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Council of Thieves #5

Pathfinder Adventure Path #29: Mother of Flies

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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.

Cover art by Steve Prescott

92 pages, Paperback

First published February 10, 2010

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About the author

Greg A. Vaughan

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Displaying 1 - 3 of 3 reviews
Profile Image for Brooke.
197 reviews12 followers
December 6, 2017
Solid enough, but I was hoping for more. The flavor of the Mother of Flies herself is fantastic (her tree home is delightfully horrific), and I enjoyed the war in the woods and creatures there... but it feels like a strange fit for the rest of the campaign and like an odd diversion in the middle of this AP.

The Council 'base', full of traps and puzzles, seems right for a thieves guild, but at the same time, feels like it's going to be a tedious nightmare to run.
Profile Image for Oliver.
149 reviews2 followers
February 9, 2021
Great scenery in the woods and a tough dungeon crawl with a memorable villain at the end.
Profile Image for Marvin.
Author 6 books8 followers
March 22, 2016
Foray into the swamps outside the city to seek information from a hag. One of those adventures (typical of the series, IMO) where things kind of go off the rails, thematically, for PC's unwilling to work with the bad guys. Not something I'd enjoy running, though plenty from which to glean ideas. Later part of the adventure includes an assault on a thieves'-guild compound.

Also enjoyed the entry on thieves' guilds.
Displaying 1 - 3 of 3 reviews

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