Bring It to an End; Adventure Climax

Source: Dungeon Master’s Guide (2024) p. 120

Adventure Climax

dice: 1d10Climax
1The adventurers confront a villain and a group of minions in a battle to the finish.
2The adventurers chase a villain while dodging obstacles designed to thwart them, leading to a final confrontation in the villain’s refuge.
3The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape.
4The adventurers race to the site where a villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed.
5A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites.
6An ally betrays the adventurers as they’re about to achieve their goal. (Use this climax carefully, and don’t overuse it.)
7A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal while dealing with a villain at the same time.
8The dungeon begins to collapse while a villain attempts to escape in the chaos.
9The adventurers must choose whether to pursue a fleeing villain or save an NPC they care about or a group of innocents.
10Just when the characters think the main threat is defeated, it transforms into a different monster or a more powerful form.
^adventure-climax