Game Thread Chapter 3: Castle Rend - Fire Upon the Keep - Page 7 - RPG Crossing
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Old Aug 1st, 2023, 08:43 AM
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IrishKatt IrishKatt is offline
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Rezna chewed the words the women spoke for a few moments, letting them sink in and permeate through her brain. It was then that she nodded as if in agreement, like she had come to some grand conclusion, and that wasn't too far from the truth, spot on in fact, but there was still something that didn't sit with her. Backing out of the cramped hut, making sure to not knock anything over that hadn't already been displaced by the explosion upon their arrival Rezna nods her head deeply still facing inwards to the women. "Thank you, my apologies for interrupting your business." she says before raising her head and walking a few paces from the building facing off to the north east.

Castle Rend. The name had a particular sound to it that the minotaur woman found appealing; strong, and enticing, but there was something she had always wanted to do since she saw her first back in her youth raiding, and warring along the coasts.

Take a Castle.

See Minotaur pride themselves on their achievements, that's why to even become a captain in their culture it requires a near suicide mission to achieve. In all her years of work on the maritime dance floors she had taken over ships, war ships, forts, encampments, and even a few lighthouses, but never had she gotten the chance to attempt a castle. Now one lay before her, beckoning her with not just the storm, but a call of her name on the flash, as if to call her to challenge. All of this would have been enough motivation for her, but the women said something about a curse, which only served to entice her more as she had come to not put much stock in the word. Curse? Pah! I have been called this. Feared or misunderstood power is all she thought to herself, reminded of her past, and how the magician knew it.

The rain fell hard on her hide, she could feel the storm in the air, and it was magnificent, but only because it paired with the final thought that the growdah Dustrage could be there, and that thought filled her with a glee that was palpable to anyone remotely close by, a startling contrast to the serious energy she tends to always give off. The thought that it could be a trap from Dustrage, and his magical puppet master as one wouldnt be far from the other, and he could have the power to do some spell to speak through the storm. That would also make him responsible for the charge going through her body, which has been happening ever since she got off the carriage, and didn't make sense to her. No to her this seemed like a portent of sorts, and Dustrage, well Dustrage would be the war paint she wore to answer the call of the storm.

Rezna waits for Kori, and Anahi to finish what they are doing to head back with them to the inn. She was eager to make amends for inconveniencing the townsfolk in anyway she was able. Both of these women she called companions seemed to be mixed up in similar situations, with similarly horrible current states, and it would do them some good to process for the night. She may not have any sway or power over these people, save for maybe Anahi, but she knew when people needed to process. Deaths, spys, and who knows what else was not something many had to deal with, and in her experience those were generally the most taxing to think through.

right-aligned image

Rezna "The Rogue Wave" Broadhorn
Minotaur Barbarian

HP: 60/65 AC: 17 Initiative: +2 Speed: 40ft Prof: +3 Speed 40ft
Str: 18 Dex: 14 Con: 20 Int: 14 Wis: 14 Cha: 13

Weapons 1d12+4* Great-Axe 1d12+14* Great-Axe GWM
*+2 during Rage

Feature: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 +4, instead of the bludgeoning damage normal for an unarmed strike.Horns
Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw (DC 15), you push it up to 10 feet away from you.Hammering Horns
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.Unarmoured Defense
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.Danger Sense
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.Great Weapon Master

Bonus Action:
Other Inspiration

Natural 20's:15
Natural 1's: 3

Last edited by IrishKatt; Aug 1st, 2023 at 08:49 AM.
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