiated sightings from 
  4662–4664 ar in the village of Shimmerford around the 
  East Sellen River, legends of a mysterious and frightening 
  creature dubbed the “Mosquito Witch” have run rampant 
  throughout the River Kingdoms and beyond. While the 
  initial reaction of the people of Shimmerford was terror, 
  as time passed without any overt signs of attacks, the 
  panic faded—and after overcoming their initial fear, 
  the villagers took note of the steady stream of monster 
  hunters attracted by the legends, and chose to embrace 
  their growing notoriety. For decades, thrill-seekers and 
  cryptid-hunters alike traveled to Shimmerford in search 
  of the alleged witch, to no avail. The village was all 
  too happy to have them, taking the opportunity to sell 
  Mosquito Witch dolls, peddle witchbread, hawk artisanal 
  mosquito masks, and host an annual festival that 
  attracted hundreds, bringing in a substantial amount of 
  commerce that greatly improved the locals’ livelihoods.
  But over the past year, these traditions have lost 
  their frivolous allure. Bloodseekers, also known as 
  stirges, have increasingly plagued Shimmerford and the 
  surrounding woodlands. Not only have these enormous 
  vermin occasionally attacked villagers, they’ve also killed 
  livestock and driven wild animals into violent frenzies 
  in the rush to escape the sucking proboscises. Several 
  independent adventuring groups have since traveled 
  to Shimmerford to put a stop to the attacks, only to 
  disappear in the woods or be found drained of blood and 
  left as a warning. The infestation is becoming oppressive 
  enough that some of the villagers have fled entirely, and 
  several boats passing Shimmerford have seen their crews 
  dive into the water to escape the pests.
  The true culprit in these recent troubles is a mitflit 
  colony that moved into the nearby woods, tunneled 
  out a home, and discovered a mine filled with iron 
  ore. Worried that this feature could attract unwanted 
  prospectors—and wishing to avoid allowing more 
  dreadful cold iron to be unleashed into the hands of 
  humanoids—the mitflits began to plot how they could 
  keep others away from their discovery. After sending 
  trained bloodseekers to harass trespassers, the mitflits 
  overheard the villagers’ fanciful tales of the Mosquito 
  Witch and decided to play into the legend to rattle the 
  villagers even more. For the past year, the mitflits have 
  sent more bloodseekers, left cryptic carvings in trees, 
  fabricated unsettling footprints, shadowed travelers to 
  scare them, and killed any adventurers who came too 
  close to the mitflits’ home.
  Eventually, the news of this misfortune reached the 
  Pathfinder Society. Utterly enthralled by the local legends, 
  Venture-Captain Holgarin Smine has gathered a group to 
  visit Shimmerford, put a stop to the attacks, and get to 
  the bottom of the so-called Mosquito Witch.
  What Is the Mosquito Witch?
  Throughout the course of this scenario, legends and 
  rumors of a cryptid known as the Mosquito Witch are 
  central to the investigation into the events surrounding 
  Shimmerford. While these tales are often short on proof 
  and contradictory, almost every Shimmerford resident 
  assumes some variant of them to be true. A general 
  summary of the most agreed upon “facts” about the 
  Mosquito Witch follows, in order to provide the GM 
  and PCs appropriate background information for 
  this adventure—the GM should be generous with this 
  information whenever PCs make inquiries about the 
  Mosquito Witch while in Shimmerford. 
  Appearance: The Mosquito Witch is a humanoid figure 
  with unpleasant, waxy skin. It always seems to have its 
  head bowed and its shoulders hunched up, a mane of 
  unkempt black hair hiding all of its face except for a pair 
  • Tymon
  RIVER KINGDOMS
  • Shimmerford
  
  4
  Pathfinder Society Scenario
  The Mosquito Witch
  of unblinking red eyes and a long sharp tongue that’s as 
  stiff and pointed as a proboscis. Fleshy, ribbed mosquito 
  wings protrude from its back. It has six handless arms 
  that taper into malformed points, which it keeps clutched 
  to its chest like the legs of an insect’s pupae. Its spindly 
  legs also taper into points; when it is bloated from 
  feeding, it has to run on all eight limbs, which leave small 
  holes in the ground as tracks.
  Evidence: Aside from the appearance of the witch 
  itself, the most common trait of various Mosquito Witch 
  tales is a sickly-sweet smell that pervades the entire area 
  of the alleged sightings. Those that don’t see the witch 
  proper often claim to see red, unblinking eyes hovering 
  in the darkness. Anything that looks pierced is often 
  (sometimes jokingly) taken as a sign of the witch, even 
  if there is a more rational explanation. The witch also 
  seems to have an obsession with intricate little dolls: 
  popular legend claims that wherever the witch goes, it 
  leaves cloth or woven wheat-stalk dolls. 
  Superstitions: The Mosquito Witch is considered 
  an omen of terrible events to come, though reports of 
  misfortune that the witch was suspected to have caused 
  vary wildly and seem mostly fabricated. Most people 
  believe that the Mosquito Witch cannot come out in 
  bright sunlight, due to the fact that it has never been seen 
  outside of murky light conditions. Some villagers believe 
  that the witch can see through the eyes of any depiction 
  of itself. Particularly religious people think holy water 
  can ward off the witch by hiding a creature’s smell, 
  though this is considered absurd to most.
  Theories: 
  The 
  most 
  common 
  claim 
  among 
  Shimmerforders is that the witch is some kind of servant 
  of Ghlaunder or was a hag that was somehow cursed 
  by the verminous god. Other theories suggest that the 
  witch is a disgraced spawn of the verminous demon 
  lord Deskari, the deceased spirit of an unwanted child 
  returned to punish the living, or a cannibalistic woman 
  who drank the blood of her own family and eventually 
  transformed into a monster.
  Summary
  The PCs begin the adventure by talking to Venture-
  Captain Holgarin Smine, who informs them about 
  mosquito trouble in a village called Shimmerford, and 
  legends of a cryptid known as the Mosquito Witch. 
  The PCs travel to Shimmerford, noting the terrible toll 
  that the plague of mosquitoes has taken on the town. 
  By speaking to the villagers and other monster hunters 
  that have traveled to Shimmerford, the PCs can piece 
  together the fates of two previous investigators, and may 
  potentially get a sense that the Mosquito Witch might 
  not be responsible for Shimmerford’s current troubles. 
  By venturing into the woods, PCs potentially discover 
  the missing investigators, finding further clues about 
  the true culprits in the process. Eventually, the PCs 
  find bloodseekers attacking one of the monster hunters 
  they met in Shimmerford. The rescued monster hunter 
  points the PCs to a hidden mine, where the PCs find the 
  creatures responsible for the village’s woes: a small group 
  of vermin-controlling mitflits. Once the PCs defeat all the 
  mitflits, the insects finally disperse.
  Tone of the Adventure
  Depending on the age and interests of your group, you 
  can run The Mosquito Witch as a horror game or in a 
  more lighthearted fashion. The adventure presents scenes 
  in a way that falls between these two tones. If you wish to 
  skew the adventure in one direction or the other, consider 
  the adjustments below. Keep in mind that creepy bugs 
  and body horror can both be distressing for some no 
  matter the storytelling style, so it’s a good idea to talk 
  with your players about these potential themes, scale the 
  tone accordingly, and have a system for players to signal 
  if a description’s gone too far. The sidebar on page 485 
  of the Pathfinder Core Rulebook has recommendations 
  for such systems.
  Lighthearted
  Villagers: Play up the villagers as quirky townsfolk and 
  present their rumors as ridiculous gossip. Play down all 
  mentions of Mordha Lyons’ (page 12) infirmities, instead 
  presenting her as a grouchy old woman who is annoyed 
  by younger people.
  Monsters: 
  Mosquitoes 
  are 
  obnoxious, 
  and 
  bloodseekers are almost cartoonish in their proportions. 
  Play up the insects as comically annoying people more 
  than actually harming them.
  Victim(s): Don’t describe the worst of Andor’s disease 
  symptoms. If Andor dies (page 15), play it up as a hammy, 
  over-dramatic death scene. Should Haru die (page 16), 
  don’t show her body—only a few personal effects left 
  behind. If the PCs fail to save the calf (page 12), consider 
  making its fate entirely absurd, such as showing a group 
  of bloodseekers literally carrying it away.
  Horror
  Villagers: Play up the fear, exhaustion, and despair of a 
  people who have lost their livelihoods and who cannot 
  even go outside or sleep without being harassed by 
  harrying parasites.
  Monsters: Bloodsucking insects often provoke an 
  instinctive revulsion. Remind the players of the high-
  pitched whine of the mosquitoes and the feeling of bugs 
  crawling on skin whenever appropriate. Have the insects 
  
  5
  Pathfinder Society Scenario
  The Mosquito Witch
  Venture-Captain 
  Holgarin Smine
  continue twitching long after death. Consider making 
  the insects appear in unpleasant places, such as having 
  one crawl out of a PC’s nose or fall into a PC’s drink.
  Victim(s): Emphasize the grotesqueness of 
  bloated mosquitoes covering their victims’ 
  bodies in such numbers they resemble 
  bubbled flesh rather than insects. Play up 
  the panic and pain of Peaches when he is 
  attacked by the bloodseekers (page 15).
  Getting Started
  The PCs begin this scenario in the gladiator 
  city of Tymon, at Smine’s Weaponworks, 
  famed 
  smithy 
  and 
  clandestine 
  Pathfinder lodge run by the 
  friendly 
  dwarven 
  Venture-
  Captain Holgarin Smine (N 
  male dwarf smith). Read or 
  paraphrase the following to 
  begin the adventure.
  The din of ringing steel and the 
  simmering heat of the forge makes 
  Smine’s Weaponworks easy to find, 
  beyond even its sterling reputation and 
  its well painted sign. An open sliding door leads into a work 
  area filled with apprentices, each toiling to fuel the ceaseless 
  demands for weapons to feed the city’s famed Arena of 
  Aroden. One of the workers, a grim-faced halfling woman 
  barely taller than her own anvil, flashes a smile and points 
  to a narrow staircase at the back of the smithy. Climbing the 
  stairs provides a small respite from the din and the heat, with 
  hanging bowls of cloves and aromatic bark making a heroic, if 
  futile, effort to cover the smell of coal and sweat. 
  The Pathfinder Lodge above the smithy resembles an 
  adventurer’s boarding house, providing an excellent cover for 
  the comings and goings of the Society’s agents. A door to a 
  kitchen opens, and a soot-smudged dwarf dressed in a leather 
  apron steps out: Venture-Captain Holgarin Smine. The dwarf’s 
  gestures brusquely to a table within the kitchen, his hands 
  wiped passably clean of the ash and grease of his trade. An 
  assortment of bread, cheese, and cider has been set out on 
  the table for refreshments, as is a bizarre doll made of dried 
  wheat stalks.
  “Hope the journey went well.” Smine greets. “Dangerous 
  these days. More dangerous further west, so suppose I 
  shouldn’t complain.” His short sentences almost matching 
  the staccato cadence of the forges below. “Won’t waste your 
  time. Ever heard of the Mosquito Witch?”
  Smine grins and leans across the table, picking up the 
  grotesque doll. Beady, painted red eyes and a needle-like 
  snout is barely visible through shaggy wheat-stalk hair, and 
  six handless arms are clutched to the doll’s chest. “Local 
  legend. Ugly thing. People claim it lives near a town out here 
  called Shimmerford. Hunters have been trying to catch it 
  for over fifty years. No one has managed to. Villagers 
  sell the failed hunters dolls and souvenirs instead. 
  Fun for all.” He frowns and sets the doll down. 
  “Not now, though. Mosquitoes and bloodseekers 
  started plaguing the villagers. Killing livestock. 
  Swarming people outside. Getting into food. 
  Been happening for a year or so. People are 
  starting to leave the town entirely. They blame 
  the Mosquito Witch. I don’t. Doesn’t matter. It’s 
  a problem either way. You’re going to stop it.”
  Smine can also answer some 
  questions the PCs might have, 
  but because he has not been 
  on the scene to investigate 
  the situation, his information is 
  limited. Some likely questions and 
  responses are listed below. Should 
  the PCs not ask any questions, 
  Smine shakes his head in a good-
  natured way and, if necessary, 
  may provide them some of the 
  following information anyway.
  What is the Mosquito Witch? “Looks like this.” Smine 
  wiggles the wheat-stalk doll. “Missing the wings, though 
  folks disagree about that piece. People claimed to see it 
  a while back. Some claim they saw it more recently. No 
  one’s proved it. No one’s caught it. No one’s sure what 
  it is. Would be exciting if we found out.” Smine smiles 
  wryly. “Don’t expect us to.”
  What are bloodseekers? “Pests. Look like a giant 
  mosquito. Some people call them stirges. Can usually 
  smash them with a good whack from a hammer. Don’t 
  get careless, though. They’re big enough to drain 
  someone dry.”
  What can you tell us about Shimmerford? “Never 
  been there myself. Small town. Cheery place. Tourist 
  attraction. Sells Mosquito Witch dolls, masks, bread. 
  See them in the markets here sometimes. Hold a big 
  festival for the witch once a year. I’ve never gotten to 
  go. Too busy.”
  Why don’t you think the trouble is caused by the 
  Mosquito Witch? “Been fifty years since people spotted 
  the witch. Plenty of time to do something like this. It 
  hasn’t. Just sticks to the forest, scares people, gives omens. 
  Doesn’t send things into the town. Maybe something 
  riled it up. More likely it’s a Ghlaunder worshipper. 
  Something similar, anyway. Probably heard stories about 
  the witch. Took advantage of them to cause trouble.”
  
  6
  Pathfinder Society Scenario
  The Mosquito Witch
  Mosquito Witch Doll
  Who is Ghlaunder? “God of parasites and disease. 
  Likes mosquitoes. Likes bloodseekers. Cultists summon 
  them a lot. Not a popular god.” 
  Have there been any reports of Ghlaunder 
  cultists in the area? “From time to time. They 
  like the River Kingdoms. Lots of water. 
  Lots of places to hide. Don’t know about 
  Shimmerford specifically.” 
  What other dangers might be there? 
  “All kinds of things. Trolls. Goblins. 
  Tatzlwyrms. 
  Kobolds. 
  Giant 
  insects. 
  Cyclops. Undead cyclops. The fey folk are 
  common around here.” Smine shrugs, and 
  adds, “River Kingdoms get dangerous. Makes 
  selling weapons good business.”
  How do we get to Shimmerford? “I 
  hired you a boat. Good ship. Good 
  crew. They’ll take you down the 
  river to Shimmerford. I’d stay 
  inside while traveling, though. 
  Clouds 
  of 
  mosquitoes 
  are 
  hanging by the shore and above 
  the water. Doesn’t sound pleasant.”
  What should we do when we 
  reach Shimmerford? “Find a gnome 
  woman named Galia. Not a Pathfinder. 
  Knows me, though. Knows we fix problems. She’s the 
  one who sent a letter about the situation. Would have a 
  better idea of the situation on the ground. After that, find 
  what’s causing the problem. Stop it. Report back.”
  Once the PCs have asked their questions, Smine offers 
  them the use of his guest rooms and offers suggestions 
  on where to purchase supplies for the expedition. He 
  also gives the PCs the wheat-stalk Mosquito Witch doll 
  as both a reference and an irreverent good luck charm. 
  While this doll doesn’t have any significance in this 
  adventure, the GM is encouraged to use it to play up 
  the atmosphere by having the doll appear randomly in 
  places the PCs did not put it or reappear in the PCs’ 
  packs even after being thrown away.
  Occultism (Recall Knowledge)
  A PC who succeeds at a DC 15 Occultism check to 
  Recall Knowledge may already have heard legends of the 
  Mosquito Witch. A failure grants no information, while 
  a critical success grants additional intelligence beyond 
  the success entry’s information. Remember that these 
  checks should be rolled secretly.
  Critical Success: In addition the information in 
  the success entry, the PC knows that Shimmerford’s 
  Mosquito Witch-based dolls, which they sell to tourists, 
  come from a legend that the witch herself is obsessed 
  with little dolls. The tourist dolls are usually made of 
  wheat stalks, but the witch herself supposedly prefers 
  intricate paper dolls.
  Success: This Mosquito Witch was originally 
  spotted almost 60 years ago in a forested 
  location now known as Witchtop Hill. Most of 
  the witnesses were teenagers.
  Critical Failure: The Mosquito Witch is 
  claimed to be able to control mosquitoes and 
  bloodseekers, but her minions cannot drink 
  the blood of any creature that has drunk or 
  covered their skin in holy water.
  A. Shimmerford
  Shimmerford is a forested town located near 
  the East Sellen River’s first fork, just 
  east of Riverton. The PCs can travel 
  to 
  Shimmerford 
  without 
  any 
  incident, though as they approach, 
  thick clouds of mosquitoes hanging 
  over the shoreline become more 
  prominent, until the earth seems 
  covered with writhing black masses 
  of flying insects. The PCs arrive to 
  find not the festive village that once was, 
  but a suspicious settlement with empty streets 
  and clusters of mosquitoes hovering over each puddle 
  of water. When the PCs disembark from their boat, a 
  gnome with blueberry-blue hair and copper skin emerges 
  from a tiny house that has been mosquito-proofed with 
  cloth and wax crammed into every crack and seam. This 
  is Galia Farrsmith (N female gnome barber), the contact 
  that Venture-Captain Smine suggested the PCs seek out 
  in Shimmerford. When she sees the PCs, she hurries over 
  to greet them, wringing her hands and swatting away 
  any mosquitoes that come near her.
  “Oh, thank goodness! Oh, thank goodness! You actually came! 
  Smine actually sent someone! You must be them, right? No 
  one comes here a-anymore unless they’re planning to help! 
  Do you want to talk inside? My house is mostly mosquito-
  free! Can I get you anything? My beet juice is also mostly 
  mosquito-free! Would you like to sit down? A fresh haircut, 
  maybe? Oh, thank goodness you’re here!”
  Galia thought the village had solved the problem 
  days earlier when the townsfolk caught a Ghlaunderite 
  fanatic earlier and executed him, but the attacks haven’t 
  stopped. With the prevailing theory proved demonstrably 
  false, Galia has no idea how to handle the situation and 
  considers the PCs her last hope. She can answer questions 
  the PCs might have about the plague in Shimmerford.
  
  7
  Pathfinder Society Scenario
  The Mosquito Witch
  What’s been happening? “W-well, you probably noticed 
  the mosquitoes. There’ve been a lot of bloodseekers, too. 
  Those are mosquitoes that are as big as your heads! The 
  little ones are bad enough, but the big ones have been 
  driving people out of the town. One even carried off poor 
  Mrs. McClairby’s cat, and some of them killed all of Mr. 
  Rujat’s prize cattle. It’s been really, really, really awful 
  around here!”
  Do you know what could be causing this plague? 
  “Most people think it’s…” Galia lowers her voice to a 
  whisper. “…the witch. I thought that maybe it could have 
  been a c-cultist of Ghlaunder, but that turned out to be 
  wrong, so I don’t know what else it could be.”
  How do you know it wasn’t a cultist of Ghlaunder? or 
  Have there been any signs of Ghlaunder cultists in the 
  area? “Oh! Um. Yeah! Yeah! About that... um. So there 
  was a Ghlaunder cultist who we found lived a little ways 
  out in the woods! But when we found him the others 
  got a teensy-tiny wee bit mad, and um... k-killed him. 
  And then whacked him into pieces. And then burned 
  his house to the ground with his body in it, and then 
  salted the ground where the ashes were. But, um. The 
  mosquitoes and bloodseekers didn’t leave. So I guess... it 
  actually wasn’t him? I… I feel kind of bad about it now.”
  Could the Ghlaunder cultist have had allies? 
  “M-maybe! We didn’t find any others, though.”
  What do you know about the Mosquito Witch? “No 
  one knows anything for sure about the Mosquito Witch! 
  It’s a thing that shows up outside of town sometimes, 
  b-but I’ve never heard of it causing this much harm! I 
  even think the little dolls people make of it are k-kind of 
  cute. We used to throw a festival every year for it. Anna 
  always made the best witchbread for the festival…”
  Did anything happen that might have triggered this 
  plague? “I don’t think so? Um, let me see. Mr. Albi’s 
  daughter ran off with the traveling postman, and there 
  was a big fuss about Mr. Vernon’s rooster getting out 
  to harass Mrs. Favam’s ducks. I don’t think any of that 
  would have caused this, though. Even Ms. Lyons d-didn’t 
  seem to think anything was wrong, until the mosquitoes 
  showed up.”
  Who is Ms. Lyons? or Who might know more about 
  the Mosquito Witch? “Ms. Mordha Lyons! She actually 
  saw the Mosquito Witch, back in the day! One of the 
  first! She doesn’t much like strangers, though. I don’t 
  think she much likes a-anyone, truth to be told.”
  Has anything unusual been happening recently? 
  “You’re not the only people that have come here looking 
  for the witch. Most of the monster hunters gave up after 
  the first couple adventurers were found w-without any 
  blood, but there’s been a whole bunch of new people 
  lately! Two of them showed up some weeks ago, a 
  brown-haired human dressed all in white, and this half-
  elf woman with beautiful silky black hair and gold armor 
  over this amazing red dress! Neither of them talked to me, 
  though—they just went into the woods and never came 
  back. I think they spoke to some of the other townsfolk, 
  though! And this week, another two visitors showed up! 
  There’s this really professional looking human woman 
  with a white dog, and this nervous human man staying 
  at the inn who really needs a shave and a trim. M-maybe 
  you can find them if you look around.”
  Galia is willing to do whatever she can to help and can 
  be sent to accomplish small errands for the PCs so long as 
  they involve no danger or chance of failure. The gnome 
  has little else to offer beyond haircuts, however; with the 
  town’s tourism dried up and her regular customers gone, 
  Galia has little more than a 5-foot roof over her head and 
  the beets, cabbages, and barley she feeds herself.
  Exploring Shimmerford
  The PCs have near free run of the town, as almost 
  everyone who had the means to flee has done so and 
  the town watch has become nigh nonexistent. The 
  inhabitants barely dare to speak of the Mosquito Witch, 
  spend as much time as possible indoors, live in fear of 
  the next attack, and have developed even more myths of 
  their local cryptid. None of the residents of Shimmerford 
  are responsible for the current events, and any baseless 
  accusations from investigators is only heaping further 
  misery on their lives. Robbing the villagers is nearly 
  pointless, as the townsfolk have little and the abandoned 
  buildings have been stripped of their possessions. Killing 
  or assaulting any of villagers grants the offending PCs a 
  point of Infamy.
  Shimmerford mainly consists of a small walled village, 
  surrounded by outlying farms and shops. The following 
  locations have not been abandoned or are otherwise of 
  interest to the PCs.
  A1. Galia’s House: Galia is happy to offer her house 
  for the PCs to stay, though it is extremely small and 
  cramped, even for Small-sized creatures. 
  A2. Hart’s Brewery: The brandy brewer Rosa Hart, a 
  dark-skinned woman with a world-weary outlook, spent 
  all her liquid assets helping others escape the town and 
  now spends most of her time drinking the last dregs of 
  her own stock. She’s willing to sell 3 bottles of potent 
  yet distasteful brandy to the PCs for 1 gp each. The PCs 
  can turn each of these into an improvised bomb with a 
  minute’s work and a successful DC 15 Crafting check. 
  These each function as a lesser alchemist’s fire, but the 
  cumbersome device requires two actions to operate (one 
  Manipulate action to light the incendiary, and one Strike 
  to throw it). 
  
  8
  Pathfinder Society Scenario
  The Mosquito Witch
  A. Shimmerford
  1 square = 5 feet
  A3
  A4
  A5
  A6
  A7
  A2
  A1
  A8
  A9
  A10
  A11
  Pathfinder Flip-Mat: Bigger Village
  
  9
  Pathfinder Society Scenario
  The Mosquito Witch
  If asked about the current situation, she notes a man 
  in white clothes named Andor talked to her a few weeks 
  back, asking where she got her water and what water 
  sources were likely contaminated. A PC who succeeds at 
  a DC 13 Crafting check knows that brewers need pure 
  water for high-quality alcohol, while a PC who succeeds 
  at a DC 13 Nature check knows that mosquitoes need 
  pools of stagnant water to breed.
  A3. The Bell Family: Consisting of a mother, father, 
  and three children, this family seems both destitute and 
  extraordinarily accident prone. If asked about current 
  events, they claim the Mosquito Witch can see through 
  any depiction of itself, and tell the PCs to get rid of their 
  wheat-stalk doll immediately. 
  A4. Mordha Lyons’ House: This is the residence of 
  Mordha Lyons and her caretaker. It is detailed further in 
  The Witness on page 12).
  A5. The Tanner: This shop’s owner goes by the name 
  “Tanner” and operates a tannery whose painfully simple 
  sign reads “The Tanner.” Although Tanner (N agender 
  android tanner) appears to be a human of Taldan descent, 
  they are secretly an android who escaped Numeria to 
  the north and capably uses cosmetics (and as needed, 
  magic) to conceal their identity and live in peace. They 
  have no interest whatsoever in revealing their identity, 
  including by drawing much attention to themself with 
  heroics. However, their emotionless conversation and 
  lack of concern about the mosquitoes is rather unnerving 
  to the other townsfolk. If asked about current events, 
  Tanner notes that they met with a half-elf in gold armor 
  who called herself “Hunter,” and that Hunter was 
  attempting to identify a peculiar shiny, crystalline rock. 
  Tanner has a sample of this rock that they can offer PCs. 
  PCs who succeed at a DC 17 Crafting or Nature check 
  can recognize this rock as magnetite, an iron ore that is 
  heavily magnetic. 
  A6. The Whitefish and Stag: Though the innkeep 
  Callum Shay isn’t pleased with his current circumstances, 
  he still makes a decent living offering room and board to 
  visiting monster hunters. The inn is the tallest building in 
  Shimmerford and one of the few with a view over the town 
  gates; if asked, Callum informs the PCs he last saw the 
  half-elf in gold armor entering the forest to the northeast, 
  and last saw the man in white clothing departing to the 
  east. PCs can also find Quintus Chevunier in this inn, 
  detailed in The Prophet on page 11.
  A7. Ruza’s House: Should the PCs call at this house, 
  and old Varisian woman opens the door, stares at 
  them for a moment, then splashes holy water in their 
  faces and slams the door shut. Any further attempts at 
  communication merely result in the old woman keeping 
  the door closed and muttering prayers to Desna in 
  Varisian. Should the PCs somehow manage to investigate 
  the woman’s holy water, a PC who succeeds at a DC 10 
  Crafting or Religion check determines it was improperly 
  made and has no mystic properties.
  A8. Braybon’s Smithy: Luca Braybon, a muscular red-
  haired woman, constantly runs her forge so the fumes 
  keeps the mosquitoes away, adding green boughs during 
  off hours to create extra smoke. If asked about current 
  events, she notes that a half-elf hunter in gold armor 
  bought a new compass from her a number of weeks back, 
  claiming hers had broken. When Luca inquired about the 
  compass later, however, the half-elf had said that it turned 
  out neither compass would work and that her original 
  compass wasn’t the problem. PCs who succeed at a DC 
  13 Crafting or Survival check can infer that something 
  external was interfering with the compasses, likely of a 
  magnetic source. 
  A9. Marmazine’s House: Anna Marmazine is a gnome 
  baker with rose-pink hair and yellow eyes. If asked 
  about current events, she rambles on about the Mosquito 
  Witch, also adding: “the real witch doesn’t drink blood; 
  she drinks tears. Her 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 Ms. Mordha Lyons.”
  A10. Shrine to Hanspur: This shrine to the god of 
  river travel contains a deep bowl of water that holds 5 
  copper coins, 2 silver coins, a few dead mosquitoes, and a 
  Mosquito Witch doll that defiantly floats atop the liquid.
  A11. Abandoned Farm: This decrepit farm contains 
  nothing but rotting crops and a dying calf (see the Dying 
  Calf on page 12).
  People and Events
  The following significant NPCs and events can be found 
  around Shimmerford, either when the PCs find them in 
  a specific location or after a number of conditions have 
  been met during the adventure.
  The Hunter
  The first time that the PCs enter the town with the 
  intent of investigating, they encounter one of the other 
  cryptid hunters that has been drawn by Shimmerford’s 
  problems—or more accurately, encounter her dog. Haru 
  Kwon (NG female human exorcist) and her dog Peaches 
  have come to the town looking for a missing friend. As 
  soon as Peaches spots the PCs, he barks and runs toward 
  them. Read or paraphrase the following.
  A shaggy dog with cream-white fur bolts down the town 
  streets, scattering the clouds of mosquitoes hovering above 
  the ground. A woman’s voice follows after the dog: “Peaches! 
  
  10
  Pathfinder Society Scenario
  The Mosquito Witch
  Peachy! Get back here!” A Tian woman in simple traveling 
  clothes sprints into view a few moments later, stopping to 
  stand by the dog. “Sorry about that,” the woman says, as the 
  dog whines for attention. “I didn’t think there was anything 
  out here but insects, or I would have kept a closer eye on him. 
  My name’s Haru Kwon. What brings you to Shimmerford? It’s 
  not exactly a popular destination right now.”
  Haru claims to be an explorer who is passing through 
  the town, but she’s actually an exorcist searching for 
  Lasarte Mourguy, a half-elf adventurer and friend of 
  Haru’s who recently vanished into the Shimmerford 
  woods. Because Lasarte has made enemies with a number 
  of disreputable organizations over her career, Haru is 
  reluctant to admit the half-elf’s presence here to strangers. 
  Despite her professed indifference, Haru knows a decent 
  amount about the current situation and can answer a 
  few questions. Throughout the conversation, Peaches 
  attempts to play with receptive PCs; the dog is friendly, 
  charming, and highly intelligent.
  Who are you? “My name is Haru Kwon. I’m a bit of 
  a traveling scholar, though I have a lot of work to do to 
  make a name for myself in that field.”
  Why are you here? “I’ve been traveling around 
  the River Kingdoms, recording the local legends and 
  customs. For obvious reasons, Shimmerford was high on 
  my list to visit. I may have gotten more than I bargained 
  for.” PCs who succeed at a DC 14 Perception check to 
  Sense Motive recognize that Haru has a 
  much more personal investment in current 
  events than she is admitting to. 
  What do you know about the Mosquito 
  Witch? “Just what I’ve heard from the 
  townsfolk. It’s a little contradictory, 
  isn’t it? Some people seem to think it’s 
  a hag, others a demon, others a priest of 
  Ghlaunder, and others a ghost. If you’re 
  planning to go looking for it, I’d bring cold 
  iron along—that would help you against 
  demons and hags—and fire to help burn away 
  swarms of insects. And if it turns out the witch 
  is a ghost, run and hide! Your weapons won’t 
  do a thing against spirits, and I doubt you’ll have 
  enough holy water to chase it away.”
  Have there been any signs of Ghlaunder cultists 
  in the area? “It certainly looks like something 
  they’d do, doesn’t it? I wouldn’t say there aren’t, 
  but Ghlaunder cultists like to pose as members 
  of other religions in order to infiltrate towns. 
  I’d be a little careful suggesting there might 
  be a secret cultist among the villagers here, 
  considering what they did to the last one.”
  What kind of dog is that? “Peaches is a sapsali. You 
  don’t see them much outside of Hwanggot, but grandpa 
  brought his dogs when he came over and wound up with 
  puppies out his ears.” A PC who successfully Recalls 
  Knowledge with a DC 17 Occultism check recognizes 
  the sapsali as a breed of dog from Hwanggot (a nation in 
  eastern Tian Xia, a distant continent) that is rumored to 
  be able to dispel evil spirits.
  Are you hiding something from us? “So what if I am? 
  We just met, I don’t owe you my life story.” A PC who 
  succeeds at a DC 15 Diplomacy check to Request more 
  Haru Kwon and Peaches
  
  11
  Pathfinder Society Scenario
  The Mosquito Witch
  information from her or a DC 17 Intimidation check to 
  Coerce her (DC 18 in Subtier 3–4) can push Haru for 
  further information; if the PC succeeds, she continues: 
  “Fine, fine. I’m looking for a friend of mine, and I don’t 
  care to tell you her name. She sent me a letter a month 
  ago, claiming that she intended to go to Shimmerford to 
  investigate what was going on here. I intended to meet up 
  with her here, but when I arrived, she wasn’t anywhere 
  to be found.” If asked, Haru can confirm that her friend 
  is the half-elf with black hair and gold armor that Galia 
  mentioned had gone missing a few weeks back.
  Haru attempts to be helpful to the PCs as long as it 
  doesn’t interfere with her business, but doesn’t want 
  to work with them out of concern for her friend. At 
  some point after the PCs finish talking to her and leave, 
  Haru ventures into the woods on her own—while it is 
  possible that genre-savvy PCs may attempt to follow her 
  and make sure she doesn’t leave their sight, this annoys 
  Haru, and she refuses to do anything if she is aware she 
  is being tailed. PCs trained in Survival can Track her by 
  succeeding at a DC 15 Survival check (DC 18 in Subtier 
  3–4). this leads the PCs to area C, while failure results in 
  the PCs getting lost, as detailed on page 13. 
  The Prophet
  Quintus Chevunier (CN male human conspiracy 
  theorist) is the other recent visitor to this town. He is 
  currently staying at Shimmerford’s inn (area A6), and is 
  hunched over and muttering to himself by the front desk 
  near the doorway. Psychically sensitive and a paranoid 
  mess, Quintus is a haggard human with dark messy hair, 
  stubble sparsely forming a goatee, and gaunt cheeks. Not 
  hunting the cryptid so much as convinced he doesn’t have 
  a choice but to come here, Quintus is turning a paper 
  doll over in his hands, the sweat from his skin starting to 
  cause the paper to melt into something horrific looking. 
  PCs who are aware of the Mosquito Witch’s affinity 
  for paper dolls might choose to speak to Quintus upon 
  noticing this, or the PCs may simply approach Quintus 
  out of their own interest.
  While Quintus doesn’t seem terribly helpful at an 
  initial glance, his seemingly delusional ramblings are 
  all rooted in actual premonitions he has had. Not 
  only does he predict a pair of disasters—one of which 
  the PCs might even be able to avert—but some of his 
  aimless responses might offer hints to the PCs that 
  the Mosquito Witch isn’t the responsible party for 
  Shimmerford’s misfortune.  
  Who are you? “An idiot. An absolute idiot...” The man 
  laughs sadly to himself, before jerking himself upright. 
  “Oh, wait, you’re... where are my manners? Sorry. 
  Introductions. I’m Quintus. Quintus Chevunier.”
  Why are you an idiot? “You would be too, if you came 
  here,” he says, before realizing his mistake. “Not that I’m 
  implying you’re idiots. I just meant that if you were me 
  and came here, you would be an idiot... I’ll shut up now.”
  Why are you here? “Because it wants me to be here. I 
  shouldn’t have come... but no, that’s what it wanted me 
  to do. It was trying to scare me, so I wouldn’t come... 
  but what if it was being straightforward with me to trick 
  me into thinking it was trying to trick me into staying 
  away?” Quintus twists the doll in his hands. “It doesn’t 
  matter... it always gets what it wants.”
  What is “it”? “The witch.”
  What do you know about the Mosquito Witch? “It’s in 
  my nightmares. Go on, laugh!” Quintus snaps. “Laugh 
  at the paranoid madman! Ever since I came too close to 
  this damned town, I can’t get rid of it. It shows up and 
  doesn’t say anything but when I wake up, I know things. 
  Six and four dead on the Shimmerford road. But how? 
  But why? Is the witch causing it? What does that have to 
  do with the mosquitoes? And why is someone stealing 
  shovels? I don’t even know how I know it... Maybe I’m 
  supposed to cause it.” (This premonition refers to the 
  Carriage Crash event on page 13.) 
  What does any of that mean? “I don’t know. I have to 
  figure it out. It’s trying to make me do something and I 
  have to make sure I don’t... ah gods, what if telling you 
  was what it wanted? No, no, it couldn’t have known I 
  would talk...”
  What’s been happening with the shovels? “They’ve all 
  gone missing. And picks. Hammers. Rope. Lanterns too. 
  Maybe it’s a thief? But maybe that’s what it wants me 
  to think. There must be some significance... it’s probably 
  staring me right in the face and I just. Can’t. Think of it!”
  Have there been any signs of Ghlaunder cultists in 
  the area? “Yes! Maybe that’s it! Maybe this was all a 
  trap. Maybe the whole town is secret cultists! Ghlaunder 
  cultists always let the parasites feast on them. But how 
  does that fit in with the shovels?”
  Where did you get that doll? “It’s following me. Ha... 
  hah hahaha! Of course its following me. I’m being stalked 
  by a doll!” Quintus crushes the paper in his hands. “’The 
  iron cave will fall’... what is that supposed to mean? 
  What do you want from me?!” (If the PCs examine the 
  paper doll, they see the words “the iron cave will fall” 
  scrawled on the doll’s paper scarf in jagged writing.)
  Should the PCs leave Quintus and then seek him again, 
  they discover that he has vanished without a trace, with 
  no one being certain where he went. While it is possible 
  that genre-savvy PCs may attempt to follow him and 
  ensure he never leaves their sight, this makes Quintus 
  more and more paranoid until he finally has a mental 
  breakdown and attempts to flee as quickly as possible. 
  
  12
  Pathfinder Society Scenario
  The Mosquito Witch
   Mordha Lyons
  The Witness 
  While most of the young teenagers who saw the Mosquito 
  Witch have left Shimmerford, one remains, too feeble 
  and poor to escape the town. Mordha Lyons, 
  now an old woman, resides in a small house 
  in the west of town. Should the PCs seek 
  to speak with her, the door to her home is 
  opened by a young Tian man with dyed 
  white hair; this is Regis Toshida (LG 
  male human priest), a priest of Tsukiyo 
  (the Tian god of jade, the moon, 
  and spirits, as well as a protector of 
  the 
  psychologically 
  distressed 
  and 
  misunderstood) and Mordha’s attendant. 
  Upon seeing the PCs, Regis becomes 
  vaguely annoyed, complaining that this 
  is the third day in a row the PCs have 
  come to bother his ward. PCs can 
  convince the priest of Tsukiyo that 
  something strange is going on and 
  that they have only just arrived by 
  succeeding at a DC 14 Diplomacy 
  or Occultism check (DC 17 in 
  Subtier 3–4), in which case, Regis 
  grudgingly allows them inside. The PCs can also bully 
  their way in by succeeding at a DC 16 Intimidation 
  check to Coerce him (DC 19 in Subtier 3–4). Stealthy 
  PCs can instead sneak into the household by succeeding 
  at a DC 15 Stealth check (DC 18 in Subtier 3–4).
  The PCs may also wish to investigate the Tsukiyan 
  priest’s claim, but they find nothing in the way of hard 
  evidence around the town; Regis is convinced that he 
  saw the PCs twice before and is telling the truth, and 
  there are no signs of anything that might have caused 
  such a strange apparition. 
  Development: Mordha Lyons is a frail old woman, 
  wrapped in a blanket and sitting in a wooden rocking 
  chair. Her hands shake so badly she can barely feed 
  herself, and she doesn’t respond at all to new visitors 
  entering her room. Mordha doesn’t speak or answer any 
  questions unless the PCs ask about the Mosquito Witch, 
  at which point she glares at the PC, determines they’re 
  strangers who might not laugh her off, and shares her 
  tale. Read or paraphrase the following.
  “It was all just a joke to them,” the old woman says, her voice 
  pinched thin with bitterness. “They pretended to care, a little, 
  when they were all scared that they would be next. Not 
  much, even then.”
  “It was up on Witchtop Hill. Up to the north, a little left 
  of the three boulders and past the bend in the stream. We 
  thought it was a dead animal at first, lying on the ground. It 
  was when we got close that it sprung up, tall as a full-grown 
  man. Came after us on its thin little legs. Didn’t matter how 
  fast we ran, it was right behind us. I thought my heart would 
  burst with the running. It was only when we got to town 
  that we dared to look back. But we didn’t find it. Just 
  sharp footprints in the mud, and smears of sickly-
  sweet blood.
  “And them, with their masks and their dolls 
  and their festivals. They didn’t know what it 
  was like. To have it in their dreams at night, 
  to wake up with its little paper dolls by 
  the bed. If they’d seen it, they’d never have 
  dared. They don’t know what it’s like to see its 
  eyes in every filthy little bug, for the whining of 
  those insects to be like screaming in my ears.”
  Mordha clams her mouth shut, before 
  speaking again, in a trembling tone. “It 
  took something from me. And I don’t 
  remember it. I don’t remember it. No 
  one will ever remember it.”
   The PCs may have questions 
  about this story, but Mordha refuses 
  to speak any further. If the PCs keep 
  asking questions, Regis eventually asks them to leave. 
  However, the PCs can follow Mordha’s directions to find 
  Witchtop Hill (see area B on page 14).
  The Dying Calf
  At one of the abandoned farmsteads, the PCs find a calf 
  lying on the ground and breathing shallowly as if waiting 
  to die. A PC who succeeds at a DC 12 Nature check 
  can identify that it has had most of its blood drained by 
  bloodseekers. The calf is covered with the bloated bodies 
  of a mundane mob of mosquitoes that are draining the 
  calf’s remaining blood. If attacked, the mosquito swarm 
  immediately departs, but comes right back the minute 
  the PCs leave the calf alone. If a PC succeeds at a DC 14 
  Medicine check, they can keep the calf from immediately 
  perishing, and also know that food, a warm blanket, and 
  rest would help the animal to recover.
  Development: Whether the PCs aid the calf or not, 
  the bloodseekers return at night and drain the animal 
  to death unless the PCs take measures to defend it. 
  While placing the calf indoors is the easiest way to do 
  this, none of the remaining villagers want anything to 
  do with an animal that seems so blatantly cursed by the 
  Mosquito Witch. PCs can Force Open an abandoned 
  building with a DC 15 Athletics check, but unless they 
  spend an hour securing all of the building’s chimneys, 
  windows, and wall cracks, the bloodseekers are able to 
  squeeze into the house and kill the calf anyway. PCs who 
  
  13
  Pathfinder Society Scenario
  The Mosquito Witch
  take steps to personally guard the calf can potentially 
  spot bloodseekers up in the trees at night with a DC 
  16 Perception check to (DC 19 in Subtier 3–4), but the 
  vermin don’t come down if they see an armed adventurer. 
  PCs who spot these bloodseekers can try to watch 
  when the insects leave to follow them back to wherever 
  they came from; this requires both a successful DC 17 
  Perception check to Seek in order to keep track of them 
  and a DC 17 Athletics check to keep pace (DC 20 for 
  each in Subtier 3–4). If the PCs manage to follow the 
  insects, they arrive at area C (page 14).
  The Carriage Crash
  This event takes place at a GM-determined point after 
  the PCs speak to Quintus (see page 11), or after the 
  PCs decide they are done investigating the town and are 
  preparing to move on. The PCs first note something’s 
  wrong by the high-pitched screaming of horses. 
  A carriage pulled by six horses tears down the road 
  near Shimmerford at dangerous speeds, the animals 
  driven wild by the biting bloodseekers—the bloodseekers 
  themselves were not fast enough to keep up with the 
  carriage and are not present, though the horses are 
  clearly bleeding from numerous tiny wounds. If the PCs 
  believed Quintus’s ominous prophecy and took any sort 
  of precautions (even just asking Galia to keep a lookout), 
  they have enough advanced warning that they can 
  attempt to pull the passengers from the carriage in time 
  to save them. Each PC can attempt one of the following 
  methods to save the passengers, as described below. If the 
  PCs lacked advance warning, increase these DCs by 2 to 
  represent the haste with which the PCs must act.
  Leaping onto the carriage: Holding on long enough 
  to pull a passenger to safety requires a successful DC 15 
  Acrobatics or Athletics check (DC 18 in Subtier 3–4). If a 
  PC succeeds, they extract one passenger and toss them to 
  safety. The PC can continue attempting these checks until 
  they fail, at which point the PC slips off the carriage and 
  cannot continue. On a critical failure, the PC also takes 
  1d6 bludgeoning damage from the fall (2d6 in Subtier 
  3–4).
  Calming the horses: This method requires a successful 
  DC 15 Nature check (DC 18 in Subtier 3–4). On a 
  success, the horses hesitate long enough for one of the 
  passengers to leap to safety, and two leap to safety 
  on a critical success. On a critical failure, the horses 
  charge at the PC, knocking them aside and dealing 1d6 
  bludgeoning damage (2d6 in Subtier 3–4).
  Creating a barricade: This method requires a successful 
  DC 15 Athletics or Crafting check (DC 18 in Subtier 
  3–4), and likely involves the PC quickly shifting nearby 
  barrels or maneuvering nearby crates into a somewhat 
  stable configuration. On a success, the barricade slows 
  the carriage enough for a passenger to leap free.
  Once each PC has an opportunity to act, the carriage 
  and horses careen off a sharp ridge, shattering the 
  conveyance and killing everyone still aboard.
  Scaling: For a group of five or more PCs, increase the 
  skill check DCs in this scene by 1 for each additional PC 
  beyond four.
  Treasure: If the PCs save at least two passengers, 
  the grateful travelers give the PCs what treasures they 
  escaped with in recompense: delicate silver jewelry worth 
  4 gp (12 gp in Subtier 3–4). If the PCs rescued at least 
  three passengers, they also escaped with a minor healing 
  potion (lesser healing potion in Subtier 3–4) that they give 
  the PCs. If the PCs rescued fewer than two passengers, 
  the treasure is smashed along with the wagon, leaving 
  only the crumpled remains of the jewelry worth 4 silver 
  pieces (12 silver pieces in subtier 3–4) as much.
  The intact jewelry represents one Treasure Bundle, and 
  the healing potion represents a second Treasure Bundle.
  Into the Woods
  After they have a chance to ask questions and gather 
  clues, the PCs likely conclude that they need to explore 
  outside of the town to learn more. This involves a trek 
  through the misty woods, where the mosquitoes are less 
  visible through the thick fog but can still be felt crawling 
  on the skin. PCs who know where to look can find more 
  sinister clues pointing to the Mosquito Witch, but with 
  slight discrepancies that suggest that something else 
  might ultimately be responsible. 
  As a horror adventure, The Mosquito Witch deliberately 
  delays combat for as long as possible in order to 
  maintain an uncertain and tension-filled atmosphere. 
  As soon as the PCs roll initiative, they gain a clear 
  course of action, the power to fight back against 
  what frightens them, and a near-guarantee of a fair 
  fight. However, groups that are more combat focused 
  may feel useless or become bored during an extended 
  investigation period. If this is the case with your group, 
  consider altering this encounter into a fight with the 
  unpredictable carriage horses. Use the statistics for a 
  riding horse on page 209 of the Pathfinder Bestiary, 
  with 1 horse per 2 PCs (assume any extra horses are 
  too exhausted from running to fight or that they fail to 
  break free from their harnesses). In Subtier 3–4, use the 
  statistics for the war horse instead.
  WHERE’S THE ACTION?
  
  14
  Pathfinder Society Scenario
  The Mosquito Witch
  Attempting to blindly navigate through the forest 
  toward a destination requires the PCs to succeed on a 
  DC 25 Survival check; knowing which direction to look 
  reduces this to a DC 20 Survival check, while knowing 
  both a direction and a significant landmark to look for 
  reduces this further to a DC 15 Survival check. Success 
  results in the PCs finding their intended destination 
  within 30 minutes. Failure results in the PCs becoming 
  lost in the woods for 4 hours, plagued by mosquito 
  swarms and incessant buzzing—the PCs must succeed 
  at a DC 13 Fortitude save (DC 16 in Subtier 3–4) to 
  avoid becoming fatigued, and instead of their intended 
  destination, they arrive at either area B (see below) or, 
  if they have already visited Witchtop Hill, area D (page 
  15). Critical failure increases the Fortitude save to avoid 
  becoming fatigued by 4. The PCs can find area B with 
  directions from Mordha Lyons. The PCs can find area 
  C by searching for an area with heavy magnetism to the 
  northeast, whereas they can find Area D by seeking a 
  large stagnant pool to the east.
  The PCs can visit the remains of the Ghlaunder cultist’s 
  house, which they can easily find by asking Galia for the 
  location. However, the site holds no clues relevant to 
  their investigation—only charred wood, salty ash, and 
  chunks of blackened human bone.
  B. Witchtop Hill
  PCs who learn of the site of the original haunting from 
  Mordha Lyons might want to visit the spot where the 
  Mosquito Witch was first seen. While a smart idea, the 
  source of the town’s immediate troubles is actually a 
  group of mitflits, not the legendary Mosquito Witch. PCs 
  who venture out to Witchtop Hill find a dimly lit grove 
  of uncanny, bare-branched trees, with thousands of the 
  townsfolks’ Mosquito Witch dolls nailed to the bark. 
  Investigating the dolls reveals contradictory information 
  as to who could have placed them or when they were 
  placed, for a patina of grime suggests they have been there 
  for a long time, but the dolls should not have survived 
  in such pristine conditions if exposed to the elements. 
  Attempting to pull out the nails results in a sticky, foul, 
  blood-red sap oozing from the tree bark, accompanied 
  by a sickly-sweet smell.
  Development: Though the Mosquito Witch isn’t the 
  source of Shimmerford’s troubles, Witchtop Hill still has 
  clues. PCs who are Searching the area who succeed at a 
  DC 14 Perception check (DC 17 in Subtier 3–4) discover 
  a tiny discarded sword suitable for a Small humanoid.
  With a successful DC 15 Survival check (DC 18 in 
  Subtier 3–4), a PC who is at least trained in Survival can 
  find the tracks of a Small, humanoid-like creature that 
  approaches the tree and then flees to the northeast into 
  the woods; this was a mitflit who ventured into the grove, 
  discovered the Mosquito Witch dolls, and ran away in a 
  panic. A PC who studies the tracks and succeeds at a DC 
  13 Nature check (DC 16 in Subtier 3–4) determines that 
  the tracks are not those of a gnome, goblin, or halfling; 
  with a critical success, the PC identifies the footprints 
  as those of a fey creature known as a mitflit, or mite. A 
  critical failure misidentifies the tracks as kobold tracks. 
  These tracks extend a modest distance into the woods 
  before becoming obscured and intentionally covered.
  C. Lasarte’s Remains
  PCs who attempt to follow Haru, find the missing 
  adventurers, or simply investigate the local bloodseekers 
  may eventually find a copse in the woods where 
  compasses cease to function, with trees inscribed with 
  creepy runes. This is the area that the monster hunter 
  Lasarte Mourguy was investigating. When the PCs arrive, 
  however, they find pieces of Lasarte’s gear and scraps torn 
  from her red dress, but not Lasarte herself. A PC who is 
  trained in Survival who succeed at a DC 13 Survival to 
  Track (DC 16 in Subtier 3–4) find old, pointed tracks 
  in the ground and scraps of cloth in nearby branches 
  that suggest Lasarte was dragged off and up into a tree. 
  What’s more, the PC notes that while the tracks resemble 
  those that would be left by the Mosquito Witch’s pointy 
  feet, a creature of its reported size would be unlikely to 
  take such close footsteps. 
  PCs who investigate the runic messages carved on the 
  trees and succeed at a DC 15 Occultism or Scribing Lore 
  check, or a DC 20 Society check to decipher the writing 
  (DC 18 and 23, respectively, in Subtier 3–4) realize 
  that these symbols aren’t actually occult runes or a real 
  language, just scribbles intended to look frightening.
  Development: If the PCs spotted the pointed tracks, 
  they can follow the trail deeper into the woods with a 
  successful DC 12 Survival check (DC 15 in Subtier 3–4). 
  If the PCs fail to find the tracks or follow the trail, they 
  can be pointed in the correct direction by Andor Oronce 
  (area D, below); if Andor is already dead, the PCs 
  eventually hear Peaches barking in the woods (page 15), 
  but this long delay means that Haru is not alive when the 
  PCs eventually find her in area E.
  Treasure: Lasarte’s gear was left behind, and includes 
  a short sword, a dagger, a lesser antidote, and a suit 
  of gold-plated half-plate armor. In Subtier 3–4, it also 
  includes a bloodseeker beak. Collectively, these represent 
  three Treasure Bundles. PCs who look through Lasarte’s 
  equipment might notice one item that seems oddly out of 
  place, as it seems much older than the others. This vial 
  contains an inky black invisibility potion; however, PCs 
  who critically succeed at their check to Identify Magic 
  
  15
  Pathfinder Society Scenario
  The Mosquito Witch
  recognize that the potion is cursed. Anyone who drinks 
  the potion is exposed to a terrifying vision of blood 
  dripping from their weapon, from the trees, and out of 
  their nose and mouth. The drinker automatically takes 
  the critical failure effect of the fear spell. 
  D. The Shivering Pond
  This large muddy pond looks nearly identical to many 
  such ponds in the Shimmerford woods, except that it 
  seems to be teeming with unseasonable life—the water 
  is squirming with mosquito larvae. PCs who arrive 
  here, whether they intentionally sought the pond out or 
  accidentally stumbled onto the location while lost, spot 
  a man with fine brown hair and white clothing lying 
  supine on the ground. The man is on the shore of the 
  pond with his head and torso floating in the water, and 
  his clothes are inexplicably pristine despite the mud. PCs 
  who approach to look closer can see mosquitoes crawling 
  out of his mouth and from underneath his eyelids onto 
  his blankly staring eyes.
  This unfortunate is Andor Oronce, the other recently 
  missing cryptid hunter, and despite his initial appearance, 
  he is still alive. Should the PCs touch or come close to 
  him, he coughs up a wet lungful of drowned insects and 
  stirs. Any PC who is trained in Medicine can recognize 
  that Andor has a bizarre and potentially magical lung 
  disease, which is likely to kill him sooner rather than 
  later. PCs can prevent the disease from progressing by 
  treating him hourly, which involves succeeding at a DC 
  15 Medicine check to Administer First Aid (DC 18 in 
  Subtier 3–4) or providing some means of magical healing 
  to help him cope with the symptoms. PCs who are trained 
  in Medicine can instead attempt to Treat Disease at the 
  same DC in order to help him recover in the long term. 
  Successful checks to Treat Disease also provide him with 
  aid that lasts for two hours rather than one. The disease 
  leaves Andor at best able to limp around with assistance, 
  though he’s ill-equipped to do much else beyond speak 
  and wheeze. There are no doctors in Shimmerford skilled 
  enough to treat the crypid-hunter, so the PCs will likely 
  need to keep Andor with them if they wish for him to 
  survive. As a special Exploration tactic, a PC can assist 
  Andor’s movement, otherwise the hunter inevitably falls 
  behind and likely meets a terrible fate.
  Development: Andor doesn’t remember anything that 
  happened since he came to Shimmerford, beyond the 
  impression of terrifying red eyes staring out at him from 
  the darkness. There are two exceptions to this: if the PCs 
  tried and failed to follow the tracks in area C or if the 
  PCs found themselves unable to successfully reach area 
  C, the GM should have Andor vividly recall a terrifying 
  memory, but one that shows him the directions necessary 
  for the PCs to reach area C. This reduces the Survival 
  check DC to navigate to the appropriate location to 0, 
  however, it also comes at a price: the strain and shock 
  of the memory proves too much for Andor’s diseased 
  constitution, and he dies while babbling increasingly 
  incoherent and desperate warnings after imparting this 
  information to the PCs.
  E. A Terrible Reunion 
  Moderate
  As the PCs follow the trail from area C, they eventually 
  hear the distressing noise of a dog howling in the woods. 
  As they approach, they discover it’s Haru’s dog, Peaches, 
  who had been cornered and is being tormented by a 
  cluster of bloodseekers. This map uses Pathfinder Flip-
  Tiles: Forest Starter Set, tiles 38B, 37B, 11B, and 42B.
  Creatures: Three bloodseekers harass and feed off 
  Peaches, who lashes out in fear and pain at anyone who 
  comes near. The PCs may be able to calm Peaches if they 
  notice his distress and approach him carefully enough. 
  See the appendices of this scenario for more details. 
  Subtier 1–2
  3 BLOODSEEKERS 
  LEVEL -1
  Pathfinder Bestiary 42; page 20; art on page 30
  Initiative Perception +6
  PEACHES (RIDING DOG) 
  LEVEL 1
  Pathfinder Bestiary 102; page 20; art on page 26
  Initiative Perception +7
  Subtier 3–4
  3 BARBED BLOODSEEKERS 
  LEVEL 1
  Page 22; art on page 30
  Initiative Perception +8
  PEACHES (RIDING DOG) 
  LEVEL 1
  Pathfinder Bestiary 102; page 22; art on page 26
  Initiative Perception +7
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2: For each additional PC present beyond 
  four, add one bloodseeker to the encounter.
  Subtier 3–4: For each additional PC present beyond 
  four, add one barbed bloodseeker to the encounter.
  SCALING ENCOUNTER E
  
  16
  Pathfinder Society Scenario
  The Mosquito Witch
  Development: PCs who rescue Peaches and kill all of 
  the bloodseekers find the dog grabbing their clothing 
  and trying to drag them further into the woods. If the 
  PCs follow Peaches, they quickly discover Haru nearby, 
  standing and staring blankly, not responding, as a 
  bloodseeker sucks blood from her neck. Simply attacking 
  the bloodseeker is enough to pop the bloated insect and 
  snap Haru out of her trance. Haru recall little from after 
  she entered the woods, much less how she got into her 
  current circumstances, but she can point them to where 
  she found a secret door that leads into what appear to be 
  underground tunnels (this leads the PCs to area F on page 
  17). If the PCs got lost 2 or more times when exploring 
  the Shimmerford woods, however, the PCs took too long 
  and Haru is already dead, bloodless but still standing 
  and staring straight ahead. Should the PCs have failed to 
  save Peaches, they must succeed on a DC 18 Perception 
  check (DC 21 in Subtier 3–4) to even find Haru, with a 
  failure leading them to the clearing where they can find 
  the secret door but leaving Haru to a terrible fate. 
  If the PCs fail to rescue Haru, Peaches can sniff the 
  secret door out for them, scratching and whining at the 
  seam. If the PCs fail to save both Peaches and Haru, 
  they’ll have to search for the secret door themselves 
  by succeeding on a DC 16 Perception check (DC 19 
  in Subtier 3–4). If they fail the Perception check, they 
  B
  P
  B
  B
  B
  B. Witchtop Hill
  1 square = 5 feet
  Pathfinder Flip-Tiles Forest Starter Set
  
  17
  Pathfinder Society Scenario
  The Mosquito Witch
  scour the area for an hour until eventually one of the PCs 
  stumbles upon the door by chance, but getting it open 
  alerts the inhabitants of area F below.
  Treasure: If the PCs rescue Haru, she hands over her 
  own adventuring gear, as she is currently not in a state 
  to be using it. This includes a cold iron dagger and two 
  vials of holy water, as well as an empty vial that once 
  held holy water. In Subtier 3–4, she also gifts the PCs 2 
  vials of moderate alchemist fire. This treasure collectively 
  represents two Treasure Bundles.
  F. The Iron Cave 
  Severe
  This cave system is the home of the mitflits that have been 
  causing trouble in Shimmerford. The fey have been using 
  their control over vermin to scare off most explorers and 
  to kill any lone monster hunters who pressed forward 
  despite the mitflits’ best attempts. What the mitflits are 
  not expecting, and do not want, is a larger group of 
  armed adventurers finding their way into the cave. 
  Creatures: The mitflits’ tactics in this encounter depend 
  on whether they detect the PCs coming. Regardless, 
  the PCs’ arrival sends them into a panicked frenzy of 
  stabbing and yelling. See the appendices for more details.
  Subtier 1-2
  MITFLITS (2) 
  LEVEL –1
  Pathfinder Bestiary 192; page 21; art on page 28
  Initiative Perception +4
  GWIBBLE 
  LEVEL 1
  Page 21; art on page 29
  Initiative Perception +6
  BARBED BLOODSEEKER 
  LEVEL 1
  Page 21; art on page 30
  Initiative Perception +8
  Subtier 3–4
  MITFLIT SNEAKS (2) 
  LEVEL 1
  Page 23; art on page 28
  Initiative Perception +6
  GWIBBLE 
  LEVEL 3
  Page 23; art on page 29
  Initiative Perception +9
  YOUNG BLOODSEEKER SWARM 
  LEVEL 3
  Page 23; art on page 30
  Initiative Perception +9
  Development: Should the PCs press further into the 
  mitflits’ cavern, they find a group of 11 non-combatant 
  mitflits, who beg for their lives. The mitflits claim that 
  Gwibble pushed them into pretending to be the Mosquito 
  Witch, but the mitflits are now frightened the ruse 
  has turned on them and that the real Mosquito Witch 
  is angry—not to mention the very real issue of angry 
  adventurers at their doorstep. They are adamant that 
  the Mosquito Witch is real, and that they have seen her 
  glowing red eyes in the darkness and heard the buzzing 
  of her wings in the forest at night. They believed at first 
  that by helping spread fear of the Mosquito Witch, she 
  To accommodate a group of more than four PCs, make 
  the following adjustments.
  Subtier 1–2: For each additional PC present beyond 
  four, add one mitflit to the encounter.
  Subtier 3–4: For each additional PC present beyond 
  four, add one mitflit sneak to the encounter.
  SCALING ENCOUNTER F
  Gwibble
  
  18
  Pathfinder Society Scenario
  The Mosquito Witch
  F. The Iron Cave
  Pathfinder Flip-Mat: Cavernous Lair
  1 square = 5 feet
  G
  G
  B
  M
  S
  M
  M
  M
  B
  M
  S
  : Gwibble
  : Bloodseeker
  : Mitflit
  : Bloodseeker Swarm
  
  19
  Pathfinder Society Scenario
  The Mosquito Witch
  GMs may struggle to keep the horror atmosphere of 
  this adventure with the grand reveal of the true culprits 
  being small blue gremlins. While GMs might attempt 
  to make the mitflits scary, it is unlikely that they can 
  match up to the legends and mysterious events the 
  PCs have been experiencing during adventure. Rather 
  than resist the change in genre, GMs should consider 
  instead embracing it, much like the reveal of the great 
  and terrible Wizard of Oz to be nothing more than an 
  old man playing with stage props. Still, as the mitflits 
  present in the end, there may still be a real Mosquito 
  Witch out there somewhere. After all, the fey aren’t the 
  culprits behind all of the scenario’s mysteries, and the 
  legends predate their arrival in this region. 
  THIS GOT SILLY
  would spare them from her wrath, but now they’re not 
  as sure. 
  If the PCs ask, the mitflits explain how they used their 
  control over vermin to pose as the Mosquito Witch and 
  frighten villagers. If the PCs specifically inquire about 
  Lasarte, the mitflits attempt to claim the Mosquito Witch 
  took her, before dejectedly admitting the monster hunter 
  escaped the mitflits weeks ago and they don’t know 
  where she is for sure.
  None of the mitflits have any explanation for a 
  number of recent events, such as the carriage crash, 
  Andor’s disease, where Quintus went, or the mysterious 
  haunted potion in Lasarte’s gear, beyond their own 
  fearful mutterings that these events were likely the 
  doing of the Mosquito Witch. The more inexplicable 
  evidence the PCs provide, the more terrified the mitflits 
  become, increasingly worried that the Mosquito Witch 
  is real, that she’s near, and that she will kill them for 
  impersonating her.
  Treasure: The mitflits piteously offer all of their 
  treasure in return for their lives, which consists of 17 
  copper pieces, a wolf fang talisman, and a variety of 
  nearly worthless scraps of metal and cloth. In Subtier 
  3–4, they also have an animal staff. Collectively, this 
  treasure represents 3 Treasure Bundles.
  Conclusion
  Defeating Gwibble and the mitflits ends the slough of 
  attacks on Shimmerford, though the villagers are slow to 
  return in the wake of the insect plague. If the PCs rescued 
  Haru, the exorcist thanks them sincerely, but she quickly 
  departs to continue trying to find her friend Lasarte. If the 
  PCs found and saved Andor, they can find the monster 
  hunter magical help for his disease in Tymon, leaving him 
  healthy but traumatized by the experience. 
  A few days after the PCs defeat Gwibble and his mitflit 
  warriors, the entire mitflit compound collapses in a freak 
  cave-in, a small and intricate paper doll found in the mud 
  nearby. Whether this is the doing of the Mosquito Witch 
  or another force seeking revenge on the mitflits remains 
  a mystery.
  Primary Objectives
  If the PCs discover that Gwibble and his mitflits are 
  responsible for many of the recent Mosquito Witch 
  incidents, the PCs each earn 2 Fame and 2 Reputation 
  for any faction associated with their currently slotted 
  faction boon. 
  Secondary Objectives
  If the PCs rescue at least at least two of the following 
  groups, they each earn 2 Fame and 2 Reputation for any 
  faction associated with their currently slotted faction 
  boon: all four people from the crashing carriage, Andor, 
  or Haru and Peaches. 
  
  20
  Pathfinder Society Scenario
  The Mosquito Witch
  Appendix 1:  
  Subtier 1–2 Statistics
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing in this scenario, including 
  any variations described in the text. 
  Encounter E (Subtier 1–2)
  A group of bloodseekers slowly feeds off Peaches, a 
  distraught riding dog. See pages 26 and 30 for art.
  While the PCs may wish to immediately rush to the 
  dog’s aid, it isn’t safe to do so; any PC who is trained 
  in Nature or who succeeds at a DC 15 Perception 
  check knows that the injured animal will likely lash out 
  instinctively, even toward people trying to help. Peaches 
  is berserk from the fear and pain of the bloodseeker bites 
  and attacks anyone who is close to him. Worse yet, the 
  bloodseekers keep out of the dog’s range, ensuring that 
  the dog only bites those trying to help him and not the 
  source of his torment.
  A PC who spends an action and succeeds at a DC 16 
  Nature check or heals the dog for any number of Hit 
  Points can soothe Peaches for one turn so that he doesn’t 
  attack anyone with his actions. Alternatively, the PCs 
  can simply knock the dog out with a non-lethal blow, 
  which is harsh but effective. The bloodseekers ignore the 
  PCs and focus on killing the dog unless the PCs come 
  close enough to present another target—however, the 
  GM should ensure that Peaches does not die on the first 
  round of combat, to avoid a situation where the dog is 
  killed before the players even have a chance to act.
  BLOODSEEKER 
  CREATURE –1
  N
  TINY
  ANIMAL
  Perception +6; darkvision, scent (imprecise) 60 feet
  Skills Acrobatics +6, Stealth +6
  Str –4, Dex +3, Con +0, Int –5, Wis +1, Cha –2
  AC 16; Fort +5, Ref +8, Will +4
  HP 6
  Speed 10 feet, fly 30 feet
  Melee � barbed leg +8 (finesse), Effect attach
  Attach When a bloodseeker hits a target larger than itself, 
  its barbed legs attach it to that creature. This is similar to 
  grabbing the creature, but the bloodseeker moves with that 
  creature rather than holding it in place. The bloodseeker is 
  flat-footed while attached. If the bloodseeker is killed or 
  pushed away while attached to a creature it has drained 
  blood from, that creature takes 1 persistent bleed damage. 
  Escaping the attach or removing the bloodseeker in other 
  ways doesn’t cause bleed damage.
  Blood Drain � Requirements The bloodseeker is attached 
  to a creature. Effect The bloodseeker uses its proboscis to 
  drain blood from the creature it’s attached to. This deals 
  1d4 damage, and the bloodseeker gains temporary Hit 
  Points equal to the damage dealt. A creature that has its 
  blood drained by a bloodseeker is drained 1 until it receives 
  healing (of any kind or amount).
  RIDING DOG 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +5, Athletics +7, Surivial +5
  Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha –1
  AC 16; Fort +7, Ref +5, Will +5
  HP 20
  Buck � The dog can throw off unwanted riders. Trigger A 
  creature Mounts or uses the Command an Animal action 
  while riding the monster. Effect The triggering creature 
  must succeed at a DC 17 Reflex saving throw or fall off the 
  creature and land prone. If the save is a critical failure, the 
  triggering creature also takes 1d6 bludgeoning damage in 
  addition to the normal damage for the fall.
  Speed 35 feet
  Melee � jaws +7, Effect 1d6+2 piercing
  Pack Attack The dog’s Strikes deal 1d4 extra damage to 
  creatures within the reach of at least two of the dog’s allies.
  
  21
  Pathfinder Society Scenario
  The Mosquito Witch
  Encounter F (Subtier 1–2)
  Several mitflits and a bloodseeker are in this area. See 
  pages 28, 29, and 30 for art. The mitflits’ tactics in 
  this encounter depend on whether they detect the PCs 
  coming. 
  If the secret door in area E collapsed, or if any of the PCs 
  isn’t Avoiding Notice or fails to succeed at a DC 11 Stealth 
  check while descending the stairs, the mitflits reposition 
  themselves tactically around corners for better defenses 
  while making ranged attacks and place their bloodseeker 
  ally in front of themselves. If the mitflits are caught off 
  guard, they are positioned as marked on the map.
  Whether they expected the PCs or not, when the 
  mitflits spot the adventurers, they immediately panic, 
  yelling loudly for their leader Gwibble (who is already 
  with them, and is also panicking). Assuming they have 
  no choice but to fight, the mitflits fail to listen to any 
  attempts to reason and attack the PCs.
  MITFLIT 
  LEVEL –1
  LE
  SMALL
  FEY
  GREMLIN
  Perception +4; darkvision, scent (imprecise) 30 feet
  Languages Undercommon
  Skills Acrobatics +5, Diplomacy +1 (+7 vs. arthropods), Nature 
  +3, Stealth +5, Thievery +5
  Str –1, Dex +3, Con +0, Int –1, Wis +1, Cha –1
  Self-Loathing (emotion, mental) A mitflit’s self-loathing makes 
  it easy to influence. It takes a –4 penalty on its Will DC 
  against checks to Coerce, Demoralize, Make an Impression, 
  and Request.
  Vermin Empathy Mitflits can use Diplomacy to Make an 
  Impression on and Request things of arthropods (insects, 
  spiders, scorpions, crabs, and similar invertebrate 
  animals). Most arthropods have a starting attitude of 
  indifferent to mitflits.
  Items dart (10), shortsword
  AC 15; Fort +2, Ref +7, Will +4
  HP 10; Weaknesses cold iron 2
  Speed 20 feet; climb 20 feet
  Melee � shortsword +8 (agile, finesse, versatile S), Damage 
  1d6–1 piercing
  Ranged � dart +8 (agile, range increment 20 feet, thrown), 
  Damage 1d4–1 piercing
  Primal Innate Spells DC 16; 2nd speak with animals (at will; 
  arthropods only); 1st bane; Cantrips (1st) prestidigitation
  Sneak Attack The mitflit sneak deals 1d6 extra precision 
  damage to flat-footed creatures.
  Vengeful Anger (emotion, mental) As long as it isn’t frightened, 
  a mitflit gains a +2 status bonus to damage rolls against a 
  creature that has previously damaged or tormented it.
  GWIBBLE 
  LEVEL 1
  UNIQUE
  LE
  SMALL
  FEY
  GREMLIN
  Perception +6; darkvision, scent (imprecise) 30 feet
  Languages Undercommon
  Skills Acrobatics +7, Diplomacy +4 (+10 vs. arthropods), 
  Nature +4, Stealth +7, Thievery +7
  Str –1, Dex +4, Con +1, Int –1, Wis +1, Cha +0
  Self-Loathing (emotion, mental) As mitflit.
  Vermin Empathy As mitflit.
  Items darts (10), shortsword, 1 dose of black adder venom
  AC 16; Fort +5, Ref +10, Will +6
  HP 23; Weaknesses cold iron 2
  Speed 20 feet; climb 20 feet
  Melee � shortsword +9 (agile, finesse, versatile S), Damage 
  1d6–1 piercing
  Ranged � dart +9 (agile, range increment 20 feet, thrown), 
  Damage 1d4–1 piercing + black adder venom (first shot)
  Primal Innate Spells DC 17; 2nd speak with animals (at will; 
  arthropods only); 1st bane; Cantrips (1st) prestidigitation
  Baleful Blade Any creature affected by the bane spell is flat-
  footed to Gwibble.
  Sneak Attack The mitflit sneak deals 1d6 extra precision 
  damage to flat-footed creatures.
  Vengeful Anger (emotion, mental) As mitflit.
  BARBED BLOODSEEKER 
  LEVEL 1
  UNCOMMON
  N
  TINY
  ANIMAL
  Perception +8; darkvision, scent (imprecise) 60 feet
  Skills Acrobatics +8, Stealth +8
  Str –3, Dex +4, Con +0, Int –5, Wis +1, Cha –2
  AC 18; Fort +7, Ref +10, Will +5
  HP 18
  Speed 10 feet, fly 30 feet
  Melee � barbed leg +9 (finesse), Effect attach
  Attach When a barbed bloodseeker hits a target larger 
  than itself, its barbed legs attach it to that creature. This 
  is similar to grabbing the creature, but the bloodseeker 
  moves with that creature rather than holding it in place. 
  The bloodseeker is flat-footed while attached. If the 
  bloodseeker is killed or pushed away while attached to a 
  creature it has drained blood from, that creature takes 1 
  persistent bleed damage. Escaping the attach or removing 
  the bloodseeker in other ways doesn’t cause bleed damage.
  Blood Drain � Requirements The bloodseeker is attached 
  to a creature. Effect The bloodseeker uses its proboscis to 
  drain blood from the creature it’s attached to. This deals 
  1d6 damage, and the bloodseeker gains temporary Hit 
  Points equal to the damage dealt. A creature that has its 
  blood drained by a bloodseeker is drained 1 until it receives 
  healing (of any kind or amount).
  
  22
  Pathfinder Society Scenario
  The Mosquito Witch
  Appendix 2:  
  Subtier 3–4 Statistics
  The statistics presented in this appendix include full stat 
  blocks for creatures appearing in this scenario, including 
  any variations described in the text. 
  Encounter E (Subtier 3–4)
  A group of bloodseekers slowly feeds off Peaches, 
  a distraught riding dog. See page 30 for art of the 
  bloodseekers, and page 26 for art of Peaches reunited 
  with his owner, Haru Kwon.
  While the PCs may wish to immediately rush to the 
  dog’s aid, it isn’t safe to do so; any PC who is trained 
  in Nature or who succeeds at a DC 15 Perception 
  check knows that the injured animal will likely lash 
  out instinctively, even toward people trying to help 
  them. Peaches is berserk from the fear and pain of the 
  bloodseeker bites and attacks anyone who is close to 
  him. Worse yet, the bloodseekers keep out of the dog’s 
  range, ensuring that the dog only bites those trying to 
  help him and not the source of his torment.
  A PC who spends an action and succeeds at a DC 19 
  Nature check or heals the dog for any number of Hit 
  Points can soothe Peaches for one turn, so that the dog 
  doesn’t attack anyone with his actions. Alternatively, the 
  PCs can simply knock the dog out with a non-lethal blow, 
  which is harsh but effective. The bloodseekers ignore the 
  PCs and focus on killing the dog unless the PCs come 
  close enough to present another target—however, the 
  GM should ensure that Peaches does not die on the first 
  round of combat, to avoid a situation where the dog is 
  killed before the players even have a chance to act.
  BARBED BLOODSEEKER 
  LEVEL 1
  UNCOMMON
  N
  TINY
  ANIMAL
  Perception +8; darkvision, scent (imprecise) 60 feet
  Skills Acrobatics +8, Stealth +8
  Str –3, Dex +4, Con +0, Int –5, Wis +1, Cha –2
  AC 18; Fort +7, Ref +10, Will +5
  HP 18
  Speed 10 feet, fly 30 feet
  Melee � barbed leg +9 (finesse), Effect attach
  Attach When a barbed baloodseeker hits a target larger 
  than itself, its barbed legs attach it to that creature. This 
  is similar to grabbing the creature, but the bloodseeker 
  moves with that creature rather than holding it in place. 
  The bloodseeker is flat-footed while attached. If the 
  bloodseeker is killed or pushed away while attached to a 
  creature it has drained blood from, that creature takes 1 
  persistent bleed damage. Escaping the attach or removing 
  the bloodseeker in other ways doesn’t cause bleed damage.
  Blood Drain � Requirements The bloodseeker is attached 
  to a creature. Effect The bloodseeker uses its proboscis to 
  drain blood from the creature it’s attached to. This deals 
  1d6 damage, and the bloodseeker gains temporary Hit 
  Points equal to the damage dealt. A creature that has its 
  blood drained by a bloodseeker is drained 1 until it receives 
  healing (of any kind or amount).
  RIDING DOG 
  CREATURE 1
  N
  MEDIUM
  ANIMAL
  Perception +7; low-light vision, scent (imprecise) 30 feet
  Skills Acrobatics +5, Athletics +7, Surivial +5
  Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha –1
  AC 16; Fort +7, Ref +5, Will +5
  HP 20
  Buck � The dog can throw off unwanted riders. Trigger A 
  creature Mounts or uses the Command an Animal action 
  while riding the monster. Effect The triggering creature 
  must succeed at a DC 17 Reflex saving throw or fall off the 
  creature and land prone. If the save is a critical failure, the 
  triggering creature also takes 1d6 bludgeoning damage in 
  addition to the normal damage for the fall.
  Speed 35 feet
  Melee � jaws +7, Effect 1d6+2 piercing
  Pack Attack The dog’s Strikes deal 1d4 extra damage to 
  creatures within the reach of at least two of the dog’s allies.
  
  23
  Pathfinder Society Scenario
  The Mosquito Witch
  Encounter F (Subtier 3–4)
  Several mitflits and a bloodseeker are in this area. See 
  pages 28, 29, and 30 for art. The mitflits’ tactics in this 
  encounter depend on whether they detect the PCs coming. 
  If the secret door in area E collapsed, or if any of 
  the PCs isn’t Avoiding Notice or fails to succeed at a 
  DC 14 Stealth check while descending the stairs, the 
  mitflits reposition themselves tactically around corners 
  for better defenses while making ranged attacks. If the 
  mitflits are caught off guard, they are positioned as 
  marked on the map.
  Whether they expected the PCs or not, when the 
  mitflits spot the adventurers, they immediately panic, 
  yelling loudly for their leader Gwibble (who is already 
  with them, and is also panicking). Assuming they have 
  no choice but to fight, the mitflits fail to listen to any 
  attempts to reason and attack the PCs.
  MITFLIT SNEAK 
  LEVEL 1
  UNCOMMON
  LE
  SMALL
  FEY
  GREMLIN
  Perception +6; darkvision, scent (imprecise) 30 feet
  Languages Undercommon
  Skills Acrobatics +7, Diplomacy +4 (+10 vs. arthropods), 
  Nature +4, Stealth +7, Thievery +7
  Str –1, Dex +4, Con +1, Int –1, Wis +1, Cha +0
  Self-Loathing (emotion, mental) A mitflit’s self-loathing makes 
  it easy to influence. It takes a –4 penalty on its Will DC 
  against checks to Coerce, Demoralize, Make an Impression, 
  and Request.
  Vermin Empathy Mitflits can use Diplomacy to Make an 
  Impression on and Request things of arthropods (insects, 
  spiders, scorpions, crabs, and similar invertebrate animals). 
  Most arthropods have a starting attitude of indifferent to 
  mitflits.
  Items dart (10), shortsword, 1 dose of black adder venom
  AC 16; Fort +5, Ref +10, Will +6
  HP 23; Weaknesses cold iron 2
  Speed 20 feet; climb 20 feet
  Melee � shortsword +9 (agile, finesse, versatile S), Damage 
  1d6–1 piercing
  Ranged � dart +9 (agile, range increment 20 feet, thrown), 
  Damage 1d4–1 piercing + black adder venom (first shot)
  Primal Innate Spells DC 17; 2nd speak with animals (at will; 
  arthropods only); 1st bane; Cantrips (1st) prestidigitation
  Sneak Attack The mitflit sneak deals 1d6 extra precision 
  damage to flat-footed creatures.
  Vengeful Anger (emotion, mental) As long as it isn’t frightened, 
  a mitflit gains a +2 status bonus to damage rolls against a 
  creature that has previously damaged or tormented it.
  GWIBBLE 
  LEVEL 3
  UNIQUE
  LE
  SMALL
  FEY
  GREMLIN
  Perception +9; darkvision, scent (imprecise) 30 feet
  Languages Undercommon
  Skills Acrobatics +11, Diplomacy +6 (+12 vs. arthropods), 
  Nature +7, Stealth +11, Thievery +11
  Str +0, Dex +4, Con +2, Int –1, Wis +2, Cha +0
  Self-Loathing (emotion, mental) As mitflit sneak.
  Vermin Empathy As mitflit sneak.
  Items darts (10), shortsword, 1 dose of black adder venom
  AC 20; Fort +7, Ref +11, Will +9
  HP 44; Weaknesses cold iron 2
  Speed 20 feet; climb 20 feet
  Melee � shortsword +11 (agile, finesse, versatile S), Damage 
  1d6 piercing
  Ranged � dart +11 (agile, range increment 20 feet, thrown), 
  Damage 1d4 piercing + black adder venom (first shot)
  Primal Innate Spells DC 20; 2nd speak with animals (at will; 
  arthropods only); 1st bane; Cantrips (1st) prestidigitation
  Baleful Blade Any creature affected by the bane spell is flat-
  footed to Gwibble.
  Hidden Movement If Gwibble starts his turn undetected by 
  a creature or merely hidden from it, that creature is flat-
  footed against Gwibble’s attacks until the end of Gwibble’s 
  turn.
  Sneak Attack Gwibble deals 2d6 extra precision damage to 
  flat-footed creatures.
  Vengeful Anger (emotion, mental) As mitflit sneak.
  YOUNG BLOODSEEKER SWARM 
  LEVEL 3
  UNCOMMON
  N
  LARGE
  ANIMAL
  SWARM
  Perception +8; darkvision, scent (imprecise) 60 feet
  Skills Acrobatics +9, Stealth +9
  Str +0, Dex +4, Con +2, Int –5, Wis +1, Cha –4
  AC 18; Fort +7, Ref +11, Will +6
  HP 30; Immunities precision, swarm mind; Weaknesses area 
  damage 5, splash damage 5; Resistances bludgeoning 5, 
  piercing 5, slashing 2
  Speed 10 feet, fly 30 feet
  Swarming Bites � Each enemy in the swarm’s space takes 
  1d8 piercing damage (DC 20 basic Reflex save) and 1 
  persistent bleed damage. The young bloodseeker swarm 
  gains temporary Hit Points equal to the damage dealt. A 
  creature that takes damage from the bloodseeker swarm is 
  drained 1 until it receives healing (of any kind or amount).
  
  24
  Pathfinder Society Scenario
  The Mosquito Witch
  Venture-Captain 
  Holgarin Smine
  Appendix 3: Monster and NPC Art
  
  25
  Pathfinder Society Scenario
  The Mosquito Witch
  Mosquito Witch Doll
  
  26
  Pathfinder Society Scenario
  The Mosquito Witch
  Haru Kwon and Peaches
  
  27
  Pathfinder Society Scenario
  The Mosquito Witch
   Mordha Lyons
  
  28
  Pathfinder Society Scenario
  The Mosquito Witch
   Mitflit
  
  29
  Pathfinder Society Scenario
  The Mosquito Witch
  Gwibble
  
  30
  Pathfinder Society Scenario
  The Mosquito Witch
  Bloodseeker
  
  The Mosquito Witch
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Event Reporting Form
  Date 
  Event Code:
  Location
  GM Org Play #:
  GM Name:
  GM Faction:
  Adventure #:
  Adventure Name:
  Reporting Codes: (check when instructed, line through all if no conditions to report)
  □ A
  □ B
  □ C
  □ D
  Fame Earned:
  Bonus Faction Goal Achieved:
  □ Yes
  □ No
  □ N/A
  Scenario-based Infamy earned?
  □ Yes
  □ No
  □ N/A
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  Faction:
  Player Name:
  Class
  □ Grand Archive
  □ Envoy’s Alliance
  □ Slow Track
  □ Radiant Oath
  □ Horizon Hunters
  □ Dead
  Character Name:
  Org Play #:
  Level
  □ Vigilant Seal
  □ Verdant Wheel
  □ Infamy
  □
  GM Resources
  Treasure Table
  Level
  Treasure Bundle
  1
  1.4 gp
  2
  2.2 gp
  3
  3.8 gp
  4
  6.4 gp
  —
  —
  —
  —
  Chronicle Sheet
  If the PCs discover that Gwibble and his mitflits are responsible for many of the recent Mosquito Witch incidents, each 
  PC earns the Cryptid Scholar boon.
  
  32
  Pathfinder Society Scenario
  The Mosquito Witch
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You can use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You can not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You can not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian 
  Livingstone and Mark Barnes.
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Jason 
  Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  Pathfinder Society Scenario #1-02: The Mosquito Witch © 2019, Paizo Inc.; Author: 
  Eleanor Ferron.
  PAIZO INC.
  Creative Directors • James Jacobs, Robert G. McCreary, and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, Ron Lundeen, Joe Pasini, 
  Patrick Renie, Michael Sayre, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Lyz Liddell
  Editors • James Case, Leo Glass, Adrian Ng, Lacy Pellazar,  
  and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Production Artist • Tony Barnett
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Paizo CEO • Lisa Stevens
  Chief Creative Officer • Erik Mona
  Chief Financial Officer • John Parrish
  Chief Operations Officer • Jeffrey Alvarez
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Licensing Manager • Glenn Elliott
  Public Relations Manager • Aaron Shanks
  Social Media Producer • Payton Smith 
  Customer Service & Community Manager • Sara Marie
  Operations Manager • Will Chase
  Organized Play Manager • Tonya Woldridge
  Human Resources Generalist • Angi Hodgson
  Accountant • William Jorenby
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Raimi Kong
  Web Production Manager • Chris Lambertz
  Senior Software Developer • Gary Teter
  Webstore Coordinator • Katina Davis
  Customer Service Team • Virginia Jordan, Samantha Phelan, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Mika Hawkins, Heather Payne, 
  Jeff Strand, and Kevin Underwood
  Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee, 
  Erik Keith, Josh Thornton, and Andrew White
  This product is compliant with the Open Game License (OGL) and is suitable for use with the 
  Pathfinder Roleplaying Game (Second Edition).
  Product Identity: The following items are hereby identified as Product Identity, as defined in the 
  Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, 
  names, titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, 
  locations, organizations, plots, storylines, and trade dress. (Elements that have previously been 
  designated as Open Game Content, or are exclusively derived from previous Open Game Content, 
  or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity, the game mechanics 
  of this Paizo game product are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Pathfinder Society Scenario #1–02: The Mosquito Witch © 2019, Paizo Inc. Paizo, the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder 
  logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, 
  Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure 
  Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Cards, Pathfinder Combat Pad, 
  Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Pawns, Pathfinder 
  Roleplaying Game, Pathfinder Tales, Pathfinder World Guide, Starfinder Adventure Path, 
  Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, 
  and Starfinder Society are trademarks of Paizo Inc.
  
  Total GP
  Total Fame
  Fame Earned
  Starting Fame
   
  EVENT 
  EVENT CODE 
  DATE 
  Game Master’s Signature 
  GM Organized Play #
  FOR GM ONLY
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Items Sold
  GP Spent
  Earn Income
  GP Gained
  Starting GP
  Final XP
  XP Gained
  Starting XP
  REWARDS
  SUBTIER 1–2
  2
  SUBTIER 3–4
  M6T2
  Herolab Code
  Character Chronicle #
  Pathfinder Society Scenario #1-02: 
  The Mosquito Witch
  Adventure Summary
  Boons
  Purchases
  Items Sold / Conditions Gained
  Items Bought / Conditions Cleared
  Items
  Notes
  Downtime
  potion of invisibilityU (level 4; 20 gp)
  potion of invisibilityU (level 4; 20 gp)
  animal staff (level 4; 90 gp)
  The Mosquito Witch, thought to be only a local legend of the village of Shimmerford, seems now to be all too real. A plague of mosquitoes 
  has descended upon the village, and those who have gone to investigate the problem have not returned. After piecing together various clues, 
  Pathfinders discovered that the culprit behind the mosquito plague was actually a group of mitflit gremlins. But the mitflits can’t explain all 
  of the mysteries the Pathfinders found. 
  Cryptid Scholar (Untyped Boon): Your experiences with the Mosquito Witch have inspired you to research 
  strange creatures. When you Recall Knowledge to identify a rare or unique creature, you can use the following 
  reaction.
   � (fortune) Uses 3 □□□ Trigger You attempt to Recall Knowledge to identify a creature you can see; Effect 
  You roll the skill check twice and use the better result.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-02 - The Mosquito Witch.pdf