# Bring It to an End; Adventure Climax *Source: Dungeon Master's Guide (2024) p. 120* **Adventure Climax** `dice: [](bring-it-to-an-end-adventure-climax-xdmg.md#^adventure-climax)` | dice: 1d10 | Climax | |------------|--------| | 1 | The adventurers confront a villain and a group of minions in a battle to the finish. | | 2 | The adventurers chase a villain while dodging obstacles designed to thwart them, leading to a final confrontation in the villain's refuge. | | 3 | The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape. | | 4 | The 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. | | 5 | A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites. | | 6 | An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.) | | 7 | A 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. | | 8 | The dungeon begins to collapse while a villain attempts to escape in the chaos. | | 9 | The adventurers must choose whether to pursue a fleeing villain or save an NPC they care about or a group of innocents. | | 10 | Just when the characters think the main threat is defeated, it transforms into a different monster or a more powerful form. | ^adventure-climax