I am currently refining a game of mine in which I need random quests and room events so that every time a player plays, the game feels slightly different. The game will take place entirely within a dungeon/castle setting where magical creatures, monsters, and evil villians try to prevent the hero from asscending three floors to the top of the tower in order to destroy an evil magical artifact. That asscension aalone is the main quest, that when accomplished will result in the completion of the game; however, every new room a character enters I want to be able to pull a card that gives a unique twist to a room, and once per floor have a larger quest they must accomplish in order to go up to the next floor.
I am just looking for a torrent of ideas, if they don't fit my game there still might be elements I can take or get inspiration from so feel free just spouting off any ideas you may have.
Some Ideas I have for room events:
-Magic Soaked room: The room is full of old magic which embeds itself into the first player who enters the room, giving them +1 to magic.
-Darkness: There is a magical darkness in the room that can not be pentetrated by magic, torch, or any other means: -5 to all rolls.
-Magical Doors: Leaving this particluar room the player must roll. A roll of 1 will transport the player back to the beginning room, A roll of 2-5 will transport the player to the opposite door in the room, and a roll of 6 will allow the player to move on.
-Magical Forge: Players Can add a +1 modifier to any of their items in this room.
-Spawning pool: Once a turn a monster is spawned from the spawning pool.
-Zombies!: When a player is three spaces from the door, 4 zombies spawn sorrunding the hero.
...etc
Some ideas I have for larger quests:
-Escort:The player must escort a princess to the exit. If she dies then the player loses the game. If she wins they get a magical artifact and level up.
-Possessed: One player is possessed and must work to kill other players. Players must destroy three small ruins across the board in order to free their friend from being possessed.
-Dragon Egg: Some evil monks are trying to hatch a dragon, kill the egg before it hatches...
- trap door: Goes to the floor below
>>Like it
- poison room: Each turn there is the possibility of taking damage/dying
>>Really like it
- fountain of health/youth: Able to restore health/morale/etc.
>>(Already implemented)
- ceiling closing in (think Indiana Jones: Temple of Doom): Time limit to get to the other side, blocks the path behind >>Thought about this one already, only problem is it has to eventually go back up, so will play with this one.
- Noise trap (if a player in the room makes any sound "spikes" come out of the floor/ceiling/walls (from the movie Cube): The player(s) in the room may not speak while in the room or all players in the room take damage (evasion skill check?)
>>Tricky implementation, but has potential
- razor wire trap (again, from Cube, also similar to the laser trap in Resident Evil movie): Possibility to take damage while in the room (evasion check?)
>>Similiar trap already implemented.
- Worms: the room has worm holes...giant...worm holes. They come out of the holes and attack
>>meh
- Illusion: The room appears to be a desert. It's hot, really hot. Morale/health loss per turn in the room
>>Really like it, might tweak it so that there is an illusion creator in the room that can be destroyed, and have different types of illusions like snow, jungle, space...
- Magnetic storm: all metal objects that are equipped are lost
>>Like it
- Power surge: strength +1, health -1
>>Like it
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Quests
- Gates of Hell: Gates of Hell spawn in 3 random locations. Each of these must be defeated before the artifact can be destroyed
>>Have something similiar, destroy three targets to get something.
- Treasure Horde: There must be 10,000gold worth of items placed in the room before continuing
>>Really like it, really really really like it.
- Monster Hunter: You must capture a monster that has more strength or intellect than you.
>>Could play with this but as it stands most of the monsters exceed characters in either strength or intelligence and the twist on the game is group work and group attacks, so I can play around with this.
- Lost and Found: A key appears at the entrance. Return there to get it, then bring it back
>>Like it
- Dragon Eggs (alternative to yours): There are 5 dragon eggs spawned in the dungeon/castle, destroy them to continue
>>Like it.
- Dragon Eggs (alt 2): There are 5 dragon eggs held captive, return them to Dragon mother to continue
>>Like it
- Revenge: A Ghost demands you avenge his death. Kill 5 monsters within 2 rooms
>>Like it, interesting twist to make the ghost the creature you are working for.
- Sleeping Spell: A sleeping spell has been cast on the dungeon. Movement is reduced by 3, strength is reduced by 4, Intellect is reduced by 5. The next magic creature (i.e. magic user) that is defeated ends the spell.
>>Something similar already implemented.