We head back and talk to Adir
We head back down into the sewers and Adir restores their form back.
Blonde crisom Elf male- Yelrick
We begin the ritual and had over 5k GP.
I pray to the Yun-tai Gods.
You returnS to life.
You identify a breastplate.
Zanarouisboutique exotic goods.
Human - Elderly - hair tied back.
900g Chain of Returning- mounts into a melee weapon - pulls and the weapon returns. range 30/60
1300gp Orb of the Archmage -
Wondrous item, (requires attunement)
With a light bluish hue, this intricate orb has a number of prominent dwarvish runes carved into its surface.
While held, an individual who is attuned to this orb gains a +1 bonus to both their spell save DC and spell attack rolls.
In addition, the orb holds a total of five charges, each of which can be used in place of spell slots when casting spells. For each level of spell slot saved in this way, the orb must expend a similar number of charges.
The orb regains 1d4 + 1 charges at the dawn of a new day.
Light Crossbow - Midnight
Crossbow, light, rare (requires attunement)
This weapon serves as a +2 magical weapon, granting a bonus to both attack and damage rolls that are made when using it.
The crossbow also has five charges bound to it. Upon becoming attuned, its wielder can use a bonus action to expend one of these charges gaining an additional effect on the weapon's next attack.
The first of these effects ignites the crossbow bolt in a dazzling black flame, increasing the amount of damage dealt by 1d8 necrotic damage.
The second effect causes the crossbow bolt to pulsate with energy instead. Regardless of whether the attack hits or not, the bolt unleashes a zone of magical darkness 15-feet in radius centred around the target of the attack. This zone is considered to be magical darkness and immediately extinguishes all forms of magical light that are of second-level or lower.
All spent charges are regained at the dawn of each new day.
1500gp Staff of the Spectator
Staff, rare (requires attunement)
This quarterstaff serves as a +2 magical weapon, granting a bonus to both attack and damage rolls that are made when using it.
The staff has three charges. As a bonus action, its wielder can consume one of these charges to fire a magical eye ray at one creature that they can see within 60 feet of it. Roll a d4 to determine the effects of the ray.
1. Confusion Ray. The target must succeed on a DC 14 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to attack a randomly determined creature within range. If the target can't attack, it does nothing on its turn. 2. Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save.
The staff regains all spent charges at the dawn of a new day.
Wondrous item, very rare
You can speak the carpet's command word (Bussai) as an action to make the carpet hover and fly. It moves according to your spoken directions, providing that you are within 30 feet of its.
The carpet is 6ft x 9ft and has a carrying capacity of 800lb. Its flying speed is 80 ft.
Shield of Missle Defence - resistance to weapon attacks.
We are teleported to the desert.
In the distance village/east
To the north, sandstorm- supernatural in nature.
Town of Medar - a couple of thousand - outskirts of the desert.
Catlike - Gaim - sandstorm has been around for a Few months.
Storm comes and goes in the west, over the decades.