We reached the fifth adventure in the "Council of Thieves" adventure path last weekend, in our eleventh session. I am very, very surprised to be here so soon.
The overall story of the adventure path remains enjoyable, and this session the players learnt more about what had created the situation that they now found themselves in. Unfortunately a lot of the encounters were underwhelming. I wish to point out that this is a Core Rules Only campaign, as they were the only rules available when this adventure was written. In fact, the adventure was based on a beta copy of the rules, which means there's a bunch of errors in the monster statblocks.
The other errors in the adventure are harder to explain away.
The Information Broker and the Council of Thieves
The adventure begins with Jarvis - an information broker not associated with the Council of Thieves - coming to the Rebel Alliance for their help. With the schism in the Council becoming known to the underworld, he feared for his life. However, he'd learnt that a drug trader had information about the upcoming coup, and had offered the trader sanctuary in exchange for that information. The information was to be given to Jarvis two days
hence, and he's heard nothing since then. (Note to Paizo proofreaders and Greg Vaughan: hence means
in the future. You wanted to use the word "ago").
So, Jarvis offered the potential information to the players in exchange for their aid in bringing down the Council (and making his life more secure). This all sounded fine to the party, so they went to investigate the home of the drug trader to discover what had happened to him.
They walked into an ambush. Except that most of the party (except Tim the Sorcerer) noticed the ambushers before they attacked, and rolled really well on initiative. Despite 6d6 fireball spheres being thrown at the party, they defeated the ambushers really quickly.
That allowed them to find the drug dealer - who had been killed, his jaw dismembered, and his body pierced by needles. I explained the significance of the needles (which are used in Westcrown to make Raise Dead less effective), and I found it all great material and good foreshadowing for later this session - if it didn't make that much sense. The Grave Candles previously seen in this adventure path would allow interrogation of the corpse despite the mutilation. And why don't cure spells remove the pain of the needles? Better not to think about it.
As this was a dead end, it was fortunate that a minion of the hag known as the Mother of Flies happened along, finishing off the last of the thieves and requesting a meeting between the Mother and the group - they had common goals, and she wanted to see them. This scene would have worked so much better if the group had known beforehand who the Mother of Flies was - bringing in a new, legendary figure works so much better if foreshadowed.
An Interlude: But what if they didn't meet the hag?
"While attempting to seek the aid of the Mother of Flies is only an option in this adventure, and certainly not required for PCs who are eager to actually take direct action against the Council of Thieves..."
Mother of Flies, page 13 by Greg A. Vaughan.
One of the fascinating things about the structure of this adventure is that the group learn about the location of the Council (Walcourt) during the meeting with the Mother of Flies. The name isn't mentioned before then. How, then, do the party find out about it if they *don't* go to meet the hag?
The DM would have to work it out themselves, as no help is given here. Thankfully, my group chose to travel to the Mother of Flies.
The Siege of the Maggot Tree
In one of those coincidences that are rife in adventure paths, in the short time between the Mother's minion leaving to find the characters and from the party going to meet her - probably two hours - the Mother's home, the Maggot Tree, had come under siege by a small army sponsored by the Council: thieves, hounds, ogres, hill giants, dark creepers and stalkers, and a level 10 Ranger. Well, perhaps two days rather than two hours. I hope.
The group gained their first indication of this invasion when they ran into one of the army's patrols - 2 ogres, 6 thieves and 4 hounds. A round-and-a-half later, the patrol was no more. CR 10? My foot.
Alerted to the invasion (and having captured a thief), the group sent Michael's rogue to sneak about the army's site and identify the key areas. Four camps (each with a hill giants, 2 ogres, and a lot of thieves and hellhounds) were the primary sites, with also a command camp with the leader (a ranger) and a lot of dark stalkers and dark creepers. The group crept up to a site on the edge of the clearing, and then launched their assault - Sunburst (from the Morrowfall) hit one of the camps plus the leaders, then fireballs and ice storm followed.
Then Dave and Michael combined to take out the blinded ogres and hill giants, and Tim used Phantasmal Killer on the leader of the force - and successfully too. At that points, they destroyed a second camp with their ranged area magic, and that was that - the rest of the besiegers decided that being somewhere else was a great idea.
The Mother of Flies came out to thank the party, and filled them in on the infernal contract that had given rise to one of the two siblings who were trying to take over the Council of Thieves; and also the drawback in the contract that would kill Chammady when her brother gained his full power. With that knowledge, the group now had a chance to drive a wedge between the siblings.
The Mother of Flies also told them about Walcourt, and so the group headed back to town to take on the Council in one of their strongholds.
The Novice Thieves, or Editing Fail (Again)
From the description of the cloister area:
"The side doors lead to hallways with false doors appearing to lead to locked side rooms. These are merely distractions—if the PCs waste time in these halls, the inhabitants of area C8 can get the drop on them."
From the description of the thieves' tactics:
"the others rush through the cloisters to try and gain flanking positions for sneak attacks."
My players, upon reaching the entrance to Walcourt (and sneaking in invisibly - buying a wand of invisibility for exactly that purpose) searched the side corridors before the main hallway. There are normal doors marked on the map, but I assumed they'd made a mistake and that they should be false (per text). Except then the thieves have to go through those doors to reach the players...
Not that they were much of a threat in any case, what with their +3 attacks against AC 26 or higher... After the first (surprise) round of attacks, I just said "then you kill them all".
The Trap That Worked
Continuing onwards through Walcourt, the group went into the passages that had been used to train novice thieves. Or possibly kill novice thieves - it requires a DC 30 Perception check to find. And it deals 10d6 damage with a +20 to hit. Someone explain to me how a novice thief can find this trap - I'm missing something somewhere. (The novice thieves in the previous chamber had a +4 Perception).
Michael, going first (and not searching) got hit for 30-odd damage by it, and Lee healed him. They were more paranoid going onwards.
Another Stupid Encounter With Sneak Attack
A few pit-traps were found and disabled by the group, and then the group found another chamber with Dark Creepers and a Dark Stalker. There's meant to be an illusionary wall between the main chamber and the viewing chamber to the north (where the chairs our), but the map doesn't represent it or the pit traps well.
Apparently, there are six Dark Creepers in the area of the room that isn't pit trapped.
The players entered from the south, having not alerted the Creepers to their presence. And then fireballed and shot the Creepers to death. In theory, they should be covering themselves with darkness, but the Morrowfall was making that tactic impossible. And, as you can see from the map, it's not like the party need to get into a position where they can be flanked.
The players continued on to the next Dark One room, and killed those in there as well - once again, not needing to expose themselves to sneak attack.
And there we ended the session. I wouldn't be surprised if we finished the adventure next session. With any luck, some of the upcoming encounters will be more challenging than those in this part of the adventure.