Pathfinder Adventure Path #29: Mother of Flies (Council of Thieves 5 of 6) (PFRPG)

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Pathfinder Adventure Path #29: Mother of Flies (Council of Thieves 5 of 6) (PFRPG)
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Chapter 5: "Mother of Flies"
by Greg A. Vaughan

Leaderless and disorganized, the city of Westcrown reels after a terrifying incursion from the infernal realm. Yet while fiends stalked the streets, a more insidious rebellion unfolded below. Now a new power rises to lay claim to all of Westcrown! Only the insight of a crazed witch might aid the PCs in curtailing this dastardly coup. But can they hope to stand against the true masters of a city poised on the brink of ruin?

    This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:
  • “Mother of Flies,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan
  • A soul-staining glimpse into the infernal faith of Asmodeus, the Archfiend, by Sean K Reynolds
  • An investigation of the methods and organization of thieves’ guilds, by Kevin Carter
  • Varian and Radovan uncover a diabolical plot in the Pathfinder’s Journal, by Dave Gross
  • Six new monsters, by Adam Daigle, James Jacobs, Tim Nightengale, and F. Wesley Schneider

A Pathfinder Roleplaying Game adventure for characters of 9th to 11th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-199-2

Mother of Flies is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download.

Other Resources: This product is also available on the following platforms:

Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Good Volume but Inconsistent Storytelling

3/5

I think there's a very good campaign in Council of Thieves, but the tonal change between a lot of the stories becomes more noticeable as the plot progresses. The first volume leads one to believe that the PCs will be liberating heroes. But a volume like this is a much better representation of what the campaign is like. It's a gritty book that has the PCs dealing with a number of undesirable characters in order to get to the bottom of what's happening with the ultimate villain of the adventure path.

As a whole, the book isn't bad. There's a large set piece battle that could be hit or miss for your party (it was a little bit of a miss when I ran it). I think the concept is cool, it just didn't land as well as it should have for us.

Then there's another long dungeon that is, admittedly, not too bad. The lore is interesting, and it leads to a pretty thrilling boss fight. In fact, weirdly, this boss is just way stronger than the actual boss of the AP for some reason. And the fight is much more fun too.

However, one big problem with CoT is there are so many major plot threads, and they don't link together well, and the players aren't positioned very well to learn about them. Thus, looking back, while a lot of the large, individual dungeon crawls in the AP are good, they don't do much to advance the plot. And it's a shame, because I think the plot is fairly good. It's been kept behind the scenes so much that now, when the AP should be ramping up, the plot threads don't land as strongly as they should because they require information that the players may or may not have accessed.

With that said, this module is fine in itself, and I enjoy how dark it is.


Awesome book, would run again.

5/5

I could see a solid argument for this being the best book of Council, if many people make it this far. It is almost all combat with just a little room for roleplaying, but the fights are big, complex, and well-balanced from start to finish. I had a player death, but I think it was accepted by the players that it happened for tactical reasons and not because of any unfair design. The first half is all fantastic, and the finale is a showdown that the players had fun with despite a few kinks.

My only complaint would be the somewhat dry dungeon stretch in the second half of the book. There's a session worth of tight corridors packed with too many identical foes, and the players were sighing while looking for a way past it faster. Still, this book was a highlight of the AP, and was easily worthwhile.


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Paizo Employee Creative Director

Alizor wrote:

Sutter's foreword made me very happy inside.

I also love how they snuck in a new sorceror bloodline... in the middle of the adventure!

Yup! You can actually expect to see things like this popping up now and then in adventures as we come up with new ideas to make NPCs more unusual or unique. The side benefit is, of course, that it gives GMs some cool things to give their players, either in that adventure or an entirely different campaign.

Frog God Games

Enlight_Bystand wrote:
gbonehead wrote:

So ... a question.

Pathfinder #28 had an awesome set of rules for demonic possession (which I immediately copied and will be using in my campaign). I found it curious that they were included, since they seemed to have no relation to the content of #28 - I chalked it up to "for future use." Now, #29 has two possession devils. When I saw them, I went "Aha!" ... but they completely ignore the existence of the possession rules from #28.

Was there meant to be a "or you can use the possession rules form Pathfinder #28" note, kind of like there was in #28 for the effects of the Styx?

Haven't got it yet, but I suspect this is probably because Greg A. Vaughan didn't have access to them due to deadlines not beinmg helpful...

This hits the nail on the head. I didn't even know about the possession article until Adam mentioned it on the WC boards a couple weeks ago wanting to know what we thought of it. Having not read it yet, I immediately lambasted him for the bucket of tripe that it surely was. I have since read it, and it is quite good...but don't let Adam know I said so.

Also of interest, I didn't know that there would be possession devils in the bestiary or that they would be appearing in my adventure. I'm anxious to read the thing and see what they replaced from the original. Because of the rule shift, This is the first AP I have written where I didn't create some or all of the monsters in that volume's bestiary and didn't know what the monsters would be. So I'm anxiously awaiting my copy as well so I can see what all goodness was put in there. As a result, though, sorry for any rough patches where James had to smooth over things I put in that didn't fit with the greater vision or the final rules. Hopefully it all turned out well (the maps came out nicely I know).

Dark Archive

James Jacobs wrote:

We'd originally intended for stronger crossover support between adventures and articles in Council of Thieves, but the fact that Council of Thieves was a VERY difficult series to develop due to the fact that the authors had to write the whole thing with limited or no access to the final rules (which were in development at the same time the AP was being written) meant that we had to focus time that would have been spent cross-polinating the two working on making EVERYTHING fit with the new rules.

Does this mean that the rules for possession will also be in GMG? And the new sorcerer bloodline in APG? :)

Dark Archive

Greg A. Vaughan wrote:
'the bucket of tripe'

Hey, wait a minute, that was my RPG Superstar 2011 wonderous item submission.

Paizo Employee Creative Director

Asgetrion wrote:
Does this mean that the rules for possession will also be in GMG? And the new sorcerer bloodline in APG? :)

The possession rules are not going into the GMG. They're too specialized and take up way too much room; the GMG's purpose is to cover as many topics as possible, skewing toward topics that come up far more often in play than demonic possession. The Pathfinder AP is and shall remain a GREAT place to do in-depth articles and rules bits that focus on more niche areas of the game such as demon possession.

The new sorcerer bloodline might or might not show up in the APG. I'd be happy if it did.

Dark Archive

James Jacobs wrote:
Asgetrion wrote:
Does this mean that the rules for possession will also be in GMG? And the new sorcerer bloodline in APG? :)

The possession rules are not going into the GMG. They're too specialized and take up way too much room; the GMG's purpose is to cover as many topics as possible, skewing toward topics that come up far more often in play than demonic possession. The Pathfinder AP is and shall remain a GREAT place to do in-depth articles and rules bits that focus on more niche areas of the game such as demon possession.

The new sorcerer bloodline might or might not show up in the APG. I'd be happy if it did.

Oh, alright -- at least I'll have the rules when my copy of the adventure arrives. And I, too, truly hope that the new bloodline (whatever it is) will end up in APG! :)

Dark Archive

baron arem heshvaun wrote:


Greg A. Vaughan wrote:
'the bucket of tripe'
Hey, wait a minute, that was my RPG Superstar 2011 wonderous item submission.

You have a twisted mind, milord baron! Although I would expect nothing less from a noble of our glorious empire! ;)


I like how the vampire from the cover of a PFS Scenario got into the illustration on page 53. The art is great overall, but that is a favorite.


Any idea on how we will see these possession rules used in the future?
Would further Possession Devils in Bestiary 2 use this approach for their abilities?
Would Bestiary 1 possession Devils' abilities be 'updated' or given alternate functioning in some sort of "Companion to Devilry" product?
It seems a shame for them to be 'abandoned' and never implemented in actual game content...

Paizo Employee Creative Director

Quandary wrote:

Any idea on how we will see these possession rules used in the future?

Would further Possession Devils in Bestiary 2 use this approach for their abilities?
Would Bestiary 1 possession Devils' abilities be 'updated' or given alternate functioning in some sort of "Companion to Devilry" product?
It seems a shame for them to be 'abandoned' and never implemented in actual game content...

At this point we've no real plans to further expand on the possession rules.

Owner - House of Books and Games LLC

Quandary wrote:

Any idea on how we will see these possession rules used in the future?

Would further Possession Devils in Bestiary 2 use this approach for their abilities?
Would Bestiary 1 possession Devils' abilities be 'updated' or given alternate functioning in some sort of "Companion to Devilry" product?
It seems a shame for them to be 'abandoned' and never implemented in actual game content...

+1

James Jacobs wrote:
At this point we've no real plans to further expand on the possession rules.

Don't think that's what Quandry was asking though (and anyways, I like the rules as they are - they go hand-in-hand with that excellent article on haunted houses from back in Dragon #336). It sounded to me more like "okay, we've got these possession rules ... are there plans to use them somewhere ... perhaps for the possession devils?"

Grand Lodge

Anyone else had a problem with the upper corner of the issue being stuck together? I had to go through and separate about every other page by hand. Just wanted to post a heads up to the QA guys that it happened. Had a slight bit of the same problem with Classic Horrors Revisited, like a bit of paste or wet ink had glued them together.


TriOmegaZero wrote:
Anyone else had a problem with the upper corner of the issue being stuck together? I had to go through and separate about every other page by hand. Just wanted to post a heads up to the QA guys that it happened. Had a slight bit of the same problem with Classic Horrors Revisited, like a bit of paste or wet ink had glued them together.

I had a few pages with the top corners stuck together on the Classic Horrors one, but the AP was fine for me at least.

Liberty's Edge

TriOmegaZero wrote:
Anyone else had a problem with the upper corner of the issue being stuck together? I had to go through and separate about every other page by hand. Just wanted to post a heads up to the QA guys that it happened. Had a slight bit of the same problem with Classic Horrors Revisited, like a bit of paste or wet ink had glued them together.

Yes my issue had this problem.

Sean


Adventure Path Charter Subscriber

Mine as well...it was like when a magazine gets water damage and the paper/ink sticks together; when separated, there was some minor damage to the pages, but at least whole chunks of the adjoined pages didn't tear off.

Weird....I wonder if it was an inking issue, or part of a shipment got exposed to liquids so all the books in that lot had the same problem.

Cheers,
Colin

Scarab Sages

I noticed the same as well. Didn't think anything of it, though.


I had some of those top corner pages stuck together as well, but they seemed to pop apart with no damage.

Paizo Employee Director of Narrative

Yep, same deal. They separated fine.

Owner - House of Books and Games LLC

I've seen this on several Adventure Path issues.

I think it's an artifact of the cutting process - there's no evidence of water damage at all, and if I flex the corner slightly I can hear them all freeing up.

Maybe when the edges are cut, the pressure binds the edges together a little big.

Liberty's Edge

I had the same problem. Some of the pages got a little beat up when I separated them.


Is it just me or the pdf edition of this book is not shown anywhere in the webstore?

Sovereign Court

Tommaso Matteucci wrote:
Is it just me or the pdf edition of this book is not shown anywhere in the webstore?

I can't find it anywhere either.

Sovereign Court

I had the same sticky page issue. Some of the ink came off when I separated them by hand, leaving white "spots" behind.

Silver Crusade Lone Wolf Development

The Spellcasting Contract spells in the Asmodeus chapter (pgs 67-68) are missing their casting time, range, save, and resistance text.

Edit: nevermind - I missed the fact that it's a derivative of imbue with spell ability, so it uses that spell's values.

Sovereign Court

I'd love to buy this, but I can't cause there is no pdf.

Silver Crusade

Its possible Paizo may not release this until next Wednesday. They usually release the PDF when the print product is available in stores. Amazon is currently showing a print date of 2/17/10 for this: http://www.amazon.com/Pathfinder-Adventure-Path-Council-Thieves/dp/16012519 98.


I have the PDF through the subscription as the product says it shipped on January 21st. Still haven't received it yet though. Noticed Amazon does say it's pre-order only still. Wonder what the hold up is...

Paizo Employee Chief Technical Officer

We've fixed the PDF listing. Today is the retail release date, so that means the PDF is available for general sale today as well.

Sovereign Court

Vic Wertz wrote:

We've fixed the PDF listing. Today is the retail release date, so that means the PDF is available for general sale today as well.

Awesome. Quick response as usual, thanks a lot.


Mr. Slaad wrote:
Vic Wertz wrote:

We've fixed the PDF listing. Today is the retail release date, so that means the PDF is available for general sale today as well.

Awesome. Quick response as usual, thanks a lot.

+1

It's good to wake up and read good news :)

Grand Lodge

<Dusts off untouched-for-a-decade thread>

Bad-guy special item pricing issue spoiler:
The Pathfinder Society chronicle sheet for this adventure lists the staff of the blue dragon used by Sandor the Strange on page 44 as a "+1 quarterstaff and grants [etc. etc. spells]". This staff has some pretty basic elements to it that make pricing it via the standard rules for staff creation pretty straightforward, and yet the price listed on the chronicle sheet is way too high (32,550 gp). First:

> The staff is listed as a "+1 quarterstaff" however we see time and time again via errata that whenever this text appears on a magic staff's description, what it actually meant to say was it's a "+1/+1 quarterstaff" since the caveat that quarterstaves are double-weapons gets overlooked very often, and the intent was to have both ends magical.
> With this magic-weapon-price in mind (a +1/+1 quarterstaff has a market price of 4,600 gp), we can add that to the standard rules for staff creation. The item doesn't have its caster level listed, however, which matters for pricing. We can't assume Sandor created it since he lacks the Craft Staff feat, so we have to assume it was created at the lowest CL possible: 8th.
> Calculating the staff price based on its spells and adding the cost of it being a magic weapon, we get:

ACTUAL CALCULATED PRICE FOR STAFF OF THE BLUE DRAGON: 21,400 gp

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