Council of Thieves

Don't go out after dark! In the run-down Chelish capital of Westcrown, fallen from grace generations ago by the rise of the devil-worshiping House of Thrune, strange beasts of shadow prowl the streets after nightfall. At the same time, the head of the city's all-powerful crime syndicate, the notorious Council of Thieves, has grown unstable, and a new power is determined to take control—even if it means burning Westcrown to the ground.

The Council of Thieves Adventure Path is a gritty, urban adventure of organized crime, corrupt officials, and ancient curses. In their efforts to help the revolutionary Children of Westcrown, the heroes must infiltrate the halls of power, moonlight as actors in a deadly play, delve into a condemned Pathfinder Lodge and a mad wizard's labyrinth, make deals with hags, and face down the hordes of Hell itself—all while pursued relentlessly by vampires, assassins, and the infamous law-keepers known as Hellknights.

Pathfinder Adventure Path is the premiere monthly resource for your fantasy roleplaying campaign. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges. In each volume of the Pathfinder Adventure Path, you'll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder's Journal—everything you need to make your campaign rich, detailed, and engaging.

The Bastards of Erebus

(1 of 6): In the crumbling city of Westcrown, former capital of Cheliax, the heroes must fight back against villains on both sides of the law in order to protect the populace from a shadowy curse. Also includes a gazetteer of Westcrown and an investigation into the lives of tieflings, as well as a deadly mystery of nobility and intrigue for half-elven Pathfinder Varian Jeggare and the tiefling Radovan in Hell's Pawns, a new Pathfinder's Journal from Dave Gross.

The Sixfold Trial

(2 of 6): To banish the shadows that stalk Westcrown, the heroes must go undercover as actors in a notorious play that no performers have ever survived. Also includes the complete text of the infamous play and an investigation of the church of Iomedae the Inheritor, goddess of honor and valor, as well as death among the aristocracy in the Pathfinder's Journal.

What Lies in Dust

(3 of 6): Beset by the criminal underworld, strange beasts of shadow, and the forces of Hell itself, the heroes must descend into an abandoned Pathfinder lodge and uncover a secret hidden for decades. Also includes revelations about the infamous Hellknights and exotic treasures of the Pathfinder Society, as well as the return of Radovan's gangster past in the Pathfinder's Journal.

The Infernal Syndrome

(4 of 6): In the bowels of Westcrown's halls of power, an infernal entity lies enslaved, slowly testing the bonds of its prison. Can the heroes infiltrate the labyrinth of a mad wizard in order to free Westcrown from powers that would gamble with the city's very soul? Also includes a gazetteer of the Hellknight citadels, insights into the world of fiendish possession, and further murder and mayhem in the Pathfinder's Journal.

Mother of Flies

(5 of 6): As new powers rise to claim Westcrown, only a crazed witch can offer the heroes a chance to pull the city back from the brink of ruin. Also includes an overview of the church of Asmodeus the Archfiend and the methods and organization of thieves' guilds, as well as the uncovering of a diabolical plot in the Pathfiner's Journal.

The Twice-Damned Prince

(6 of 6): All Hell breaks loose in Westcrown as two criminal masterminds harness the power of the infernal to seize control of the Council of Thieves and Westcrown itself. When the dust settles, who will rule the city—the old guard, the young insurgents... or the heroes themselves? Also includes information on the greedy cult of Mammon and rules for running natural catastrophes, as well as the triumphant climax of the Pathfinder's Journal as Radovan and Jeggare face down a cult's secret master in a stunning conclusion in which no one is safe.


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