Dornikal no longer interested in elk of any sort, the party continues on towards the oasis, arriving to much fanfare and celebration, both from the dragonborn and Kreldoran and your companions you left behind there. Holger grimaces in pain, but tries to put the best face on things. He is a vibrant blue color, half of his hair is missing, and he seems to have a beard made of feathers. Tess stands at his side, supporting him. Szartha looks up from where he's helping Renny and Gordon play some sort of game and waves, leaving them in the care of a desert dragonborn, hurries to meet you.
The dragonborn make plans for another feast in your honor, and you can already see how the oasis has begun to change, bricks having been formed an cured in dragonflame, being used to build the foundations of various buildings organized around its perimeter. Their previous statements of this being a prophesied great city are becoming less and less seemingly open boasts.
Dornikal excuses himself to have a chat with his former employer, and Kreldoran takes stock of the gems procured, muttering to himself. When he finds some down time, and can be persuaded to look at some things before jumping right back into repairing his tower, he spends some time perusing the items the party found in the gem mine.
A sealed metal ewer (the ewer itself isn't magical, but pick up transmutation and abjuration, requires attunement)
Molten Silver Skin Heavy armor, rare (requires attunement) 30lb. AC 18 This magical armor appears as a jug of molten silver. When you attune to it, the silver adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
While wearing the armor, you can extend it to coat any melee weapon you wield. A weapon coated in this manner counts as silvered. You have resistance to damage from natural weapons of any creatures that have resistance or immunity to non-silvered bludgeoning, piercing or slashing damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
An empty grey cloth pouch (conjuration). Kreldoran is pretty sure that he knows how this one functions just from looking at it, and asks if there were fuzzy little balls inside that turn into animals.
Gray Bag of Tricks Wondrous item, uncommon ½ lb. This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d8 Creature 1 Weasel 2 Giant rat 3 Badger 4 Boar 5 Panther 6 Giant badger 7 Dire wolf 8 Giant elk
A set of reed pipes (enchantment, requires attunement)
Pipes of the Sewers Wondrous item, Instrument, uncommon (requires attunement) Major tier 2 lb. You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
A black cloak (conjuration, transmutation, requires attunement)
Wings of Flying Wondrous item, rare (requires attunement) Major tier While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
After Szartha, Tren and Galt have a chat, all three seem much happier, Tren and Galt in particular. They don't share the details unless pressed, but they are much more confident that things will work out.
Kreldoran requests the aid of any that will volunteer it, though he comes looking for Dornikal for his gem expertise in particular. The desert dragonborn are particularly attentive to Randy and Zokk, being the two who can understand and speak Draconic, and finding out that Ulmwin has means of understanding them, and is a singer of songs and teller of tales, seek him out as well. Zokk and Coljin are asked to help in tending to the new life sprouting in the desert, and find the dragonborn to be quick pupils.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Ulmwin is more than glad to receive the dragonborn, though curses the fact that the language barrier continues to persist. Of course, he can understand them, and hence can give simple answers, though sharing his stories would be a bit difficult...
Which is why he's seen visibly perking up as it becomes apparent that the dragonborn wish to share with him instead. He enthusiastically agrees, allowing any of them that have stories to share to gather around and begin telling, grabbing a simple plain book to help make note of any stories or songs they might tell. Occasionally, he might ask for a slight pause, playing a few notes on his lyre, as if preparing to put these words to a verse one day... But otherwise he allows them to continue.
When applicable, he can use some minor illusions to help demonstrate a few things, though it depends on what exactly they may ask.
((Well, I had a post typed out this afternoon, but apparently never posted it. Hoping it's still on my office computer, and I'll post it tomorrow when I'm able.))
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
While this isn't a forest by any means, he does his best to help with any plantings or watering suggestions, using whatever spell may be appropriate, also.
"Ah, Greystone, m'boy! Excellent, just the dwarf for the job!", the elderly dwarf says from where he's fiddling with taking some measurements.
"Need precise cuts made, precise! My hands aren't as steady as they once were, and Fergus is useless when it comes to such work! I'll give you the dimensions and the parameters, if you can use the skills you've got to get me what I need!"
He takes you over to a workbench and after a bit of rummaging and cursing, pulls free a dusty bundle of finely made jeweler's tools. They've been a bit neglected, but you're able to find a some clean rags and a bit of oil to polish the handles and get them back into proper order. Kreldoran provides you with dimensions and measurements for the cuts he needs to replace the damaged gems, but you have plenty of time in between him measuring, fitting, doing other arcane whatsit to work on other projects.
Ulmwin is able to fill in gaps in the dialect for Randy and Zokk via his magical ability to understand the dragonborn, and is able to ask them questions via the two who speak draconic.
((What follows is an abridged version of what may have taken hours in the telling. Please feel free to ask for anything you want clarification on, though I will probably respond in more of a third person to speed it up.))
"In the times that came before, we were a great people, with vast cities and wealth. There was peace in our lands, we were able to turn from training to fight to train in the ways of knowing about the world and beyond. Great magics were wrought by our mages, benefitting their people, providing an easy life, there was no hunger or discomfort. Our Seers, however, foresaw a great and devastating Change coming ten years from then. They met with other leaders, some who took their concerns seriously, others who were confident that the mages and other leaders could avert disaster. In time, those who were concerned had their worries worn away by these assurances.
Leadership not willing to listen, the Seers took their message to the people, not to incite fear, but to provide warning. They were prevented from doing so by the leaders, some of the Seers being detained or sent far from the cities where their word could not spread to the populace. The leaders feared instability, they feared change, because change meant they would no longer hold the power and prestige they were accustomed to.
A group of Seers, seeing what had happened to others spreading the message, delved deeper into the Change they saw coming. They were aghast at the death and devastation and sought a way through their scrying and portents, examining the patterns of the distant stars for clues. Years they toiled at this in secret, only to conclude, that disaster could not be averted, could not be prevented... but perhaps could be survived. The greatest of the Seers divined that only by abandoning the life that was known, could a seed of civilization persist. The remaining Seers, and those of their families and the populace that could be convinced to follow this Prophesy departed the city and moved into the wild spaces. It was not an easy transition for those used to easy life with all wants and needs tended to, but they persisted, guided by the Seers. Many didn't make it through the time of want and hunger and pain, some perishing, others giving up and returning to the life they knew. But our ancestors held true, to live a simple life, retaining our stories, teaching skills that could not be used, but will be needed by our descendants, down through generation after generation, until today, when we see our ancestors sacrifices on the verge of being fulfilled.
The Gardener has planted the seeds for our civilization to grow anew. We know it will not be tomorrow, or the day after that, and many of us may not see a true return in this lifetime, but we know that we are one step along the path, and that is enough. We walk the way our ancestors walked, and the way our children and children's children will walk."
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Coljin, they are delighted to have you, and as you work, a young dragonborn points at your holy symbol and says something in draconic that sounds like a question.
Dornikal, the tools are of excellent quality, and nothing that Kreldoran is asking you to do is overly complicated, just needs to be done to exacting precision. If there are any that don't make the cut once you hand them off to him, they go back into the pile in case they can be repurposed for another application elsewhere. He's essentially working on a three dimensional mosaic involving various arcane conduits and gems as focal and diverging points. There are a few more critical pieces, so if you would like to make three rolls there? You have full use of his workshop and anything you need to succeed.
You are welcome to make rolls for your other projects as well, but I'd also be fine with saying you've plenty of time to make sure it's done to your standards of quality.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
This post has potentially manipulated dice roll results.
Randy looks intrigued by the oral history. "An oral record of the time before and leading up to the Star Fall...." he muses to himself. He tries to recall what, if anything, he remembers about a dragon born civilization predating the Fall.
History:9
"What's truly interesting is that they KNEW what was coming tried to do something about it. But it tells the same old tale: Fear, anger, shortsightedness, disbelief. Have we truly improved? Do we understand the lesson?" He looks troubled.
Randy is happy to play translator for Coljin. It distracts him some from his thoughts.
Ulmwin gladly translates as appropriate, glad to mostly overcome the language barrier through a combination of his comprehension skills, and Randy and Zokk being able to translate back, even be it through somewhat broken dialect. He takes good note of their story, writing it down in full for posterity, to make sure it will be remembered, shared... And after a bit of questioning for clarifications here and there, making sure he has the truth penned down in a little blue book, he finally stows it away again... And places hands on his lute. The song he'll use to regale this story will start off calm and peaceful, but quickly turns somber, and outright dreary in the middle bit, though perking up with tones of hope near the end.
He gives Coljin some help too, of course, if asked to translate what the dragonborn ask him- Though he'd likely need Randy or Zokk to translate back to them.
Coljin in a quiet moment in the evening when alone, will attune to the liquid armor and then put it on.
Afterwards, he will get out his mace and swing it around and spar with, hopefully Randy during one of the rangers training exercises, to see how it all feels.
What he is curious about, does the armor cover all of his body, does it make his hands silvery? Does it stop at the neck? (I know it really doesn't matter numbers-wise, just curious how it'll look)
Coljin, the young dragonborn is indeed curious about your holy symbol and what it represents. They are initially skeptical about unicorns, but the description of the creatures seem to capture their imagination, and they ask lots of questions.
((Is there anything in particular you'd like to share or try to impart?))
As you attune to the liquid armor, if flows out of the ewer and up your arm, the cool liquid flowing across your skin, and gradually warming to body temperature. At first it's a bit oppressive, the weight blanketing your form, but you grow accustomed to it. It allows for fairly free movement, not restricted by joints the way that plate would be, and not having the flow and rustle of mail.
When you think about it making your hands silvery, it slips forward and engulfs your hands. It stops at your neck because you think it ought to, but you are pretty sure that you could cover yourself if you wished. As you think about it, you're able to adjust the appearance to the liquid armor, though it still stays shiny and fluid.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
((Gonna admit I forgot what I was making for them. If you'll allow-))
Dornikal gives Kreldoran a nod, says a prayer to Dumathoin to guide his hand and puts on the goggles before getting to work.
R1: 14
R2: 14
R3: 9
In his down time Dornikal will finish his gifts to Tren and Galt, using the goggles and proper tools to improve his work and adding more (tiny) gems as he now has them.
Tren's gift is a small but intricately detailed horse of silver with a copper mane and tail. It's eyes are sapphires and it's hooves are copper with Ruby shards.
Galt's gift is a copper sailing ship on a plane of silver mixed with tiny aquamarines. Three tiny silver dolphins break the water before the ship. He takes two of his platinum coins and the remaining silver wire to make a pair of matching rings for the pair with three small blue gems of as matching colors as he can manage. Inside he engraves Tren + Galt.
He takes a final platinum coin to make a ring for Szartha with only a lightning engraving that starts and ends in a blue gem that matches his scales. He engraves 'For friends passed but not forgotten'.
(Coljin obviously looks like the silver surfer now. Just small.)
Ulmwin will take the time to attune to the pipes and cloak. For the latter of course he will be abusing his new flying powers to test it out and do a few flips in the air.
Dornikal gives Randy an "Aye told ye so" look and wanders off to attend to non-elk related matters.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
After Szartha, Tren and Galt have a chat, all three seem much happier, Tren and Galt in particular. They don't share the details unless pressed, but they are much more confident that things will work out.
Kreldoran requests the aid of any that will volunteer it, though he comes looking for Dornikal for his gem expertise in particular. The desert dragonborn are particularly attentive to Randy and Zokk, being the two who can understand and speak Draconic, and finding out that Ulmwin has means of understanding them, and is a singer of songs and teller of tales, seek him out as well. Zokk and Coljin are asked to help in tending to the new life sprouting in the desert, and find the dragonborn to be quick pupils.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
"What do ye need elder?"
Dornikal is glad to lend a hand in assessing, shaping or otherwise preparing the gems for Kreldoran.
((Would he have time to work on his projects for Galt and Tren?))
Ulmwin is more than glad to receive the dragonborn, though curses the fact that the language barrier continues to persist. Of course, he can understand them, and hence can give simple answers, though sharing his stories would be a bit difficult...
Which is why he's seen visibly perking up as it becomes apparent that the dragonborn wish to share with him instead. He enthusiastically agrees, allowing any of them that have stories to share to gather around and begin telling, grabbing a simple plain book to help make note of any stories or songs they might tell. Occasionally, he might ask for a slight pause, playing a few notes on his lyre, as if preparing to put these words to a verse one day... But otherwise he allows them to continue.
When applicable, he can use some minor illusions to help demonstrate a few things, though it depends on what exactly they may ask.
((Well, I had a post typed out this afternoon, but apparently never posted it. Hoping it's still on my office computer, and I'll post it tomorrow when I'm able.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Randy will make himself available to help Ulmwin with translation issues. He's also curious about any tales that the dragon born may share.
Coljin happily assists in whatever ways he can.
While this isn't a forest by any means, he does his best to help with any plantings or watering suggestions, using whatever spell may be appropriate, also.
"Ah, Greystone, m'boy! Excellent, just the dwarf for the job!", the elderly dwarf says from where he's fiddling with taking some measurements.
"Need precise cuts made, precise! My hands aren't as steady as they once were, and Fergus is useless when it comes to such work! I'll give you the dimensions and the parameters, if you can use the skills you've got to get me what I need!"
He takes you over to a workbench and after a bit of rummaging and cursing, pulls free a dusty bundle of finely made jeweler's tools. They've been a bit neglected, but you're able to find a some clean rags and a bit of oil to polish the handles and get them back into proper order. Kreldoran provides you with dimensions and measurements for the cuts he needs to replace the damaged gems, but you have plenty of time in between him measuring, fitting, doing other arcane whatsit to work on other projects.
Ulmwin is able to fill in gaps in the dialect for Randy and Zokk via his magical ability to understand the dragonborn, and is able to ask them questions via the two who speak draconic.
((What follows is an abridged version of what may have taken hours in the telling. Please feel free to ask for anything you want clarification on, though I will probably respond in more of a third person to speed it up.))
"In the times that came before, we were a great people, with vast cities and wealth. There was peace in our lands, we were able to turn from training to fight to train in the ways of knowing about the world and beyond. Great magics were wrought by our mages, benefitting their people, providing an easy life, there was no hunger or discomfort. Our Seers, however, foresaw a great and devastating Change coming ten years from then. They met with other leaders, some who took their concerns seriously, others who were confident that the mages and other leaders could avert disaster. In time, those who were concerned had their worries worn away by these assurances.
Leadership not willing to listen, the Seers took their message to the people, not to incite fear, but to provide warning. They were prevented from doing so by the leaders, some of the Seers being detained or sent far from the cities where their word could not spread to the populace. The leaders feared instability, they feared change, because change meant they would no longer hold the power and prestige they were accustomed to.
A group of Seers, seeing what had happened to others spreading the message, delved deeper into the Change they saw coming. They were aghast at the death and devastation and sought a way through their scrying and portents, examining the patterns of the distant stars for clues. Years they toiled at this in secret, only to conclude, that disaster could not be averted, could not be prevented... but perhaps could be survived. The greatest of the Seers divined that only by abandoning the life that was known, could a seed of civilization persist. The remaining Seers, and those of their families and the populace that could be convinced to follow this Prophesy departed the city and moved into the wild spaces. It was not an easy transition for those used to easy life with all wants and needs tended to, but they persisted, guided by the Seers. Many didn't make it through the time of want and hunger and pain, some perishing, others giving up and returning to the life they knew. But our ancestors held true, to live a simple life, retaining our stories, teaching skills that could not be used, but will be needed by our descendants, down through generation after generation, until today, when we see our ancestors sacrifices on the verge of being fulfilled.
The Gardener has planted the seeds for our civilization to grow anew. We know it will not be tomorrow, or the day after that, and many of us may not see a true return in this lifetime, but we know that we are one step along the path, and that is enough. We walk the way our ancestors walked, and the way our children and children's children will walk."
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((Did you want some rolls? And if so, can Dornikal use the magnifying goggles again?))
Coljin, they are delighted to have you, and as you work, a young dragonborn points at your holy symbol and says something in draconic that sounds like a question.
Dornikal, the tools are of excellent quality, and nothing that Kreldoran is asking you to do is overly complicated, just needs to be done to exacting precision. If there are any that don't make the cut once you hand them off to him, they go back into the pile in case they can be repurposed for another application elsewhere. He's essentially working on a three dimensional mosaic involving various arcane conduits and gems as focal and diverging points. There are a few more critical pieces, so if you would like to make three rolls there? You have full use of his workshop and anything you need to succeed.
You are welcome to make rolls for your other projects as well, but I'd also be fine with saying you've plenty of time to make sure it's done to your standards of quality.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
When he sees Randy is not in the middle of a project, he will find him, and then the young dragonborn and have some interpreting done.
If the questions are what he believes them to be, he will explain about his religion, his goddess, and its tenets.
Randy looks intrigued by the oral history. "An oral record of the time before and leading up to the Star Fall...." he muses to himself. He tries to recall what, if anything, he remembers about a dragon born civilization predating the Fall.
History:9
"What's truly interesting is that they KNEW what was coming tried to do something about it. But it tells the same old tale: Fear, anger, shortsightedness, disbelief. Have we truly improved? Do we understand the lesson?" He looks troubled.
Randy is happy to play translator for Coljin. It distracts him some from his thoughts.
Ulmwin gladly translates as appropriate, glad to mostly overcome the language barrier through a combination of his comprehension skills, and Randy and Zokk being able to translate back, even be it through somewhat broken dialect. He takes good note of their story, writing it down in full for posterity, to make sure it will be remembered, shared... And after a bit of questioning for clarifications here and there, making sure he has the truth penned down in a little blue book, he finally stows it away again... And places hands on his lute. The song he'll use to regale this story will start off calm and peaceful, but quickly turns somber, and outright dreary in the middle bit, though perking up with tones of hope near the end.
He gives Coljin some help too, of course, if asked to translate what the dragonborn ask him- Though he'd likely need Randy or Zokk to translate back to them.
Coljin in a quiet moment in the evening when alone, will attune to the liquid armor and then put it on.
Afterwards, he will get out his mace and swing it around and spar with, hopefully Randy during one of the rangers training exercises, to see how it all feels.
What he is curious about, does the armor cover all of his body, does it make his hands silvery? Does it stop at the neck? (I know it really doesn't matter numbers-wise, just curious how it'll look)
Coljin, the young dragonborn is indeed curious about your holy symbol and what it represents. They are initially skeptical about unicorns, but the description of the creatures seem to capture their imagination, and they ask lots of questions.
((Is there anything in particular you'd like to share or try to impart?))
As you attune to the liquid armor, if flows out of the ewer and up your arm, the cool liquid flowing across your skin, and gradually warming to body temperature. At first it's a bit oppressive, the weight blanketing your form, but you grow accustomed to it. It allows for fairly free movement, not restricted by joints the way that plate would be, and not having the flow and rustle of mail.
When you think about it making your hands silvery, it slips forward and engulfs your hands. It stops at your neck because you think it ought to, but you are pretty sure that you could cover yourself if you wished. As you think about it, you're able to adjust the appearance to the liquid armor, though it still stays shiny and fluid.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
((Gonna admit I forgot what I was making for them. If you'll allow-))
Dornikal gives Kreldoran a nod, says a prayer to Dumathoin to guide his hand and puts on the goggles before getting to work.
R1: 14
R2: 14
R3: 9
In his down time Dornikal will finish his gifts to Tren and Galt, using the goggles and proper tools to improve his work and adding more (tiny) gems as he now has them.
Tren's gift is a small but intricately detailed horse of silver with a copper mane and tail. It's eyes are sapphires and it's hooves are copper with Ruby shards.
Galt's gift is a copper sailing ship on a plane of silver mixed with tiny aquamarines. Three tiny silver dolphins break the water before the ship. He takes two of his platinum coins and the remaining silver wire to make a pair of matching rings for the pair with three small blue gems of as matching colors as he can manage. Inside he engraves Tren + Galt.
He takes a final platinum coin to make a ring for Szartha with only a lightning engraving that starts and ends in a blue gem that matches his scales. He engraves 'For friends passed but not forgotten'.
(Coljin obviously looks like the silver surfer now. Just small.)
Ulmwin will take the time to attune to the pipes and cloak. For the latter of course he will be abusing his new flying powers to test it out and do a few flips in the air.
((Acrobatics check?))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
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