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diff --git a/homebrew/campaigns/Magic: The Gathering/04 - Castle.md b/homebrew/campaigns/Magic: The Gathering/04 - Castle.md
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+## Cavern
+
+All the stone giants have roughly a 10 minute memory.
+
+Gravillok is bottom-right, chiseling a portrait of the stone giant god.
+He will refer to the party as "vermin" and move to get his club to smoush them unless they present the crest.
+
+Basilisk has a wand of conducting and moonstones (250gp) in its stomach
+
+Xorta is with the bats, hiding with camo against the wall. If attacked she can summon the bats down with her flute. She does not know who made the flute (she did) or how it became magical.
+Near her is the disposal cave.
+The corpses include a drow, two quaggoths, five troglodytes, seven hobgoblins, three duergar, six grimlocks, nine bullywugs, and two humans (former members of an adventuring party
+Above her is the edible moss, which can be harvested in slabs and slowly regrows.
+
+To Xorta's left is Obsidia and Rhodos. They are not hostile. Obsidia rides her brother's shoulders to carve designs in to the ceiling.
+
+The main living area is for Speleosa. She is polishing amber gems with bat fur. There are 10 gemstones, 100gp each (1000gp)
+Otto will show up, become visible, cast hallucinatory terrain and make the entire home a forest, and become invisible again.
+Passive perception of 15; Nepeta
+
+To Speleosa's left is the treasure room.
+Wooden cask filled with 5 gallons of tar, a damaged alabaster troll mask missing its nose (25 gp), a rhinestone sack that holds 250 gp, and an 800-pound stone statue of Szaraxis painted blue.
+Embedded in the status is a blue elemental gem which can only be obtained by destroying the statue.
+
+The two bears attack anyone, defending their cubs.
+
+Qurrok has made himself a private gym in the cave next to the bears.
+
+The central cavern is enormous, domed ceiling and bowl floor.
+In the center is an 80ft mithral spindle and a castle 10ft above.
+The castle is more than 60ft away from the ledges, outside darkvision range, which is why the giants don't see it.
+The castle is surrounded by a sphere of transmutation magic that makes shrinks everything to 1:12, so 6ft->6in
+The homunculus and Otto are both immune to this effect
+
+Qurrok (above) is currently searching the basin for interesting rocks.
+There is also two freshly killed umber hulks.
+
+-----
+
+## Floor 1
+
+Mad Dog the daM goD is the twin brother of Declan's deity. They do not look alike, nor were they born at the same time.
+
+Falling from the castle causes 20d6 bludgeoning damage. Due to the transmutation, a creature would fall a relative 600ft.
+
+The castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument "I found it and it's mine and you can't have it."
+Otto likes to prank people by engulfing them in euphoria gas or casting mage hand to poke them on the shoulder. 1d4 (4) he can be heard giggling at his own joke.
+
+Entry area is servants cleaning and flasks on pedestals. If attacked or disturbed, they knock the flasks to the ground, causing poison gas (4d8 poison damage) and attacking the party.
+
+Main hallways, 1d20 (>10) has the homunculus.
+
+Courtyard statue is holding a scroll of Mordenkainen's sword.
+
+Bath. There is a golden chamber pot worth 125gp and books next to it.
+> One book has worn wooden covers and is filled with humorous anecdotes.
+> Another appears to be a diary with a gold-stitched cover of burgundy-dyed leather, its scented pages chronicling the love affairs of a long-dead noblewoman.
+> The third book, which is missing its cover, contains Elvish translations of common Orc phrases and idioms.
+> The last book is bound in stirge hide and contains recipes for pie.
+> These books aren't valuable.
+
+The lair has ankle-deep rubbish strewn about from the homunculus destroying the place.
+It stands in the center of the room.
+Upon seeing the party it looks around and finds a piece of paper with a picture of a silly looking dragon on it with butterfly wings.
+It tears up the paper while looking at the party, then grunts while confetti falls down and it maintains uncomfortable eye contact.
+(if they agree to kill Otto and come back, it will give them something)
+
+The study has a desk made of bloodied spellbooks. Smashing the desk will result in 4 usable spellbooks, each with 3 spells from level 1 to level \[1d6\]
+
+The clayworks room has enough clay to make 1 large object, 2 medium objects, **or** 4 small objects.
+It must be fashioned into an object and fired in the kiln next door to activate it for 1 hour.
+
+In the dining room, a magic dinner bell rings as soon as the party enters. Six servants immediately begin to set the table for a feast and serve wine.
+In the kitchen all the food looks fresh. They will try to lead the party to the dining room, if ignored they will attack.
+The pantry has a ton of grain, dried meat, and other foods. All are magically kept fresh.
+In the potion room is many drinks that replenish magically. Fresh fruit sodas and the like. There are also 4 potions of greater healing.
+
+-----
+
+## Floor 2
+
+Otto is in the halls!
+Long purple rugs with gold trim, carved chairs with velvet.
+
+Southwest bedroom is a safe place to rest for guests.
+
+Northwest bedroom (ship room) is another place for guests.
+There is a ship-in-a-bottle atop the armoire. Detect magic reveals transmutation. Identify will reveal it's a full-ass ship inside the bottle. Command phrase: "Our voyage is at hand!"
+
+Northeast room smells faintly of smoke. If the party checks out the bed they find an extremely charred skeleton, likely killed by Mad Dog.
+
+Southeast room is made of all sandstone. Very uncomfortable, you could rest here...but why would you?
+
+The slaad room is locked. Notable, the corner of the room has an octobass, a 12ft tall fiddle. It contains a naked old man. Claims to be Zartem who was trapped here by Mad Dog. If the party frees him he attacks as a Slaad.
+
+The master suite, anyone listening can hear loud snoring. The door has a large stained 'M' worked into the design.
+Disturbing the bed figure (which is an illusion) causes the wands to attack.
+On the table is a beautifully carved set of Dragonchess. DC 25 History reveals it's one of only four to exist, making it worth 2500gp, else it's worth 100gp
+
+The closet nearby has nothing of note in it, just plenty of pajamas.
+
+The cloakroom similarly just has a bunch of robes, however many of them have blood or burn marks on them. You can surmise this is from the many wizards killed here.
+There is a mindflayer apparently standing watch beyond the door. Upon closer inspection it is actually a very good costume.
+Can use deception to pretend to be a mindflayer, advantage if dim light or >15ft away. Causes disadvantage on perception and stealth while worn.
+
+In the records room is a ton of dossiers, many so old they are rotted away. Many of the remaining ones have "DECEASED" written on them, though some say "LICH" instead.
+There is a door that says "SECURE RECORDS" on it.
+
+In the secure records room is...nothing.
+DC 19 investigation to see the near-invisible glyph
+DC 19 dex saving throw, 10d8 thunder damage, half on save
+
+The console room has a...console with a slanted top. Three brass levers, outer levers are up and middle one is down. To the right is five buttons situated at the points of a pentagram.
+> Leftmost Lever. The inscription under this lever reads "COURTYARD." Lowering the lever unlocks the four doors that lead into area 23. Raising the lever locks them again.
+> Middle Lever. The inscription under this lever reads "LIGHT." Raising the lever turns on the castle's interior lights. Lowering the lever turns them off again. (While the interior lights are on, creatures in the surrounding cavern can see the castle.)
+> Rightmost Lever. The inscription under this lever reads "HEAT." Lowering the lever shuts off the heat, reducing the interior temperature by 10 degrees each hour until it drops to 30 degrees Fahrenheit (the temperature of the surrounding cavern). Raising the lever causes the temperature to rise 10 degrees each hour until it reaches 70 degrees Fahrenheit.
+> Button 1. The inscription next to this button reads "MUSIC." Pushing the button fills the castle with ambient orchestral music occasionally punctuated with a singing chorus. Pressing the button again ends the music.
+> Button 2. The inscription next to this button reads "ROOF." Pushing the button teleports all creatures in the room to the castle rooftop (area 43), along with whatever items they're wearing and carrying.
+> Button 3. The inscription under this button reads "FOG." Pushing the button fills the castle hallways (areas area 18, area 28, and area 38) and the stairways connecting them with fog, making these areas heavily obscured. The fog lasts for 1 our or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
+> Button 4. The inscription next to this button reads "LOCKDOWN." Pushing the button causes every door in the castle (including the rooftop trapdoor) to lock, as if sealed by an arcane lock spell. This effect lasts for 1 hour. While locked in this way, the interior doors—most of which are as much iron as glass—also become electrified. Such a door deals 5 (1d10) lightning damage to any creature that touches it.
+> Button 5. The inscription next to this button reads "DO NOT PRESS!" Pushing the button causes bolts of lightning to erupt from the console. Every creature in the room must make a DC 20 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. A creature in metal armor has disadvantage on the saving throw. The console can no longer be used.
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