They had driven the orcs over the swinging bridge of chains, but Sven been lost over the side, dragged under the crocodiles below. It ended suddenly with the warchief's beheading, the shaman fleeing and the goblins dropping on their knees begging to live.
What does your 5-room dungeon showdown look like?
Generated from tables below, the Showdown Details (roll of 6, there are two enemy leaders here working in partnership. One flees or surrenders when the other falls), Showdown Terrain (roll of 13, there is a bridge over something perilous) and Roleplaying Interaction (roll of 4, afterwards surviving minions beg for mercy)
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Room 4 of the 5-Room Dungeon: The Showdown
The Showdown or Big Climax of the 5-Room dungeon is where the characters meet the Big Bad and sort out their differences. This follows on from the other 5-room Dungeon articles and tables
Here are three tables for the Showdown , including the Details, Terrain and Roleplaying Opportunity
5 Room Dungeon tables - entrance | puzzles & setbacks | showdown | revelation or twist
Showdown Details
1d8+1d12 | Showdown Details |
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2 | There are two enemy leaders here working in partnership. They hate each other. |
3 | Two or more challenges need to be overcome to claim victory here, requiring different skills |
4 | There are two enemy leaders here working in partnership. They are lovers or their life forces are linked |
5 | The lair is trapped and the enemy leader can set them off at opportune moments |
6 | There are two enemy leaders here working in partnership. One flees or surrenders when the other falls |
7 | Shortly into the encounter the enemy leader retreats to a second, better prepared chamber |
8 | The enemy leader has a pet, a trap and a magic item all following the same theme |
9 | The lair is trapped and the enemy leader can move around without setting traps off |
10 | The enemy leader appears to hate or fear one of the PCs and targets them first |
11 | The enemy leader has underlings attack while they look on from a suitable vantage point |
12 | The enemy leader awaits them in a defensive chamber. Careful PCs will find preparations are not ready |
13 | The enemy leader has an unusual or unexpected piece of equipment or magic item |
14 | The enemy leader has a champion that fights the PCs first |
15 | The enemy leader has some weaknesses and there were clues to these in previous areas |
16 | The enemy has an unusual or unexpected ally or pet |
17 | The enemy leader tries to settle things in an unusual way such as a duel, wager or deal |
18 | The enemy leader reveals an item or person of great value and threatens to destroy it or put it out of the PC's reach |
19 | The enemy leader has unusual or unexpected magic or other special power |
20 | The enemy leader is weaker than expected and an underling is revealed as the big threat |
Showdown Terrain
1d8+1d12 | Showdown Terrain |
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2 | Mirrors or chains line the walls |
3 | There are many plants or fungi here |
4 | A magical portal dominates one wall |
5 | A series of steps lead to a raised platform |
6 | A large fire is burning away or ready to go |
7 | There is a large pool of water |
8 | A large cage or mechanical device dominates one corner |
9 | An ornate balcony overlooks the main area |
10 | A large fountain sits central to the area |
11 | There is an altar or statue to a dark power |
12 | There is a open or covered pit with nasties or a dangerous liquid within |
13 | There is a bridge over something perilous |
14 | A large summoning circle dominates the room |
15 | A dangerous pet lives here in a fancy lair |
16 | There are several ledges holding minions with missile weapons |
17 | There is a moving platform of some kind here |
18 | There is a prominent statue or throne here |
19 | Something is heated in a large metal cauldron |
20 | The area is a laboratory of some kind |
Showdown Roleplaying Interaction
1d8+1d12 | Hill Levels 1-4 |
---|---|
2 | Afterwards a minion comes forward with the wishes or will of the enemy leader |
3 | Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the PCs |
4 | Afterwards surviving minions beg for mercy |
5 | The enemy leader demands to know who the PCs are and why are disturbing them |
6 | Afterwards prisoners are reluctant to leave or offer to reward PCs if they release them |
7 | A minion demands to know what reason they have for attacking the enemy leader |
8 | Afterwards other minions offer to show hidden treasure if shown mercy |
9 | The enemy leader talks to the PCs, trying to get news or information from them |
10 | Afterwards prisoners are angry with the PCs for some reason or thank the PCs for freeing them |
11 | The enemy leader tries to give a monologue or speech before dealing with PCs |
12 | Afterwards the enemy leader returns as a ghost/vision/through a minion and swears vengeance |
13 | The enemy leader tries to stall the PCs because minions need time to finish preparations or hide a prisoner/treasure |
14 | The enemy leader gives some parting or dying words before dying or leaving |
15 | The enemy leader tries to stall the PCs because reinforcements are on their way or a device is powering up |
16 | Halfway through the enemy leader tries to stall for reinforcements or so they can escape |
17 | The enemy leader recognises a PC and tries to get them to leave or switch sides |
18 | Afterwards a minion or NPC comes out of enchantment, comes to senses or has a revelation |
19 | The enemy leader starts off peaceful but becomes more and more angry as they talk |
20 | Halfway through the enemy leader begs for mercy or tries to come to an agreement |
The 5-Room Adventure Generator
These tables are inspired from my 5 Room Adventure generator at EN World. You can find out more on Patreon and find me on Twitter @ChaosGenerators