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dnd / homebrew / campaigns / Magic: The Gathering / 03 - The Stones.md
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Fuckin' Skella



## The Stones

Before the party finds any stones, let them learn (from Krom or the naga) that Skella isn't just looting randomly — she's specifically hunting the memory-stones because she considers them the most beautiful pieces in the tomb, and she means to have all five before she leaves the level. This turns every subsequent beat into "are we ahead of her or behind."

### Stone 1 — "We're already behind"

The stone was stolen out of the wall with a trap of stone guards. Skella's goons were mostly massacred but managed to sneak it out.
(The party can find it in a back room on a body being eaten by a cloaker)

### Stone 2 — "We just missed her"

Clay golem with the stone embedded in its body. The party got this one.

### Stone 3 — "We beat her here, barely"

More stone guards with axes pointed at the tomb. The guards are warning the party of the creature inside the tomb, a Nothic Seer.
There is a crude sign telling other Skella cronies not to go in until backup arrives.
The party got this one.

### Stone 4 — "Someone else got there first — but not her"

The stone is gone, and a trail of blood leads the party to the grick. (Skella guards will also be fighting)

### Stone 5 — "The confrontation-adjacent finale"

Two Xorns are in the room. When the party enters, one of them swallows the stone before both of them earth glide to attack, mixing up which is which.


## Rewards

0-1: No change. Naga refuses to let Krom have a bone and won't tell the party how to progress.
2-3: The naga lets Krom have a bone and gives the party a crest for The Undying Flame faction below. A rough stone carved into the shape of a flame, strangely warm to the touch.
4: Above, plus a minor magical item. Wand of Melair.
5: Above, plus an enchantment for Declan's warhammer. Gains Thrown (20/60). Extra 1d8 when thrown but cannot be used with smite when thrown. Returns to hand after hit/miss.
Also a pile of gems (300g) (hidden gem of brightness and fabulist gem) for Nepeta and Tipsy bracers for Wong

> Tipsy Bracers (uncommon, requires attunement)
While attuned to these bracers, whenever you hit or miss with an unarmed strike, you gain a +1 bonus or take a -1 penalty to AC until the start of your next turn. (Max ±2)

> Wand of Melair (rare, requires attunement by a spellcaster)
This wand can cast each of the following spells once per day, recharging at dawn: Detect Magic, Identify, Locate Object, Comprehend Languages, Cure Wounds