Pathfinder Adventure Path #206: Bring the House Down (Curtain Call 3 of 3)

Paizo, Inc.

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The final curtain rises in this thrilling conclusion to the Curtain Call Adventure Path! As your opera's premiere approaches, a divine conspiracy threatens to turn opening night into a catastrophe of cosmic proportions.

Adventure Features:

  • Designed for four 18th-level characters
  • Epic conclusion to the three-part Curtain Call series
  • High-stakes blend of theatrical drama and divine conflict

Key Adventure Elements:

  • Manage a major theatrical premiere
  • Confront an unexpected disaster
  • Uncover a malevolent god's plot
  • Save both the show and the world
  • Face epic-level challenges

Includes:

  • Complete high-level adventure
  • Major revelations about a mysterious deity
  • Powerful magical artifacts
  • New epic-level items
  • Devastating new monsters
  • Full-color maps and illustrations

This adventure provides:

  • Epic-level encounters
  • High-stakes drama
  • World-shaking revelations
  • Multiple paths to victory
  • A satisfying conclusion to the series

Can you ensure your opera's success while opposing divine machinations? The fate of both your theatrical masterpiece and much more hangs in the balance as you face your greatest challenge yet. It's time to bring the house down - but not literally!

Part 3 of 3 in the Curtain Call Adventure Path.

Also in the Pathfinder Adventures series: Pathfinder 2E Adventure Path: Abomination Vaults, Pathfinder 2E Adventure: Crown of the Kobold King (Hardcover), Pathfinder Adventure Path #204: Stage Fright (Curtain Call 1 of 3), and Pathfinder Adventure Path #205: Singer, Stalker, Skinsaw Man (Curtain Call 2 of 3).

FAQ: About This RPG Book

Do I need other books to use this?
Core rulebooks (Player's Handbook, Core Rulebook) are standalone. Supplements, adventures, and expansions typically require the core rules. Check the product description for requirements.
Is this compatible with D&D 5th Edition?
Check the product's system — D&D 2024 books are backward compatible with 5E. Other systems (Pathfinder, Call of Cthulhu, etc.) use their own rules and are not interchangeable with D&D.
Can I run this for my group?
Adventure modules come ready to play with minimal prep. Sourcebooks expand options for players and DMs. Our staff are experienced GMs — stop by for advice!