Since no one has as of yet provided an idea I will begin. =)
Adventure Name - Cursed Length - Medium Tone - Depends on the characters' attitudes and reaction to the villain's humor.
Short Description - Your character happens to have been in the arcane gallery of a wizard as a fool touched a cursed orb on display. The cursed orb affected everyone in the room in differing and interesting ways. Suffice it to say the orb has corrupted you and you need to figure out how to fix it.
Character Stipulations - Cursed! Each character needs to be affected by a wonky or serious curse. This could go from them being turned into a huge fish monster to them being temporarily undead (Or even if you were already dead, suddenly you're a dead deer or something?).
Mission Medium/ Quest Source: The Mage of the Gallery (I guess I could make a sheet for him or something later.)
The elf is accepted as well. A diverse cast is filling out the party. You guys can post your characters in the character tab that are accepted.
As for nobody providing ideas yet, I shall get to mine tomorrow, as it is too late tonight. You guys can vote on what to start things out with. Cursed sounds like it would be fun, but I shall vote for mine. Mwahahaha! I'm sure we'll get to most ideas posted at some point.
Adventure Name - Mayo King Length - Medium Tone - Surreal/Epic Short Description - Enter an incredibly dank and epic adventure involving exotic new lands, as you become embroiled in a scheme to stop a a tyrannical emperor's power that threaten to affect both lands. Character Stipulations -N/A
Looks like a good time. Here, have another character.
Name - Nariana Vol Age - 38 Gender - Female Race - Aranea (Essentially a large, intelligent spider that can shapechange into humanoid form. d20srd.org/srd/monsters/aranea.htm ) Personality - Exudes an air of confidence and experience. She seems mature and down-to-earth, masking her manipulative nature. Appearance - For spider form, see the description under Race.
Abilities
Shapechange - Humanoid, Spider, and Hybrid forms
Webbing - Sticky, Steel, Silken
Spellcasting - illusory and enchanting spells
Weapon Proficiency - Thrown, Daggers
Stealth - Silent movement, Blending, Thievery
Poison Immunity
Darkvision
Equipment
Poisoned Daggers
Poisoned Darts
Poisons - Sleeping, Venomous
Enchanted Clothing - Shapechanges with Nariana
Thief's Kit
Backstory - In the eastern lands lies a forest that borders the bustling trade city Merry Kah, built near the borders of three countries but controlled by none. Deep in Unnamed Forest, renowned for the delicious Beartletts that live within, lie hidden elven villages. It was in one of these villages that Nariana was born and raised. Originally taken in as a pet, when Nariana's growth didn't stop at tarantula-size, the owners realized they'd made a grave mistake. Instead of squishing her or throwing her out, though, the kind elves raised her as one of their own.
After she'd reached maturity, she parted with the elves on good terms, setting out in search of her own kind. She first headed to Merry Kah to find work and information, then moved where the wind took her. She never stopped looking for more aranea, but to date has yet to find any.
Name - Geoffrey Age - 32 Gender - Male Race - Human Personality - Geoffrey's behavioral traits are what many expect from the population of the serfdom. He is a hard-working, uncultured, judgemental, and superstitious individual. All and all, he is just a quintessential commoner, who can relate to villagers and their love of forming angry mobs.
Abilities
Serf's Physique: Geoffrey, as a serf, has a body strengthened from hard and back-breaking work. He is a physically tough individual, capable treacherous activities for lengthy periods of time before exhaustion.
Serf's Knowledge: As a serf, Geoffrey has his share of knowledge. This is primarily reserved for knowing how to do laborious chores related to farming, ranching, other essentials for working the land, and knowledge about some folk tales.
Equipment
Clothes on his Back: Pretty much just some filth encrusted clothing.
Seven Month Sow: This is pretty much self explanatory. Geoffrey carries around a female pig that is seven months old. Weighing at 225 pounds, it is a smaller end sow, but still would fetch a good price at the market. Geoffrey uses this pig as a weapon, flailing it around as a makeshift hammer. For this reason the pig hates him, and will either try to fight Geoffrey or flee from him if able.
Fluttering burlap-sack: Slung over left shoulder, Geoffrey carries this large burlap sack to store things. which just so happens to thresh about. This is due to this sack containing a flock of pigeons, that make noise and attempt to get out of the bag.
Squirming burlap-sack: Slung over his right shoulder, Geoffrey carries a smaller burlap sack. However, this burlap sack shows signs of movement. This is due to this sack containing a litter of rats, which are make shrill shrieks and attempt to get out of the bag.
Two Chickens: Medium sized chickens that are tied upside down around his waist. Typically they try to get away from the peasant man.
Three Sheep: Geoffrey also has three ewes that are of a matured age. They each weigh around 92 pounds, and are by far the most co-operative of the lot, as they do not try to fight back.
Backstory - Geoffrey was born into a large serf family on the holdings of Baron Restault. He was the newest addition to Restault's property, and was set to do the same as his father before him, and his grandfather before that. Geoffrey however, was not as fortunate as the other serfs. This was due to the fact that his family tended the backcountry of the Restault Barony.
Due to his positioning on the estate, Geoffrey saw many terrible things happen, besides the general pain that is serf life. He saw one of his younger sisters get kidnapped by bandits, who hid out in the wilds beyond the tamed holdings. He saw his father get eaten by a bear, alongside other nasty things. He was at his limit for much agony as he could take. As these backwoods were a terrible place, Geoffrey made the conscious decision to flee. So when the night drew upon the land, Geoffrey took as many animals as he could and left the Restault Barony in the search for a place that has been completely tamed by civilization. Plus to a guy who was forced to stay on one patch of land for most of his life, traveling and adventuring is a neat gig.
You need more religious characters. Thankfully, I am here to provide.
Name – Lisa Abbey
Age – 17
Gender – Female
Race – Human
Personality – Lisa’s heart is full of the kindness and patience expected of a paladin. She always tries to be positive and sweet, but has an inherent level of zealotry that makes her think she knows best for everyone. Despite her position, she doesn’t like hard work too much and enjoys taking it easy.
Appearance - Lisa has long, incredibly pale blonde hair done up into twintails. She possesses pale skin and cerulean eyes and generally walks around wearing her armor, over which is a white tabard with the symbol of Lilith, her deity. She’s somewhat short and petite, even for her young age.
Abilities – Literacy- Lisa is quite literate, and can even read older forms of the language thanks to her devoted work with religious manuscripts.
Mace Skill- Lisa has learned to wield the mace well.
Shield Skill- Lisa has learned to use a shield well.
Heavy Armor- Lisa can go around in even heavy armor with no problem.
Enhanced Strength- Lisa is much stronger than a five-foot-nothing girl has any right to be due to Lilith’s blessing. This doesn’t put her on par with larger and stronger people of non-divine means, but it makes her capable even in heavy armor and wielding medium-sized weapons.
Lay on Hands- Lisa can heal diseases, poisons, and wounds of all sorts using the power given to her by the goddess. Diseases, poisons, and minor wounds can be taken care of relatively quickly. More grievous wounds might take hours to heal.
Smite Evil- Lisa can deal extra holy damage to evil beings such as demons, devils, undead, fey, etc. As well as evil members of non-evil races. Basically, anything and anyone evil she can smite with extra holy power.
Equipment – Mace, a full set of plate armor with chainmail, shield with holy symbol, tabard, cute dresses for casual wear, rations, rope, torches, and a quantity of holy water.
Backstory – Lisa was left at a temple of Lilith as a baby, and was raised by the clergy to grow up as a strong, devout follower of the religion. Because the temple was populated mostly by old men and peaceful women, Lisa was provided with excellent training even throughout childhood so that when she grew, she would be able to protect the other members of the church. After chasing a group of thieves out of the temple for the first time, she felt a fantastic connection with Lilith. She knew somehow in her heart that she had become a chosen paladin of her beloved goddess. Despite the fact that they would now have an incredible protector, the clergy commanded Lisa to leave the temple, do good, and spread the word of Lilith. It would be selfish, they said, to keep a paladin of the goddess to themselves.
Name - Ludmilla Van Valkenburg, Gourd Witch Age - 22 Gender - F Race - Human Personality - Haughty and arrogant to a fault, Ludmilla has a serious complex about her inability to perform anything other than gourd-based magic, and generally dislikes other mages as a result. She will take any chance she gets to belittle another person's mastery of magecraft. As for those without a talent magic, she looks upon them with a mild blend of pity and disgust, occasionally crossing into respect when she encounters those with exceptional skill. Altogether, she's a very irritating person.
Abilities - Mastery of gourd-based magic, overwhelming smugness, flying with the aid of a broom, a surprisingly excellent cook, encyclopedic knowledge of herbacious plants from the western continent Equipment - Twenty ducats, witch's broom, magic staff
Backstory - The great-great-great-etc. granddaughter of the so-called "mother of modern witchery", Ulna Van Valkenburg, Ludmilla's dream was to join the family business and become a proper spellcaster. This dream was swiftly and mercilessly crushed by the fact that Ludmilla seemed to be superhumanly untalented at magic. Evocations fizzled, divinations came out murky, abjurations were brittle, and illusions were unconvincing. Just about the only thing Ludmilla was capable of doing was, oddly, conjuring and manipulating herbacious vegetables.
Out of a strange mix of desperation and misplaced pride, Ludmilla threw herself into the study of gourds, squash, and pumpkins, discovering ways to mimic well-known spells using her admittedly-narrow field of expertise. Now, she has sailed to Illendriel from the western continent in search of new, exotic plants to add her arsenal, and make a name for herself as an adventuring witch.
Well, as long as all of us are dumping our CSes, I should join in.
Name - Addis & The Cutting
Age - 430 (Addis), 25 (The Cutting)
Gender - Hermaphrodite
Race - Both Addis and The Cutting are Ents. Ents are, put simply, sapient humanoid trees. Ents are as large as the trees they resemble, and have bodies comprised of strong mystical wood. Though strong, durable, and wise, Ents are restricted by their size and slowness.
Personality - Addis and his offspring know no nonsense, and think as literally as possible. Both of them are strongly spiritual, and place religion in high regard. Anyone who either dismisses the gods or actively shuns them will face Addis's wrath.
Appearance - Addis is big. Very big. Standing at about six adult humans tall, Addis strikes an imposing figure. The Cutting, meanwhile, is significantly smaller, standing at only 5'6''. The Cutting's wooden skin is much smoother and greener than Addis's. Sutras and prayers have been carved into Addis' feet.
Extremely large
Extremely strong
Radiates a small amount of holy power
Thick skin
Incredible slowness is offset by long stride
Susceptible to the cold and immersion in salt
Too large to fit indoors
Cannot move so long as The Cutting is moving
Relatively small and maneuverable
Slightly stronger than a normal humanoid
Surprisingly flexible
Many-jointed fingers allow for better grappling capacity
Unbelievably slow
Even more susceptible to the cold and salt
Cannot move so long as Addis is moving.
Devout practicioner of Harmanism
Leaves, seeds, and moisture extracted are filled with holy power
Speaks most elvish and human languages
Made of wood
Can recognize many curses, diseases, and occult rituals
Equipment - Addis and The Cutting are both completely naked. However, Addis has had a small portion of wood near his shoulder cleared away to form a perch for The Cutting to stay when not in use.
Many years ago, a small man in a small church near a small village planted a small tree on holy ground. Every day, the small man would place an offering near the tree, and every year the small man would carve a holy word into the small tree's trunk. The small man did his small favors for the small tree for years and years, and when the small man grew too old to do it, another small man came around to replace him. There were many small men who visited the small tree. Some picked leaves from the small tree. Some hung wreathes of small flowers over its branches. Some dug small graves and buried small animals at its roots. The small tree did not know why these small men did this, but it was happy to see their faces.
The small tree, unlike the small man, did not grow old. As the Good God Harman had told it to, the small tree would grow larger as it grew older, and so it grew holier too. The Good God Harman, seeing how faithful His small servants had been, blessed the small tree. The small tree limbs grew, and the small tree's mind expanded. The small tree had now become big. Gifted with its new big brain, the big tree chose a name for itself: Addis. The big tree embraced the small man in the small church, and began learning of how it had come to be like this. It learned of who the Good God Harman is, and how He protects His followers from evil, and how to worship Him. And the big tree named Addis became what the small man called a "true believer".
The big tree replaced the small man when the small man grew too old. The small church and the small village became big, and many small men learned who the Good God Harman was and what he did. Some small men came to the big tree and cut a small branch from it. The small branch was planted in the holy ground and grew into a small tree. The big tree saw its small branch grow, and gave it a name: The Cutting. The big tree gave the small tree a big brain, and took it out of the holy ground.
The small tree named The Cutting and the big tree named Addis grew curious, and left their small church in the big village to explore the big world outside. Addis and The Cutting have many things to learn, and many things to teach to the small men around them.
Adventure Name - The Haunting of Housed Hill Length - Short-Medium Tone - Spooky Short Description - The party is hired to help exorcise a possessed mansion on the edge of town. The house was cursed due to a cult performing a sinister blood ritual long ago, and to exorcise it you must find the three soul anchors keeping the spirits bound to the mortal plane within the mansion. Be careful, though- if you destroy the mansion, and you won't get paid. Character Stipulations - Nothing in particular.
Adventure - Reclamation Services Length - Short/Medium Tone - Action Short Description - The daughter of a local lord has been kidnapped by Sir Morris the Baseborn. Unwilling to pay the knight's ransom, the lord instead hired heroes to invade Morris' tower and retrieve his daughter. Character Stipulations - N/A
Interesting ideas. I think one of the simpler ones should be the first, just so that we can get a hang of it. Like the mansion one, or the kidnapped lady one.