Stray Dogs Plot in Mythic Kamakura | World Anvil

Stray Dogs

The Party seeks to convince the Ronin to join their cause.   As such, they have sought out the Straw Hats at their camp in Tsutsu Prefecture and entered into negotiations. It was decided that the party would attack Fort Ohira in the hopes that they could win food. Instead, they discovered that the Mongolians moved the food offshore to thwart their rebellion. The party then split. Some attacked/held the beach, while the rest rowed out to the three ships moored in the bay to see what they could find.   BORDING CREW - Erizawa, Toso, Boh, Takeshi, Chiyoko and Ryuzo  

On the Ships

  The Boarding party is largely successful in their effort and clear dispatch the crew in a fairly efficient manner. As they are taking stock of the three ships inventory, they hear war horns. There are more Korean ships approaching their position. The party now needs to think quickly.   I have included a run down of the loot so that you can see at a glance what there is.   Ship One   Sailors (5)
  • Mwk studded leather
  • Mwk buckler
  • Mwk scimitar
  • Mwk short bow
  • Elixir of Swimming
  • Cabin
  • 9000gp in fine brocade, gold, furs (fox pelts)
  • 1000 in fine cosmetics and 1 small bottle of perfume
  • Ship Two   Sailors (2)
  • Mwk studded leather
  • Mwk buckler
  • Mwk scimitar
  • Mwk short bow
  • 1 potion of cure light 1d8+1 (-1 pot)
  • Elixir of Swimming
  • Hunters (5)
  • Mwk Studded Leather
  • Mwk composite long bow +2
  • Mwk scimitar
  • 1 potion of cure light 1d8+1
  • The Captain
  • +1 Breast Plate
  • +1 Great Axe – Blackened steel with a coiling jade dragon in the hilt
  • Jade Horse Pendant (Amulet of Natural Armor +1)
  • Potion of Cure Moderate wounds – 2d8+5
  • Hull
  • 10 koku of rice
  • 4750gp in leather and yew wood
  • Ship Three   Sailors (4)
  • Mwk studded leather
  • Mwk buckler
  • Mwk scimitar
  • Mwk short bow
  • Elixir of Swimming
  • Brute
  • +1 Breastplate
  • Mwk harpoon
  • Longbow
  • 1 potion of cure moderate wounds 2d8+5
  • 2 jade (100gp)
  • Cabin
  • Map of Tsushima and Battle plans
  • 11800gp in rice
  •       The Battle Missive   By order of the Khan,     Send one thousand men north to Toyotoma Region. Maintain supply lines across Izuhara region. Command assignments as follow;   Bataar – Azamo, Komatsu Prefectures   Nugai – Ariake, Tsutsu Prefectures   Temuge – Yarikawa Prefecture   Atlan – Otsuna Prefecture   Bartu – Kin Prefecture   Dogshin – Jogaku Prefecture  

    So now what?

    Your little row boat will only handle so much. Choose wisely.

    Swim Check

    Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.   If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.   The DC for this water is 15. Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue. See also: epic usages of Swim.   Action A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.   Special Swim checks are subject to double the normal armor check penalty and encumbrance penalty.   If you have the Athletic feat, you get a +2 bonus on Swim checks.   If you have the Endurance feat, you get a +4 bonus on Swim checks made to avoid taking nonlethal damage from fatigue.   A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.