When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the players discovers her birthright is to rule one of the ancient Dragon Empires of Kara-Tur — the empire of Kozakura. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Kozakura from a would-be tyrant, the players must not only escort their friend from Thesk to Kara-Tur, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy.
Don't go out after dark! In the run-down Thayan city of Telflamm, 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 Telflamm 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 Scions of Aroden, 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.