What to Expect?


Council of Thieves


It looks like I will be a player in this shortly. I've been trying to download the Player's Guide for about an hour now, but Windows 7 keeps stopping me.

Anyway, what can I expect from this campaign? Is it all diplomacy, thievery, and urban intrigue? Can a fighter do okay? Is it expected that you side with evil (as I've heard)?

Sovereign Court

You are going to be working on helping to reclaim the honour of Westcrown, the former capital of what is now Cheliax. Your not in the market to start a full scale revolution, as that would pretty much be suicide, but help bring about some new ideas and change the way things work on the inside. Your still the "good guys" of the story, you just have to remember where exactly you are.

What you'll expect is a matter of what your DM and your fellow adventurers choose to do in this very urban setting. Don't expect to be out in the woods a lot unless your party keeps running out to them for their own reasons.

A fighter will be a great asset to the group and you'll have quite a lot to do. Easily worked into the story in many kinds of ways as the player's guide will tell you.

RPG Superstar 2009 Top 32

Harles wrote:
Is it expected that you side with evil (as I've heard)?

Yes, you will have to work with Evil NPCs from time to time.

Remember, you are in Cheliax (a theocratic police state); so to survive and achieve your goals you may have to make some "compromises."


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

You will not have to "side with Evil" in the CoT, and there's not even that much "compromising with Evil," either, compared to some other adventure paths. There are evil NPCs, yes, and some of them aren't supposed to be attacked and killed as soon as they're encountered, so if you have a player with a really inflexible/stupid interpretation of the Paladin Code, they may want to stay away from playing one in CoT. But there's only a couple of times when you have extensive dealings with an evil NPC, and both times it's a short-term alliance, based on a pretty clear "lesser of two evils" situation. Sensibly-played Paladins should be fine, with fairly minimal risk of falling off the wagon.

Scarab Sages

As for being all about diplomacy and thievary:

Diplomacy, yes. Diplomacy is a very important skill for at least one person in the party to have.

It's not about thievary unless you make it that way. In fact, thievary would probably hurt you more than help you in the long run. (or short term if you get caught)

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