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diff --git a/homebrew/campaigns/Magic: The Gathering/02 - Naga.md b/homebrew/campaigns/Magic: The Gathering/02 - Naga.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 party arrives to find the stone's setting (a statue's eye socket, a wall inlay) empty — pried out recently, tool-marks fresh, maybe a dropped duergar trinket or a scrap of fine cloth. No danger here, just the sinking realization: she's already been through. This sets the tone that she's fast and thorough, and gives the party urgency for the rest without a single die rolled.
+
+### Stone 2 — "We just missed her"
+
+Signs of a very recent departure — a still-smoking torch, disturbed dust, tracks heading a specific direction. The stone is gone, but this time the party can find where she went, or catch sight of a retreating figure/shape in the dark (never close enough to fight). This is your best spot for a distant, wordless "there she is" beat — pure atmosphere, no combat, but it makes her real and dangerous by reputation rather than by stat block.
+
+### Stone 3 — "We beat her here, barely"
+
+Party finds the stone still in place, but there's clear evidence someone's coming for it — recent scouting marks, a duergar scrawled sign, a trap half-rigged nearby (by her or by wildlife she disturbed). Let the party have a genuine choice: grab it and get out fast, try to set an ambush, or rig a decoy. This is the beat where their actions can actually cost or benefit Skella, making them feel like active competitors instead of passive tourists.
+
+### Stone 4 — "Someone else got there first — but not her"
+
+Subvert the pattern: this stone was taken by wildlife (an umber hulk knocked it into a tunnel collapse, a xorn ate straight through the wall containing it) rather than by Skella. Good beat to reintroduce your "environment as puzzle" idea — the stone isn't stolen, it's just buried/displaced, and recovering it is a small dungeon-crawl side-puzzle instead of a chase. This also plants a seed: maybe Skella's also still looking for this one, so there's a ticking clock even though she's not the direct obstacle here.
+
+### Stone 5 — "The confrontation-adjacent finale"
+
+The last stone should be the tensest, since it's the one where a fight becomes genuinely possible if the party pushes it — but keep it "adjacent," not a fight with Skella herself as agreed. Options:
+
+Skella's already got it, and this is where the party gets their closest, most personal moment of her — glimpsed from distance, maybe even a brief taunting line thrown over her shoulder as she vanishes deeper into the level, refusing to fight over one prize when she still has others to find. This preserves your "no fight with her here" rule while making her feel like a real, mocking presence rather than an absence.
+
+
+## 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 one of the factions in the level below.
+4: Above, plus a minor magical item. Wand of Magic Detection with 6 charges, full recharge at dawn.
+5: Above, plus an enchantment for Declan's warhammer. +3 and 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 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.
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