
The Mythic Visitor |

Come on in fellow travelers, wipe off your boots and sit yourself down. Tales of adventure begin and end here at the Colossal Orm Tavern. Though short, you should find yourself having exciting moments nonetheless.
-The Mythic Visitor
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I had this idea quite a while ago for ordinary adventures but with the new Mythic tiers available and the length of adventures necessary to play with them. The Colossal Orm Tavern will feature one-shot mythic adventures. Once one is completed, another will begin.
To join, simply dot in and follow. Each adventure will have a set number of players and will have a level/mythic tier requirement.
As soon as all slots are filled, the adventure begins. Adventures will be very short and should serve mainly to pass the time and play interesting character concepts you wouldn't get to use in long term campaigns.
After that, I will prioritize players who haven't had a go yet in the subsequent adventure and fill the slots when necessary.
CHARACTER CONSTRUCTION RULES
- 20 point buy
- 2 character traits
- average starting gold
- max hit points at 1st, average at other levels
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ADVENTURE #1: The Shadowstone Catacombs
You stand at the entrance to the Shrine of Saint Salina. You'd heard that a very rare and priceless treasure had been buried beneath the shrine and you, and your fellow team of robbers deemed it right to free the poor artifact and let it breathe fresh air once again.
- 1st level characters
- # of Characters: 3-4
- Character Concept: Novice tomb robbers and treasure hunters.
- Mythic Tiers to be gained: One
- Length: 5 Encounters

El Ronza |

Well, I whipped up a half-orc alchemist (trap breaker). Mythic path will be trickster. She's basically been lured to the Shrine of Saint Salina by thoughts of treasure, and thinks her darkvision and high disable device will be useful in plundering said treasure. She's brave, but a little headstrong and foolish, and likes to just stand back and set things on fire rather than get involved in melee - though if need be, she's always got her mutagen.
Suzhen
Female Half-Orc Alchemist (Trap Breaker) 1
CN Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will -1
Defensive Abilities orc ferocity (1/day)
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Offense
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Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Greataxe +0 (1d12/x3)
Ranged Bomb +4 (1d6+4 Fire/x2)
Special Attacks bomb 1d6+4 (7/day) (dc 14)
Alchemist (Trap Breaker) Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Enlarge Person (DC 15)
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Brew Potion, Extra Bombs, Throw Anything
Skills Acrobatics +0 (-4 jump), Appraise +8, Climb -3, Craft (alchemy) +8 (+9 to create alchemical items),
Disable Device +4, Escape Artist +0, Fly +0, Heal +3, Intimidate +2, Knowledge (arcana) +8, Knowledge
(nature) +8, Perception +3, Ride +0, Sleight of Hand +4, Stealth +0, Swim -3; Racial Modifiers +2
Intimidate, alchemy +1
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ mutagen (dc 14)
Other Gear Leather armor, Dagger, Greataxe, Alchemy crafting kit, Backpack (12 @ 21.5 lbs), Bedroll,
Belt pouch (1 @ 0.4 lbs), Flint and steel, Mess kit, Soap, Thieves' tools, Trail rations (5), Waterskin, 10
GP, 1 SP, 9 CP
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
10 min.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
I haven't put a whole lot of detail into her backstory, personality, or appearance, since this is one-shots, but I'll think about it more anyway.

Whack-a-Rogue |

Here's my submission. Still need to purchase gear
, but he's otherwise completely ready. Plan is to take one level of Tattooed Sorcerer for familiar safety and go for the Archmage Mythic Path. Combat-wise, he'll focus on summoning and debuffing.
Backstory: Thackery Binx used to be a great and powerful wizard with dreams of conquering the world. Then the heroes came. Now he has only a shadow of his former glory and searches for ways to regain his lost power. Maybe the artifact rumored to be in these tombs is the key to his re-ascension....
Level 1 Conjurer (Teleportation subschool)
Opposition Schools: Divination, Enchantment
Alignment: True Neutral
Deity: Urgathoa
Familiar: Greensting Scorpion “Mister Stinger”
Languages: Common, Infernal, Necril, Orcish, Undercommon, Thassalonian
STR 8
DEX 14
CON 12
INT 19
WIS 10
CHA 12
Speed: 30ft
Initiative: +8
HP: 8 (1d6 + 1CON + 1favored class)
BAB: +0
AC: 12; Touch: 12; Flat-Footed: 10 (+2dex)
CMB: -1; CMD: 11
Saves: Fortitude +1; Reflex +2; Will +4
Skills
Acrobatics +3, *Knowledge(arcane) +8, *Knowledge(dungeoneering) +8, *Linguistics +8, *Spellcraft +8, Swim +0, *UMD +5
Traits
Magical Knack (wizard)
Reactionary
Feats
Scribe Scroll
Spell Focus (necromancy)
Spell Focus (conjuration)
Money: 70gp
Armor/Weapons
Other Gear:
Spells Known
3/day (DC 14/*DC15) Cantrips: *acid splash, arcane mark, *bleed, breeze, dancing lights, *disrupt undead, *drench, flare, ghost sound, jolt, light, mage hand, mending, message, open/close, penumbra, prestidigitation, ray of frost, resistance, root, scoop, *sotto voce, spark, *touch of fatigue
2/day + domain (DC15/*DC16) Level One: *cause fear, expeditios retreat, *grease, *mage armor, magic missile, shield, vanish
Other Abilities
Summoner’s Charm (+1 round)
Shift (5ft) 7/day

Oswin Thaneblade |
Alright here is my submission, a Barbarian Invulnerable Rager named Oswin Thaneblade. I tried to randomly roll a background using UC but it came out a little... weird. None the less I did my best to make it work. My rolls on the table are below for anyone interested:
Settlement: 43
Town or Village
Parents: 35
Both parents still alive
Siblings: 54
1 full (younger)
2 half (1 half-orc; older 1 half-elf; younger)
Circumstance of Birth: 70
Noble Birth (Gentry)
Parents Profession: 46
Yeomen
Childhood Event: 43
First Kill
Barbarian Background: Fudged
One of a dying breed
Influential Character: 32
The Fool
Conflicts: 4
Broke a Promise
Conflict Subject: 7
Leader
Conflict Motivation: 4
Religion
Conflict Resolution:
No regret
Romantic Relationships: Fudged
None
Relationship with other adventurers: 51
Known by reputation only
Character Drawback 71
Self-Doubt
Let me know if I make it in!

Tenro |

i will dot for interest. it may take me a bit to come up with a character, or i may have a storm of ideas tomorrow, who knows. i was hesitant to jump in, imagining that there would be tons of people jumping on this, but i see you are in need of allies.
i see an alchemist, conjuror, and barbarian in the party. i am not sure what i will come up with.
are 3pp classes acceptable? I made an Antipaladin awhile back and the game never got off the ground. failing that, i might go monk or something.

TarkXT |