As you enter into this district you notice the gentle breeze stops. The temperature quickly rises to a sweltering heat. The air is thick and heavy your voice doesn’t seem to travel very far at all, even your movement seems sluggish, having to put effort into each step to pierce the thick air. Nothing stands out to you in this area, save a few smoke stacks far off in the distance.
Found while exploring
Hired by Kenku
Kenku Ambush (DC 20 Perception to notice)
The kenku sorcerer has mage armor already on and detect magic as a ritual going. He uses it to locate the air elementals, however is holding them is focused first. Their goal is to get the elementals and flee. They will flee if it doesn’t look like they are making any headway.
2 Kenku Glider (Peryton PHB 251)
This kenku is encased in what looks to be a makeshift glider.
As soon as the people carrying the elementals are knocked out they forgo attacking and try and loot them.
8 Kenku (PHB 194)
Can multiattack when using Shortbows.
1 Kenku Sorcerer
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR 9 (-1)
DEX 14 (2)
CON 11 (0)
INT 12 (1)
WIS 11 (0)
CHA 17 (+3)
Saving Throws Cha +6, Wis +4
Skills Intimidation +6, Deception +6
Senses: passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)
Spellcasting: The sorcerer is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fly 4th level (3 slots): greater invisibility 5th level (1 slot): cone of cold
Wind Medallion: A small necklace that creates an constant windgust around you. Grants resistance to piercing damage but disadvantage stealth checks and ranged weapon attacks. It can not be removed for 1d4+1 adventures and it’s power fails afterwards.
+1 Splint Mail
Create or Infuse two (2) metallic weapons or armor and turn them into +1 magical items of the same type.