
Oozulla |

I was planning to play a hex to heal Yighuk or Szzlax, thats why I asked for Szzlax damage. As Yighuk is more damaged one, he will get some healing benefit. My slave can shot mite as well, but it should be a nice dice roll from him, so I would not rely on that much.
Next round Oozulla will shot and take idol if Whiptail is there or grab and move back if we still have time to retreat.

GM T.A.U. |

As I have wrote, you can probably gain some times before the Whip-tail moves up. This time could be useful ie for Szzlax to recover after Rage fatigue and for you all on something else. Of course all of this could change if the Whip-tail is instead handled by the enemy leader with his Vermin Empathy.
Mine propose here is to give you some hints but avoid any possible rail-road.

Yighuk |

Congratulations on your exams GM T.A.U that's great to hear. Is the thesis underway or soon to begin?
Congrats to the party as well and let the mythic fun begin :)
I should have Yighuk updated today.

GM T.A.U. |

If I'll be able to finish the thesis before the deadline of June the 3rd, then I'll have mine graduation exam on June the 30th or July the 1st.
On contrary the new deadline will be on September and the graduation exam on the first days of October.
In case someone want to know it, the thesis is about the development of a Didactic and Pedagogic use of Tolkien's Lord of the Ring to teach Religious and Theological subjects in Italian High School.

Szzlax |

Congrats on the exams!
First time I have levled up a Mythic, so hopefully this is correct:
Szzlax
Male green kobold barbarian 2/Guardian 1 (Pathfinder Campaign Setting: Classic Monsters Revisited)
NE Small humanoid (reptilian)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 size)
hp 24 (2d12+5)
Fort +3, Ref +2, Will -1
Defensive Abilities hard to kill, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee earth breaker +5 (1d10+3/×3) or
. . unarmed strike +5 (1d2+2 nonlethal)
Special Attacks mythic power (5/day, surge +1d6), rage (6 rounds/day), rage power (surprise accuracy +1)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 10, Int 9, Wis 8, Cha 7
Base Atk +2; CMB +3; CMD 15
Feats Dual Path[M], Power Attack
Traits reactionary
Skills Acrobatics +6 (+10 to jump), Intimidate +2, Perception +6, Stealth +14, Survival +5; Racial Modifiers +2 Perception, +4 Stealth, +2 Survival
Languages Draconic
SQ fast movement
Other Gear hide shirt, earth breaker, barbarian's kit, 224 gp, 1 sp, 1 cp
--------------------
Tracked Resources
--------------------
Mythic Power (5/day, Surge +1d6) - 0/5
Rage (6 rounds/day) (Ex) - 6/6
Surprise Accuracy +1 (1/rage) (Ex) - 0/1
--------------------
Special Abilities
--------------------
Absorb Blow (5 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Fast Healing 5 (Ex) Spend 1 power to gain fast healing 5 for 1 minute
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Accuracy +1 (1/rage) (Ex) One attack per rage gets listed bonus to hit.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Szzlax |

Correct

Oozulla |

Updated alias profile with Dual-path Marshal/Archmage mythic power.
I plan to go Archmage pure, but as I am multiclassing to Skald, (hopefully soon), I might get some steam out of this combo :)

Szzlax |

Yeah as the GM noted, doing dual path. Mostly going to focus on guardian but there were some things that were champion specific that I didn't want to miss out on.

Yighuk |

I believe Yighukiskar is all updated :
Mythic 1 Path : Champion, +5 hp, Surge (1d6), Mythic Power (5/day), Champion Strike (Fleet Charge), Path Ability : Impossible Speed, Mythic Feat : M. Weapon Finesse, Hard to Kill

Oozulla |

Short version of Oozulla update:
+4hp
+Hard to Kill
+Mythic Power (5/day)
+Mythic Surge (1d6)
+Marchal Orders: Decisive Strike
+Archmage Arcana: Wild Arcana
+Abundant Casting

Yighuk |

As a side note we should probably stay here until tomorrow so Ryz has a chance to interact with Old Sharptooth as well. I believe he was going to be back today/tomorrow.

Ryzztyl |

Back. It will take me a bit of time to update to mythic. I'll have to find my original plans and see if they still fit.

Szzlax |

The MW Chainshirt would boost my AC +1 while keeping the same check penalties.
Also, not sure if we found anything in between killing some of the mites early on and the chief but I updated the loot spreadsheet otherwise.

Yighuk |

Then let's have Szzlax take the shirt then. Yighuk will grab a shortbow and twenty arrows to augment his javelins (which he'll retrieve from Mikmek now that he's rearmed).
I don't think Szzlax or Yighuk would have made any secret of pulling the scouts gear out of the alcoves so Oozulla and Ryz can look at the last "Yighuk and Szzlax" spoiler.
Anything else we want to do before departing?
I looked in KoG and didn't see anything on funeral rites so perhaps we can just assume the party did whatever was appropriate before departing.

Ryzztyl |

Ryz would like the MW longspear. I'm assuming the draconic MM gear found in the hidden cache were Mikmek's so he'll just take the regular MW rather than darkwood version.
Query: We're still 2nd level? If so, can I still choose a mythic feat that has a prereq of a feat that I won't get until 3rd (so the mythic feat wouldn't work until then)? I was thinking (at 3rd) of taking Eldritch Heritage, and then the Mythic Eldritch Heritage (which has the normal as a prereq) but the order is all wrong.

Yighuk |

But if someone want to invent an adequate scene he/she is free to role play it, even retroactively.
Oozulla do you want to take a crack at this and set some precedent? You're our closest thing to a spiritual leader we have. If you'd prefer not to I'll put something together.
@Riz : I'm fine with you taking the longspear. I believe you're correct about the MM stuff.
Lastly Yighuk is a bit of a budding tyrannical megalomaniac. If he ever gets annoying from a player standpoint just let me know and I'll dial it back. :)

GM T.A.U. |

The Mwk stuff marked with MM is MikMek's gear.
The not masterwork stuff, not marked, was from his dead team mates.
Mikmek, being one of the NPC of the previous (and hopefully next) tribal leadership, has a gear adequate to his NPC level (he is a ranger 3 BTW).
But since he owes your team his own life, he offered all of his property to you. Yig gave him back his stuff, but if some of you want instead some specific item we can easily assume Yig gave back to him not all his gear OR instead gave him the not masterwork version.

Szzlax |

Back home and to a regular posting schedule.

GM T.A.U. |

For Oozulla, your slave has a +2 to hit when using a longbow.
His current (pre-ritual) stats are the same:
Human Warrior 1
NE Medium humanoid (human)
Init +5; Senses Perception +0
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
HP 9 (1d10+4)
Fort +3, Ref +1, Will -1
OFFENSE
Speed 30 ft.
Melee short sword +2 (1d6+1/19-20)
Ranged longbow +2 (1d8/x3)
STATISTICS
Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative, Toughness
Skills Intimidate +3, Perception +0, Stealth +0
Languages Common
Gear chain shirt armor, longbow, short sword
But when you will choose him as cohort you are free to create him completely as a brand new NPC :)

GM T.A.U. |

Alright players,
after this encounter it's time for your PCs new level up.
This time it's only a "profane" level, not a mythic tier, but I think you will like it too.
Welcome to level 3! :)
Feel free to think about it, and choose wisely. You have plenty of time for this level up, since for a while we will have some interactions with the rest of the tribe NPCs who I presume will not turn into combat encounters.

GM T.A.U. |

So, while you are leveling up your characters and interacting with the tribal leadership, comes the time for something new about the AP.
But first of all, let's fix the loot you found, so you equip yourself and can sell whatever you don't need.
You already found the 2 hidden recesses of Tartuk.
In the first one there are:
7,420 cp, 2,132 sp, 302 gp
a masterwork light metal shield
seven crossbow bolts (Sorry Ryz, I misread the pdf during the fight, and are those bolts where emanating the Moderate Evocation aura, not a crossbow)
a pair of boots (Faint Trasmutation aura)
and a soiled leather bag
The leather bag contains 321 sp, 249 gp, 25 pp
and a pouch containing a single dose of dust (Moderate Illusion aura)
In the second recess you already found Tartuk's diary
and the scroll of fly.
On Tartuk's body you found his Masterwork Cold Iron Sickle.
Second, as you may know, Kingmaker is a sandbox campaign, so what to do next is up to your team.
You have multiple choice in front of you, and can decide what to do next.
Since you established yourself as the new leadership of the future Kobold Empire (provisional name), you can choose to have a first taste of the kingdom building mechanics or to push back that time and instead goes adventuring outside the lair (ie. facing the menace of the Redscales or of the Staglord), or instead "do nothing" and wait in the lair for the external events to knock at your door...
So, what do you want to do?

Yighuk |

I'm excited to expand out into this phase. I haven't done Kingmaker ever or a sandbox game in some time so this should be pretty cool. I have Ultimate Campaign but are there any other rules to review? Does Kingmaker have a players companion or is it all in UC?
Yighukiskar is updated to 3rd level, here are the changes :
+7 hp, +1 BAB, +1 Reflex and Will, +2 Skills (Intimidate,K:Engineering), Armor Training 1, Feat : Imp. Shield Bash, (+1/2 damage to flanked or flatfooted)
As for next steps I think that will be a fun discussion to play out in game :)
Lastly I need to apologies. Hopefully it didn't make a mechanical difference but Yighuks T20 on a Perception check should have been 22 rather than 26. I think I had a different character sheet up when I looked for his modifier but noticed it was only a +2 when updating his sheet. Sorry about that.

GM T.A.U. |

The original Kingmaker AP was published before Ultimate Campaign.
Actually Ultimate Campaign Kingdom Rules are a more redefined version of the kingdom rules who first appeared in the AP books (and IHMO had a lot of balance problem that UC fixed a little bit).
There is no "player companion" for Kingmaker, there is the player guide (free pdf download), but the guide doesn't provide you any help in the kingdom building phase.
As I stated in the first recruitment post, and it's in the campaign info section, I intend to use both the official Ultimate Campaign kingdom rules and some optional rules from the Ultimate Rulership.
Ultimate Rulership is from Legendary Games (third party), but it was written by Jason Nelson who is one of the authors of the Kingdom Rules in the original AP and the UCam version.
Basically UR has a lot of optional rules that were cut out during the final editing of Ultimate Campaign.
I'll provide you a file with all the optional rules in the next 2 weeks (I'm a bit under pressure for mine Ph.D. thesis who is in development in this days), but mainly we will use some alternate rules regarding the "kingdom edicts", the "leadership role Skills" and the "Cavern City".

Yighuk |

It's an alternate Favored Class option from the Advanced Race Guide for Kobold fighters. Just noticed I didn't have the Favored Class tag in front of that in my post, sorry about that.
This will bring him to +1 damage in such circumstances as he took it at 2nd level as well. If you'd prefer I not use it I can swap it out.
Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.