From The Scribbler

A Hero's Random Journey

The hero's story is always a journey. Write a short story based on a roll of the dice.


Rules:
  1. Begin the game by clicking
  2. You can see the context of each die result by clicking the list view.
  3. You can reset the game by clicking when in 'dice' view.
  4. Clicking will toggle to 'list' view for printing. You can toggle back to 'dice' view by clicking .
  5. You must use every item rolled at least once in the story and it must have some significance.
Hero's Gender
  •  Male
  •  Female
  •  Male
  •  Female
  •  Male
  •  Female
Hero's Trait
  •  Courageous
  •  Inspirational
  •  Spirituality
  •  Morality
  •  Protectiveness
  •  Honesty
  •  Self-sacrificing
  •  Determined
  •  Intelligence
Name
  •  A
  •  B
  •  C
  •  D
  •  E
  •  F
  •  G
  •  H
  •  I
  •  J
  •  K
  •  L
  •  M
  •  N
  •  O
  •  P
  •  Q
  •  R
  •  S
  •  T
  •  U
  •  V
  •  W
  •  Y
  •  Z
Hero's Skill
  •  Healing
  •  Weapons
  •  Mechanical
  •  Tracker
  •  Animal
    Whisperer
  •  Climbing
  •  Defense
  •  Stealth
Hero's Test
  •  A Riddle
  •  of Courage
  •  the Will
    to go on
  •  A Sacrifice
  •  A Challenge
Season
  •  Winter
  •  Spring
  •  Summer
  •  Autumn
Terrain
  •  Mountain
  •  Rocky
  •  Ocean
  •  Lake
  •  River
  •  Island
  •  Desert
  •  Forest
Structure
  •  Castle
  •  Cave
  •  Farm House
  •  Bridge
  •  Town
  •  Graveyard
Animal
  •  Eagle
  •  Wild Horse
  •  Bear
  •  Mtn. Lion
  •  Dog
  •  Rats
  •  Wolf
Flora
  •  Grassy Hill
  •  Hedges
  •  Meadow
  •  Flowers
  •  Veg Garden
  •  Gnarled Roots
Misc. Object
  •  Hooded Cloak
  •  Bed Roll
  •  Hat
  •  Utility Belt
  •  Book
  •  (Gold/Silver) Coins
  •  Backpack
  •  Wagon
  •  Precious Stone
  •  Cup
  •  Bowl
Villain
  •  Orc
  •  Warrior
  •  Demon
  •  Giant
  •  Magician
  •  Pirate
  •  Dragon
  •  Shapeshifter
  •  Superhuman
  •  Monster
  •  Hero's Internal Struggle
Tool
  •  Sword
  •  Hammer
  •  Rope
  •  Shovel
  •  Rake
  •  Hook
  •  Knife
  •  Cutters
12 Steps in the Hero's Journey
  1. The Ordinary World: The story takes the hero from their normal, mundane world into a "special world" that is new and alien ("fish out of water"). To contrast the special world, the author must establish the mundane world first.
  2. The Call to Adventure: A problem, challenge or adventure presents itself to the hero. This call will take them out of the comfort and safety of the ordinary world. The call will establish the stakes of the story and help establish the hero's goal.
  3. Refusal of the Call (The Reluctant Hero): The hero balks at adventure. Fear, reluctance. Insufficient motivation. The hero is not fully committed. Another event, influence or change must occur to push the hero past this point.
  4. Mentor (the Wise Old Man or Woman): The mentor is someone who will prepare the hero for the unknown. It represents the relationships of parent-child, teacher-student, doctorpatient, god-man. The mentor can only go so far with the hero. At some point the mentor will need to face their challenge alone. The mentor might also help push the hero into accepting the call.
  5. Crossing the First Threshold: The hero commits to the adventure and enters the special world. The hero will now deal with the consequences of answering the challenge presented in the call to adventure.
  6. Tests, Allies, and Enemies: New challenges arise in the special world and the hero begins to learn the rules of this new world and gains more insight into it. This is an opportunity to see how the hero responds to stress.
  7. Approach to the Inmost Cave: The hero comes to the boundary of a dangerous place. This might be where the object of the quest is hidden or it might be the stronghold of the hero's enemy. Entering this place is a second important threshold the hero will cross. The approach marks the hero's initial plans and preparations before entering this place.
  8. The Ordeal: "Here the fortunes of the hero hit bottom in a direct confrontation with his greatest fear." The hero faces the possibility of death. This is a stressful and tense point in the story (will the hero live or die?).
  9. Reward (Seizing the Sword): The hero survives death and beats his or her enemies. Now the hero can take their treasure (their object of desire). The treasure might be an object or it might be important new knowledge.
  10. The Road Back: The hero must deal with the consequences from the ordeal. Further challenges may still confront the hero before the end of their journey.
  11. Resurrection: "The hero who has been to the realm of the dead must be reborn and cleanses in one last Ordeal of death and resurrection before returning to the Ordinary World." The hero is transformed in this moment and will complete their journey with new insights.
  12. Return with the Elixir: The hero returns to the ordinary world but he brings something important back from the special world. It might be an object but it also might be knowledge or new wisdom.

Print your outline, then begin Writing the story !