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submitted by Khwarezm to AgeofMythology [link] [comments] https://preview.redd.it/i3ectg341bs51.jpg?width=1163&format=pjpg&auto=webp&s=bbe8dd124dd95a2d1b67f279bfe0f056b8ea40f5 Hello, about a month ago I wrote a post detailing some of my ideas for a prospective Age of Mythology 2. People seemed to like it well enough so I thought I would expand on the concept with posts for each individual civilization, as I think they could work. The first here is for the Aztecs/Mesoamericans. Refer back to my other post for some more context! First off, I recognize It would be a bit awkward if there were two separate civilizations starting with 'Meso', but I feel like it would be better not to make them too specific since its drawing upon a wide mythological tradition. Still, maybe we could just call them Aztecs and call it a day even though this makes things a bit too specific and makes it difficult to include things like Mayan mythology. The Mesoamericans could provide some unique quirks, they don't have access to cavalry (similar to AOE2 and 3), which has to be made up for with effective archers and flexible infantry, however this being an AOM game, myth units could help fill in the cavalry gap to some degree. Mesoamerican religion and society is quite well recorded by the Spanish and native intellectuals of Mexico after the conquest, even today there are some remnants. We know quite a lot about things such as the Aztec creation myths or the Mayan hero twins, and have some detail on they way they conceptualized their religion and how they practiced it, so I've tried to make this concept reasonably well informed by real history and mythology, in addition to the requirements of gameplay. Generally the Mesoamericans are orientated towards offense, but their defensive structures can be surprisingly good and offer something to fall back on if the enemy exploits your lack of cavalry. Mesoamericans do not have access to the animal pen, so they may as well kill and eat any herdable animals as they find them (IRL, livestock wasn't really an important part of Mesoamerican cuisine, they only really had Turkeys and Dogs), However Mesoamerican villagers can build a special farm in shallow water called a Chinampa, these can offer considerable boosts to food production, but Mesoamerican non-Chinampa farms are a bit less efficient to offset this. Most maps have ponds and such to be exploited by Mesoamericans for this purpose, and Tlaloc players have special bonuses as we will see. Chinampas are smaller than regular farms, being about the size of a house, this size is a huge boon since villagers work them more efficiently and they can take up less space but produce more food. A good Mesoamerican player will need to know how to effectively exploit this unique farming quirk to get the most out of the civilization. Mesoamericans have individual drop off points for Gold, Food and Wood, a Mining Camp, Granary and Lumber camp. A market scene for the Aztecs, perhaps indicating what villagers would look like Favor mechanic: Enemy units can be 'captured', military units will have a 100% chance to capture enemy villagers, and a 30% chance to capture an enemy military unit at the point in combat when such units would normally die. Instead a captive unit under the player's control is spawned, who can be sent back to be sacrificed at the temple, giving you a bunch of favor every time this occurs. The captive unit works like a herdable, and can be retaken by the enemy if you don't keep an eye on them, they can then send them over to whatever production building they come from originally to restore them back to their original state at a reduced fee. Aztec players can use the sacrifice mechanic with herdable animals too at the start of the game to get an infusion of favor if they need it, or even their own units, albeit with less overall favor generated. Hero mechanic: Similar to Atlanteans, individual units can be uplifted at the players choice to turn them into heroes for a fee, with corresponding stat buffs. Scout mechanic: Start with two quimichtin scouts, they don't have as much speed and LOS as other scouts so two can make up for these shortcomings. These scouts can be trained again at the town center, and in Heroic age you gain access to a special technology that allows you to disguise quimichtin as an enemy villager. This image from the Codex Mendoza shows various ranks of the Aztec army with promotion based on captives An Eagle Warrior Human units: As mentioned, Mesoamericans have no cavalry so rely entirely on various kinds of archers and infantry. They tend to be flexible and can occupy several different roles. Similar to AOE3 there's a division between expendable units available from early ages and elite, expensive ones from later. This division is highlighted by where they are produced, 'expendable' lower quality military units are trained in the Tēlpochcalli (the house of youth), this building is available from Classical age and works similar to the barracks. 'Elite' military units are available from the Calmecac, a larger and more expensive building available from the Heroic age. The Calmecac (house of lineage) also acts as a fortress, having lots of health and firing arrows at enemies, making it crucial for defense. Units are individually upgraded, like the Egyptians. -Cuextecatl: A unit with a spear-thrower, they launch javelins at the enemy from a range. Compared to other archers they have noticeably less range, but the heavy javelin does more damage than your average arrow. Additionally, Cuextecatl units move fast for foot archers and have good pierce armor, so they are useful for raiding and have an attack bonus against archers. Available from Classical age, Tēlpochcalli. -Tequihua: Bowmen for the Mesoamericans, based on what the Aztecs called bowmen. Fairly weak compared to other archers, they are only really useful against infantry, though they can move quite fast and fire fairly quickly. Available from Classical age, Tēlpochcalli. -Tlamanih: Workhorse infantry for the Mesoamericans. Tlamanih are unexceptional in most ways, equipped with a mace they mostly counter cavalry and are fairly easy to cheaply mass up. They do have an attack bonus against buildings though, which can be useful early on. Available from Classical age, Tēlpochcalli. -Jaguar Warrior: An elite infantry unit armed with a Macuahuitl, Jaguar warriors excel in melee combat and are powerful against both cavalry and other infantry. They are fairly slow and expensive, but as front line troops are quite formidable. Available from Heroic age, Calmecac. -Eagle Warrior: Similarly elite as the Jaguar warrior, eagles are armed with obsidian-tipped spears and move very quickly for an infantry unit. They are resistant to ranged attack and are good at raiding and countering archers and siege, particularly gold expensive though. Available from Heroic age, Calmecac. -Otomi Archer: Similar to the archer knight in AOE3, these are highly expensive archers that have excellent range and a high attack, their flaming arrows are particularly good at tearing down buildings. Available from Heroic age, Calmecac. -Shorn One: The most powerful human units available to the Aztecs, Shorn ones have an extremely high attack bonus against buildings and a fair bit of pierce armor to help further. They can occupy a similar role to the Atlantean Destroyer where they destroy buildings in the role of siege, but they are also formidable in frontline combat, with a small area of effect attack. Very slow though, and only available from Mythic age, Calmecac. https://preview.redd.it/7ksylsac4bs51.jpg?width=1777&format=pjpg&auto=webp&s=e009ea9644461ea4e5ca54e3cf39d79157c8ef38 Aztecs do not have a blacksmith like other civs, a reflection of the lack of metal used for practical purposes in their society, instead the Aztecs have a building called a Tlamatini University (I am aware that this is slightly twisting what Tlamatini were historically but its a gameplay consideration rather than rigorous history). This is the center for a variety of upgrades for things like unit power and buildings, for example its in the university that you research upgrades other civs research in the tower (i.e. Building LOS) or wall upgrades, its also where you find the masonry and architecture upgrades instead of the TC. You also research weapon and armor upgrades here, unlike all other civs Aztecs have different names for them, though this is purely aesthetic and its the same effect, instead of Copper->Bronze->Iron its Chert->Flint->Obsidian (for weapons), Fabric->Quilted->Reinforced Cotton (for armor) and Hide->Bamboo->Hardwood (for shields). Various mythological improvements are also researched here. This is also where siege units are created, which tend to be less useful compared to other civs: -Mantlet: This is a big movable wooden shield that protects two soldiers from incoming fire. They attack buildings by throwing flaming debris from a range, the shield gives them very high arrow resistance but they die quickly to melee units and they don't excel at actually destroying buildings when compared against other siege units. Available from Heroic age. -Siege Ladder: A reinforced ladder (based on this image), needs setup time (like the AOE2 Trebuchet) and as a result exists in a packed, movable state and an unpacked attack state. When unpacked against a wall or building it will deal damage over time, in addition units can be moved over the wall through the tower before the wall is even destroyed. Available from Mythic age. The Aztecs dock is fairly standard, having things like fishing ships and transport ships, but their warships are weaker. To make up for this they are cheaper and take up less population space, going for a quantity over quality strategy. They have Arrow Canoe (arrow ship) Siege Canoe (siege ship) and War Canoe (melee ship). Major GodsThe Major gods are based on what I would consider to be the ones that seem to have been particularly important within Mesoamerican religion but also lend themselves to defined gameplay roles. Because of this I have decided upon Huitzilopochtli, the patron god of the Mexica and god of the Sun, Tlaloc, the god of rain, and Quetzalcoatl, the great feathered serpent that appears throughout Mesoamerica as a very popular deity. https://preview.redd.it/4zj5f1dvwas51.jpg?width=340&format=pjpg&auto=webp&s=2469a795f933f962c959d68415bc5f64024992c6 Huitzilopochtli As the patron deity of the Mexica Huitzilopochtli was associated with them specifically and wasn't of particular note before the Aztec empire started growing. With the Aztecs as the most powerful polity in the region Huitzilopochtli quickly became very prominent, he took on the role as a sun god and war god, and sacrifice was offered to him to ensure the steady running of the cosmos. To reflect this Huitzilopochtli is the most aggression orientated Mesoamerican god. -Under Huitzilopochtli, hero units slowly regenerate health and also gain permanent stat increases for every unit that they capture, resulting in faster, tougher and more powerful units if you take favorable battles. This encourages the player to cultivate an elite vanguard of heroes in battle. -Upgrading units to heroes is cheaper -Military buildings work 20% faster -Ranged units attack 15% faster God Power: Resurrection. Brings back up to three units from the dead at full health, but must be cast where they were killed in the last minute. Technology: Garland war. Increases the chance that hero units capture captives in battle to 60%. Huitzilopochtli's wonder is the Great Pyramid Huēyi Teōcalli, from Tenochtitlan. Something I didn't mention in my original post is that in this game each individual Major God has its own AI personality when played against, similar to AOE3's AI avatars of people like Napoleon for the French. It just gives the AI a bit more personality when the player is up against them, for Age of Mythology 2 the AI personalities are imagined as famous mythical or semi-mythical rulers from each culture's mythology and history that bring their own commentary and preferred method of playing to the table. In this case Huitzilopochtli's AI personality is Tlacaelel, a shadowy figure in the history of the Aztec empire who was said to have acted as a major general and politician and who was a key force in reforming Aztec society to be much more militaristic and reforming Aztec religious practices to be very heavily fixated on human sacrifice, especially with regards to Huitzilopochtli. In game Tlacaelel is very aggressive but also well structured and tries to exploit early weaknesses with constant raiding and harassment from early ages. https://preview.redd.it/vvkcmbp7xas51.jpg?width=1107&format=pjpg&auto=webp&s=e9d41cf88c79a844238f7e8c44d3e4dfd09ce0a3 Quetzalcoatl Quetzalcoatl was a popular god found throughout Mesoamerica, even far into the Mayan polities under the name Kukulkan. Elements of the feathered serpent seem to have been present all the way back to the Olmecs, but he seems to have become really prominent around the time of Teotihuacan, more than a thousand years before the Aztecs. In the actual mythology Quetzalcoatl has a long standing rivalry with Tezcatlipoca, and frequently has to rebuild earth and humanity after a series of recurring apocalypses. Quetzalcoatl's place in Mesoamerican worship is complex, but for our purposes I've decided to focus on the protector and creative elements of Quetzalcoatl, and overall he offers a softer side to the Mesoamericans. -Quetzalcoatl's main quirk is the ability to construct a unique building, the ball court. Available from the Archaic age, the ball court (based on the famous Mesoamerican Ball Game) allows you to assign idle military units to the court where they will play ball (and you can watch!), this will earn you favor and a trickle of other resources from Quetzalcoatl's grace. This is a good alternate way to earn favor and supplement your economy with spare military units, it can be especially useful in closed maps where early aggression is stifled where its harder to engage the enemy to capture captives. -University technologies are 25% cheaper -Trade units move 30% faster -Walls and towers have 25% more hitpoints God Power: Precious Serpent. While active all resource gathering will also add small amounts of other resources, ie, a villager that gathers 30 food from a farm will also gather 5 wood at the same time and drop them all off together. Can really help beef up you economy without significantly reshuffling villagers for a little while. Technology: Quetzal feathers. Cutting down trees also sometimes grants you gold. Quetzalcoatl's wonder is the Temple of the Feathered Serpent, at Teotihuacan. The AI personality for Quetzalcoatl is Ce Acatl Topiltzin, a legendary ruler of the Toltecs (according to the Aztecs, who were huge fanboys to the Toltecs). He was said to be a great ruler of Tollan who ended human sacrifice and started a golden age, seeding many other communities around Mesoamerica. In game he is cautious, preferring to build up behind walls and towers and ensure a well organised defense before moving out with a late game army. https://preview.redd.it/tsn3w3hgxas51.jpg?width=900&format=pjpg&auto=webp&s=164fb9d5f60be8931c41407f37860d657ce0ccf9 Tlaloc Being the supreme rain god for the Aztecs, Tlaloc was extremely important for the Aztec way of life, controlling the most basic ingredients for life and productivity. He was heavily associated with the water, including all things that lived within it, and acted as the third sun in mythology. Tlaloc was quite temperamental, and demanded sacrifice in exchange for his nourishment of the earth. The Mayans called him Chaac. He focuses on heavy agricultural productivity. -For players who worship Tlaloc, all town centers they control automatically become surrounded with a patch of shallow water. This provides an excellent place to build Chinampas right next to TCs for drop off and defense and is massive boon to their food economy. -Tlaloc players do not suffer a reduction in efficiency for non Chinampa farms, they operate at the same rate as the farms of other civilizations. -Water units (including all ships and water myth units) are 15% cheaper. God power: Downpour. Casts rain over your farms (not your enemies) considerably increasing work rate for a while. Technology: Mount Tlaloc. Sacrifices also provide some food, in addition to favor. Tlaloc's wonder is the observatory at Chichen Itza. The AI personality for Tlaloc is Wak Chanil Ajaw (AKA, Lady Six Sky for all you Civ VI players), she was a notable Mayan queen from Naranjo in the 7th century. She has unusually militaristic associations for a queen. In game she goes in heavily for a huge boom economy and tries to springboard from that into a big push in the mid-game. Minor Godshttps://preview.redd.it/os4r8eymxas51.jpg?width=744&format=pjpg&auto=webp&s=207d284abc8a08babcf055526ef52c52e381fc4c Xipe Totec You have advanced to the Classical age through the sacrifice of Xipe Totec! A crucial member of the Mesoamerican pantheon, Xipe Totec was notable for his ritualistic flaying of his skin, under which revealed a golden interior. This was considered a symbol of the way in which Maize loses its husks and connected him to death and rebirth through agriculture, with him sacrificing his flesh to provide humanity with food. He was one of the main creator gods and the Aztecs credited him with inventing warfare. Available to Tlaloc and Quetzalcoatl. Myth Unit: Yahui. Creatures from Mixtec mythology, they have reptilian features such as lizard tails, snake heads and turtle carapaces. Their claws and blades leave something to be desired when it comes to attack, but their turtle shell gives them very tough armor, making them very useful frontline meatshields, and when in tight groups their armor will be further buffed, similar to the Fenris Wolf Brood but with armor instead of attack and speed. God power: Blood Serpents. A variation on the Egyptian serpents power, using this power will cause blood snakes to arise from corpses, friendly or hostile, killed in the last minute. They will fight the players enemies, but are not under their direct control. Not particularly powerful but can be very useful in turning around a fight in a pinch, especially where lots have already died. Technologies: Flayed one: Improves villager gather rates on farms by 15%. Tlacaxipehualiztli: Military units train 25% faster. Flesh of renewal: Sacrifices occasionally spawn random human soldiers. https://preview.redd.it/ll4lkn70yas51.png?width=1024&format=png&auto=webp&s=120c316bfe8a99b886da8d107cbbdf3e2aff019e An Ahuitzotl, Chalchiutlicue's Myth unit Chalchiutlicue You have advanced to the Classical age under the care of Chalchiuitlicue! One of the goddesses associated with Childbirth, Chalchiutlicue was also a water deity, like her husband Tlaloc, and particularly associated with bodies of water like seas, lakes and rivers. She also operated as the fourth sun, but apparently drowned the world with her bloody tears after Tezcatlipoca upset her. Available to Tlaloc and Huitzilopotchli. Myth Unit: Ahuitzotl. An extremely speedy dog like creature with a glossy, spiky coat and a hand on the end of its tail, so fast they can actually move over water in addition to land. It can only move over the water, not attack, but it still gives it a useful ability to move almost anywhere you want. Its probably the fastest unit in the game and can be very useful for giving the Aztecs a cavalry substitute for raiding, but its health and attack aren't much to write home about. God Power: Favored. Instantly convert up to 5 Human units to heroes (like Prometheus's Valor). Technologies: Lady of the Fourth Sun: Villagers gain more hitpoints and armor. Skirt of Jade: Ships move 15% faster. Stalker of the depths: Ahuitzotl attack and hitpoints improved, and they move even faster when traversing water. https://preview.redd.it/svnj9hmdyas51.jpg?width=1200&format=pjpg&auto=webp&s=11f65719f631d985a380056ccf3ee2757288239e Xiuhtecuhtli You have advanced to the Classical age through the warmth of Xiuhtecuhtli! A god linked with fire. He had better associations than this implies, being seen as a force of life after death and warmth in the darkness. Turquoise was also heavily associated with Xiuhtecuhtli. Available to Huitzilopotchli and Quetzalcoatl. Myth Unit: Xiuhcoatl: The 'Turquoise Serpent', this giant legendary snake was a spirit form of Xiuhtecuhtli said to be used by Huitzilopochtli as an Atlatl (spear thrower). As such it has a good long range attack, shooting fire at the enemy. Additionally, whenever it kills a unit blood serpents erupt from the corpse, damaging nearby units for a brief time. It has little health and armor though. God Power: Weapons of the Sun. While active ranged units attack and especially range are considerably buffed, gaining up to 50% more reach and 25% more damage. Technologies: Divine Atlatl: Cuextecatl attack and range increased by 20%, movement speed by 15%. Pochteca Guardian: All sources of gold income boosted by 10%, trade income boosted by 20%. Light in the Darkness: Improves the hitpoints for ranged human units by 20%. https://preview.redd.it/muzhalqjyas51.jpg?width=1000&format=pjpg&auto=webp&s=edadb75e8734491b6b46410e824c28fc5210cb1d A Quinametzin Mictlāntēcutli You have advanced to the Heroic age through the inevitability of Mictlāntēcutli! The lord of the underworld in Aztec Mythology, with heavy associations with death. He attempted to dupe Quetzalcoatl when he went down to the underworld to retrieve the bones of the dead, when that failed he tripped up Quetzalcoatl and damaged the bones, hence why people have different sizes today. Available to Quetzalcoatl and Tlaloc. Myth unit: Quinametzin. A huge lumbering giant, these were said to have inhabited the world before humans. They have the ability to fling boulders from a distance. This attack has a slow reload time and bad accuracy but each boulder is highly damaging to any target it hits and has a small AOE. In addition it is effective against buildings, allowing the Quinametzin to occupy a role similar to a catapult in a pinch. This unit also has a large health pool, and vaguely resembles a giant ground sloth mixed with a mammoth, since the Aztecs interpreted bones of such giant extinct creatures as Quinametzin. God Power: Darkness. When cast darkness shrouds the land, for your enemies this means a considerable reduction in line of sight for all units and buildings, with concurrent reduction in ranged buildings and units ranges and attack. Also blocks other god powers. Technologies: Shattered Bones: Melee units deal 25% more damage to buildings. Death Lord: Eagle Warriors gain 25% more damage and health. Windowless Palace: Siege ladders and Mantlets deal 20% more damage to buildings and siege ladders set up 30% faster. https://preview.redd.it/hhsgv51qyas51.jpg?width=800&format=pjpg&auto=webp&s=508d0e4afe024f59959d678f2f236540ae1dec50 Cihuacōātl You have advanced to the Heroic age under the protection of Cihuacōātl! Also a goddess associated with Childbirth, but compared to Chalchiutlicue she was considerably more fearsome in her protection. She was said to have assisted Quetzalcoatl in reforming the human race after he retrieved their bones from the underworld for the fifth and current era. Available to Tlaloc and Huitzilopotchli. Myth Unit: Cihuateteo. Dangerous spirits of women who had died in childbirth and helped the sun move across the sky, appear as ghostly specters with long claws. Being Ghosts their attacks completely ignore armor, making them potentially lethal against units that normally can feel safe behind their considerable hack armor, but also making units with high hitpoints better suited to deal with them. Cihuateteo also do not collide with friendly units and can move to the front lines to attack simultaneous to other melee units, but they have low health themselves to make up for this. God Power: Five Days. Similar to the Ancestors power for Nephthys, this summons a number of Cihuateteo in an area of your choice for a minute before disappearing. This can be crucially good for beefing up you forces in an important fight. Technologies: Vengeful soul: Cihuateteo gain more attack and armor, also unlocks their ability to phase through friendly units. Mother of the Lost: Your own units that die in battle will grant you some favor. Mixcoatl's Amhimitl: Otomi Archers and Tequihua gain 25% more attack and 20% faster firing rate. https://preview.redd.it/ods0akt0zas51.jpg?width=707&format=pjpg&auto=webp&s=3878abfb2ec4823530ebd6eefddc337982b436e4 Xolotl You have advanced to the Heroic age through the guidance of Xolotl! Xolotl was a dog deity, a sort of 'evil twin' to his brother Quetzalcoatl, he acted as a guide for souls through the underworld and presided over lightning, fire, twins, misfortune, monsters and sicknesses. He may have also had a relationship to the sun god Nanahuatzin. Available to Quetzalcoatl and Huitzilopotchli. Myth units: Were-Jaguar. As the name suggests, these beasts are half man half jaguar and frequently appear in the Mesoamerican mythos going all the way back to the Olmec. They are quite formidable with good health, damage and speed, and also possess a leap ability that allows them to jump into battle and deal extra damage. They are similar to the Egyptian Anubite in the first game, but more expensive and tougher, like the Ahuitzotl they can help make up for a lack of cavalry. Axolotl: Based on the real life salamanders that were thought of highly by the Aztecs, as food and because of its associations with gods like Xolotl or Tlaloc. In this game the creature is monstrously large and powerful, one of the main aquatic units the Aztecs have access to, it also has an extremely powerful regenerative ability, undoing damage applied to it quickly, similar to the real life Axolotl. God Power: Plague. When cast over enemy units this power causes the units in question to continually lose health for the duration of the power. Although it doesn't cause immediate death it can really mess with the enemy's strategy, for example villagers caught in the effect with always die after the allotted time if nothing is done, and military units severely weakened. The victim must try to scramble their healing options or garrison units inside buildings (which prevents health loss), either way it can be very destabilizing and allow for openings to exploit while the enemy is weak. Has a wide area of effect. Monstrosity: Myth units are 15% cheaper and train 50% faster. Xoloitzcuintle Psychopomp: Tlamanih gain 30% more hitpoints and 20% more attack. Hero Twin: Adds a chance that two of any human units will be trained at no extra cost or population space. Nagual: Were-Jaguar gains 20% faster movement speed and their leap attack deals twice as much damage. https://preview.redd.it/5hwlbav8zas51.png?width=1000&format=png&auto=webp&s=83f39d95f9c94fcb0391faed58cee367adae5b7f Tezcatlipoca You have advanced to the Mythic age through the machinations of Tezcatlipoca! An extremely important god in the Aztec pantheon, Tezcatlipoca was dangerous and clever, often coming into conflict with the likes of Quetzalcoatl and the force behind dramatic events like the destruction of previous eras of humanity, he also acted as the sun in the first era. He had a wide range of associations with things like the night, rulership and jaguars. His name means 'Smoking Mirror'. Available for Quetzalcoatl and Tlaloc Myth unit: Camazotz. Bat monsters of Mayan legend, these are giant bats, so they are flying units with the useful attributes that entails. Although they fly, the need to physically grapple with their adversaries to attack them, this means that they can be attacked by melee units while they engage in combat (and their victims can fight back). However, they have a powerful special ability where they will instantly kill human targets and replenish some of their health in the process (they are effectively giant vampire bats). They have high attack and ok health. God power: Half Sun. When cast, the sky darkens and special 'Jaguars of Tezcatlipoca' appear close to all enemy town centers. They are more powerful than regular jaguars and do a lot of damage, the player does not control them directly but they are powerful and numerous enough that they can wreck the enemy's economy. Similar to Fimbulwinter, the power also blocks other powers from being cast. Technologies: Jaguar Lord Tepēyōllōtl: Jaguar warriors gain 20% higher attack and movement speed. World destroyer: Recharge time and cost to use god powers reduced by the 25%. Oneness of Ometeotl: Cost of all units in the game reduced by 10%. Obsidian Mirror: Tēlpochcalli units train almost instantly. https://preview.redd.it/l8fl3zzczas51.jpg?width=1000&format=pjpg&auto=webp&s=295d03f610fd653d5b572d9d6f68cdbd2cba67d0 Cipactli Tlaltecuhtli You have advanced to the Mythic age upon the body of Tlaltecuhtli! Tlaltecuhtli is a destructive primordial crocodile deity from which the world was said to have been constructed from their body after Tezcatlipoca and Quetzalcoatl defeated her (a bit like Ymir). Even in death Tlaltecuhtli demanded sacrifice in exchange for having provided humanity their world against her will. Available for Huitzilopotchli and Quetzalcoatl. Myth units: Cueyatl: Giant frogs, they are slow, but have a dangerous ranged attack where they barf out blobs of poison, in addition to the damage of the projectile it applies a poison effect to enemies, and can be especially effective against large groups. Cipactli Spawn: This is the other naval myth unit available to the Aztecs, a massive crocodile-frog-fish monstrosity that covered in mouths all over its joints. It has the ability to consume and destroy any land or sea unit instantly, unless its a hero (a bit like the Kraken) and high attack, though fairly low health compared to other aquatic myth units. God power: Rain of Fire. A devastating inferno descends from the heavens, causing massive damage to buildings and units on the ground. Technologies: Corpse of the World: All extracted resources (farming, wood and gold mining) yield 10% more. Ravenous Hunger: All myth units gain 25% more attack. Primordial Ocean: Cipactli Spawn Gain 20% more hitpoints and a significant reduction in recharge time for its special ability. https://preview.redd.it/eg6wbl0izas51.jpg?width=800&format=pjpg&auto=webp&s=81771a8b0c1b73991fa22d6333710c76648eb72d Cōātlīcue You have advanced to the Mythic age under the nurture of Cōātlīcue! The mother of Huitzilopotchli, the moon and the stars, her other children cut off her head when they found she was pregnant with Huitzilopotchli, but immediately after he sprang from her body and slaughtered them all. Has particularly bloody and violent imagery, even for the Aztecs. Available for Huitzilopotchli and Tlaloc. Myth unit: Tzitzimitl. Large female skeleton warriors based on demonic star entities that fought the sun, They have the ability to cast darkness over the area in which they are fighting for a brief time. under this veil of darkness (similar to the fog of war but unable to be cleared even with units right in the middle, and only effecting your opponents) your enemy will have a much more difficult time seeing what is happening and reacting, they won't able to see most of your units properly or the surrounding terrain, which prevents them from targeting them directly and can allow you to make sneaky tactical decisions. With or without this ability Tzitizmitl are extremely powerful melee combatants. God Power: Hummingbird Swarm. A cascade of hummingbirds descends over the battlefield, any units that have been killed in the last minute will be revived and any further units that are killed over the time the power lasts in the area allotted will instantly be resurrected at full health. Technologies: Cosmic Matriarch: Tzitizmitl gain more hitpoints and their cast darkness ability is longer lasting over a wider area. Centzon Huitznahuas: Hero units receive considerable (30%) boosts to health and attack. Coyolxāuhqui's head: Shorn Ones gain a 20% increase in attack and their area of effect attack is larger. The Aztecs titan is represented as Tlaltecuhtli herself, being a supersized, much more dangerous version of the Cipactli Spawn unit that can move over land. Thank you for reading, I plan to do more write ups for the other civ ideas I have had (next one will probably be Celts). Aztec mythology is very interesting but also quite confusing and honestly I was working off fairly undetailed information for this like Wikipedia, various Youtube videos and other stuff I could find on the internet (askhistorians is always a good place to look!), so I would imagine that there's a lot of information here that is controversial or misleading. Still, it was what I thought would be the best way to present things when you consider the nature of the game of Age of Mythology. I can try to find sources and credit for the artwork used if anybody wants them. |
A door appears, although it seems far away and close at the same time. You can’t gauge its size because you can’t tell how far away it is. Then, one by one, each of the creatures and monsters you’ve encountered throughout the dungeon, and many others you haven’t, begin to parade in front of you. They march towards the magical door as if they’re animals climbing into Noah’s Ark. You see hobgoblins, orcs, bugbears, vampires, the Black Dragon, the Archmage, the gargoyles, and all of the others marching towards the door. Some of them turn to you and wave, or take a bow, as if to say a final farewell. The adventurers join them, too, and a young Mialee walks with them smiling to be with her friends once again. Then, as the last of them walks through, the door shuts and vanishes forever.If the Party does not thwart the illusion, then the dungeon keeps creating new content: new rooms, traps, monsters, NPCs, and puzzles. In reality, the party has been trapped inside and has been walking in circles. The Party may legitimately be trapped inside forever.
You see an unusually shaped hill rising out of the mangrove hammock. It rises dully out of the ground and roots, alone without any other hills near it. It rises higher on one side than on the other, which is narrower and tapers off a bit. It looks a little like a skull placed on its side, with the face sticking upwards into the sky.Any player that climbs on top of the hill will see that there’s a hole leading into the hill where the right eye socket on a skull would be. There's no skill check to climb the hill.
There’s a hole, like a small cave, where the mouth is. It appears to lead deep into the hill. You can just barely make out a set of stairs leading downward and spiraling into the darkness of the cave.Dungeon Features. In most chambers, the floors and walls are stone. There’s good light from occasional torches along the walls. When the party reaches a door, roll a d6. On a 1-4, the door is unlocked. On a 5, the door is locked. On a 6, the door is locked and trapped. Doors that are locked can be opened with a DC 10 thievery to pick the lock or a DC 15 strength check to break open the door. Use any random trap or low-level wizard spell or cantrip you would like for the trap’s effect.
This room appears to be a gallery. There are paintings on the walls of people and places, landscapes and castles. Seven small, dragon-like humanoid creatures are fighting over a scrap of food.History: You recognize one of the portraits. This is a painting of a wizard named Taborlin the Great. He's something of a folk hero from long ago, famous for knowing the names of all things, his cloak of no-particular color, and his tools: a key, a coin, and a candle. Items: One wand of Fireballs.
There's a shrine sitting against a wall in this hallway. There are a few candles lit in front of a small painting of a human woman in a partial-scale armor with a sword and shield.The woman in the painting’s expression changes depending on the actions of the party. It’s a harmless effect.
Two long rows of tables large enough for an enormous banquet. There are lit candlesticks on the tables, but no place settings or food or drinking glasses anywhere. The north wall has a large fireplace that's burning with a bright, hot fire. There are four lizardfolk that see you and prepare to attack.Room 4: Audience chamber
This room appears to be a large audience chamber. There's a throne resting against the west wall with a tapestry of a red dragon breathing fire behind it. There's a staircase spiraling up above on the east side.Magic Missiles shoot out of the throne. 1d4 damage once per minute. May be deactivated by destroying the throne or dispelling the enchantment.
This room appears to be used for storage. There are shelves along the walls with miscellaneous dry goods and sundries. It doesn't appear to be in very good condition and food smells a bit rank. There are five hobgoblins in this room looting the shelves. When they see you, they attack.Room 6: the Glamorous Mirror
This room appears to be a study. In the far corner of the room, there's a large standing mirror. It has an intricately-designed pewter frame, and stands about seven feet tall. There are some runes etched in the frame above the mirror.The Runes on the Mirror are written in Sylvan, and read:
Grimward and Grinning, Guile and Glamour,Glamorous Mirror encounter: The mirror casts a glamour on the room. No one with their eyes open is standing where they think they are. The mirror continues to fool everyone as long as their eyes are open. If they close their eyes, they can use perception to hear and feel their way around and locate everything. If a player stares into the mirror, they will see a reflection of themselves with a wicked grin. If they continue to stare, their reflection holds up a sinister-looking knife and begins to make attacks against any player (from within the mirror).
I show not your reflection, your face or your manner,
Dayward and Nightways, Twilight and Dawn,
When you see with your mind then the glamour is gone
This room appears to be a great kitchen. There are stoves and ovens, kettles, pots and pans, an enormous wash basin, and an ogre wearing an apron and a chef's hat. When he sees you, he attacks.The Ogre is the chef. He frequently taunts the party and threatens to put them in the stew. He uses pots and pans occasionally as weapons. He may try to throw a player into the soup, or spill the soup onto the player for 1d8+2 damage.
This room is pitch dark as there are no lights anywhere. The southern wall appears to have caved in. Unlike the other rooms, this one feels dark and chilly, as if nothing has been through here for some time.Perception check or Dungeoneering, this cave in appears to have been the result of a trap that was set off some time ago. If the party digs through the rubble, they will find the skeleton of Lidda the Halfling Rogue. She was caught in this trap centuries ago. If the party has not yet encountered Lidda's illusion, then they will not know it's her. The party may find Lidda’s lockpick set (nonmagical).
There's a wishing well in this room. In the center of a large fountain, there's a statue of a man with the head of a Lion. In his left hand, he holds a bow and arrows, in his right hand he holds a lute. Runes at the base of the statue read, "Ask me one wish, and I may grant you one favor. Pay now the price, and the reward comes later." There are a handful of copper coins under the water of the fountain. There's a large brown rug in front of the fountain.Since Mialee the elf wizard learned the spell Wish during her adventures, the wishing well grants actual wishes. The DM may choose how the wishing well reacts to wishes.
In this corridor, there's a strange altar erected to a faerie creature, or archfey. You get the strange feeling that its eyes follow you wherever you go. There are four goblins trying to pry an emerald out of statue.The emerald is worth 100gp. This is meant to be a reference to the classic cover of the original rules book.
Much of this room is taken up by a large, decorative pool of water with intricate stonework. There are columns and steps to an elevated level, where a large lion with wings and golden armaments is resting. When it sees you, the lion-creature bids you welcome, and says,The riddle
Greetings friends, and listen well
For I've a riddle now to tell.
Should you seek within these walls
The treasures hidden in these halls
Then you must answer what I ask
And prove you're worthy of the task.
Three guesses will I give you all
To answer right before you fall.
Should you fail, then you will find
A prison here for soul and mind
But if instead you answer true,
Then great rewards await for you.
First think of the things that belong not to her,The answer is History ("His" "Store" "E"). If any player says the word History as their answer, then the sphinx will abate and allow the party to pass through. If the party guesses wrong three times, he attacks.
But rather the one who calls her the other.
Then think of the thing that a man must mind
Where goods are bought and sold in kind?
Last, tell me what cannot be found in a day,
Once in time, twice in eternity, and never in always?
Now, think of all three, and answer one more:
What will never happen, but happened before?
Standing in the center of the room is a two-headed giant arguing with itself. It can’t make up its mind about whether it’s supposed to be friendly or mean to intruders.Room 12: The Mimic Room. Encounter: mimic x3
You enter a bedroom. There's a bed, a chest of drawers and a wardrobe. There's also a treasure chest on the north wall.The treasure chest, wardrobe, and drawers are mimics. They attack when any player examines any of them.
You enter a room with hooks on the walls, and black robes hanging from the hooks. Somewhere nearby, you hear chanting.Religion check shows the robes appear to be from worshipers of the Raven Queen, but there’s something wrong. For a moment, it appears that they reflect a different deity altogether: Nerull. Nerull doesn't exist anymore. His domains were taken by the Raven Queen. Nerull's name has all but been erased from reality.
In this room, there are many strange metal devices. There are gauges and dials and hoses stretching from one machine to the next. In the center of the room, there's a table with an enormous human-shaped creature lying on it with a sheet over its head. One arm has fallen limply out from under the sheet, and it has stitches running all up and down it. The skin colors don't seem to match. As you look closer, the arm reaches for the sheet and pulls it off its head, and it sits up. When it sits up, you see that its head isn’t human at all—it has the head of a gargantuan, snarling boar.The flesh golem attacks on sight. There are electrical hazards all over the room (1d6 lightning damage).
You enter a cold, dark hallways. Something is scrawled on one of the walls in this hallway.It's faint and hard to read, but it reads "Tordek was here."
A large golden sarcophagus takes up much of the room, surrounded by urns and jars. The walls have intricate art and hieroglyphics all around them.On close inspection, the hieroglyphics and artwork depict the adventures of the old NPC’s as they defeated Pharoah Gystanzeez in his inverted pyramid of doom.
This room appears to be a dark and damp crypt. There are ten sarcophaguses, and the pungent stench of mildew emanates from the wet dungeon walls. Shadows flicker across the room from the torches lining the walls, and there are five human-shaped creatures cloaked in shadow. They look pale and ghastly, with fanged teeth and red eyes.Room 18: The Beholder and the Treasure Chest
You hear the sounds of combat in this room. Excited yelling, magic spells, and the clashing and banging of weapons and armor fill this chamber. There are five people in this room: a familiar-looking dwarf with a shield and an axe, a human in full-plate wielding an ornate mace or cudgel, a gloomy-looking sorcerer in black leather, a female elf wizard wielding a staff and a wand, and a half-orc barbarian with a humongous axe. They're battling an enormous beholder that's shooting eye-lasers all about the room.During the fight, read the following.
The man in fullplate yells, "By the light of Pelor, you will desist!" The half-orc is yelling, "Krusk want to smash eyeball monster!" The dwarf answers, "Aim fer its eye, ya salty bastard!" And the gloomy looking sorcerer says something like, "Burn in the pits of the nine hells just like my tortured soul!" and "If I had any tears left, I'd cry for the pain you're about to feel!", "The angels will weep when they see what I've done to you!"There's a treasure chest in the room. After the fight, the NPC's try to open the chest, but there's a riddle printed on the lid. It reads,
My tines are longIt's a riddle chest. The correct answer is Lightning. By saying the word lightning, the chest opens. Inside is a +1 longsowrd (+1d6 radiant damage on crit). If the party lets the NPCs keep it, the cleric takes it and names it "Pelor's Blessing," so he can say "Pelor's Blessing Be Upon You!" when he swings it at an enemy. But then the sorcerer reminds him, "are you proficient with longswords, my righteous friend?" And Jozan will say, "indeed, I am not! Perhaps one of our friends here would like it!”
My tines are short
My tines end before
My first Report
There are five graves in this room. The names of the graves appear to be mostly worn away. It's difficult to make them out with your eyes.If the party uses some other means to identify the names on the graves, such as making a rubbing or using a spell, it reveals the following names: Devis, Hennet, Alhandra, Ember, Soveliss. These are the graves of five of Mialee's friends, who died in the original adventure.
You enter a library. Book shelves line all of the walls. There are tables with chairs, lounging chairs, and writing desks. In the center of the room, you see a large treasure chest.All of the books have titles, but none of them are familiar. In fact, none of them are real. A history check reveals that some of these authors were real people, but they never wrote these books. For example, “’The Winds of Midwinter’? But Marvin died before he ever finished this book. ‘The Return of Edwin Drood?’ These can’t be possible.”
You enter a room that looks like a study, or an office. There are stacks of paper to be filed, ledgers to be reviewed, and memos. On a coat stand there’s a nice, dark blue cloak hanging from one of the pegs, with an old pair of boots below it.The coat is a cloaker.
This room appears to be a normal, ordinary hallway. The stones forming the walls look like they were cobbled together with less care than those in other chambers.The spiked-wall trap is activated by floor triggers.
This large chamber feels different from the rest of the dungeon. The air is colder, and dark, and still. You see rubble scattered along the floors, looking like the ceiling partially collapsed. There's an enormous two-handed axe lying on the floor in the center of the room. There's a hand still holding the axe blade, but the rest of the half-orc's body that it used to be attached to is nowhere to be found.The axe is a +2 Axe of Immolation. It does +2 fire damage on every successful hit, and +2d6 fire damage on a critical hit. It used to belong to Krusk.
Arcane symbols line the walls of this room. There's a stone arch in the center, with more arcane symbols written all over it. If there ever used to be magic in this room, there certainly isn't any sign of it now. A giant with blue skin and a snowy-white beard stands in near the archway.Arcana: this used to be a planar gate. The magic has long since dissipated.
This is an empty chamber, but there's one curious detail. Placed up on the wall there are drawings of eight or nine people, men and women, most of them human-looking. You see a few human men and women, someone that looks like a dwarf, a halfling, at least one elf, and a halforc. Each of them looks happy, like they're smiling.Perception: these figures are the NPC adventurers.
You enter a dark room. There's a chill in the air. There's rubble and debris on the floors. There's an old, broken lute on the floor, its neck snapped.The lute used to belong to Devis the Bard.
As you enter this dark room, you hear the faint echo of ragtime music as if being played on a piano in a distant room. The door across from you opens, and a patrol of hobgoblins walks in. Encounter: Poison Dart traps, x5 Hobgoblin patrol.Room 29: the Gelatinous Cube’s Hallway
This hallway has a strong chlorine smell. The floors and walls are curiously clean and devoid of dust or grime. Encounter: Gelatinous Cube (MM 242)Room 30: The Lair of the Black Dragon Arinothrax Encounter: Young Black Dragon
You enter this chamber, and the first thing you notice is four people fighting a large Black Dragon. A halfling darts around its legs, sneakily trying to stab it with a short sword. A sorcerer dressed in black leather casts a lightning bolt at it. A woman wearing half-scale-male and equipped with a sword and shield bellows, "Damn you, foul beast! Your death shall come naught too soon!" In the back of the room, an elf is carrying a lute in one hand and a sword in the other, and he is singing a rallying ballad, something something slay the wicked dragon.Hennet, Alhandra, Soveliss and Lidda join this fight and help the party. (When my party tried to skip this room, Tordek showed up through the door they tried to leave and encouraged them to join the fight.)
There's a ten-foot pole just lying on the floor in the middle of this cross-shaped hallway.Depending on how mature your group is, there can also be a portable hole here. If it means that this is the last room you’ll encounter for the day, leave out the portable hole. These items are here to help set the theme. Everyone in AD&D used to have a ten foot pole and a portable hole. They may have been your most often-used magic items.
A heavily-decorated sarcophagus lies in the center of this room, with a stone relief of a sword and shield on top. Floating above the sarcophagus is the ghost of a knight in full plate armor holding a greatsword. The knight looks at you when you enter, and says,The knight speaks in rhymes. He only attacks if provoked or insulted. A ritual or spell may set him free. He refuses to give straight answers, and may tell the story of how he was used to guard the Porpentine, an artifact of great power, which locked the sacred tomb of Erathmas. A player using the History skill may know that these names are from events that took place over one thousand years ago. The knight, who can’t remember his own name, gave his life defeating the Dread Lord Lorthen. Later, when Lorthen threatened to return, a band of heroes obtained the Porpentine and defeated him, saving the kingdom.
We are the guards of the wall in between
The world that you know and the others unseen
When the mortal realms and the planes collide,
We stand, we watch, and we serve with pride
We are the keepers of the realm
With shield and sword and plate and helm
And when our time has come and gone
We live again and serve as one.
This chamber is decorated with satin pillows, thick rugs, and silk curtains. You smell the strong scent of incense and spice. Although there is no one else in the room, you hear laughter, talking and commotion as if there is someone here. But there's no question: you are alone. Sitting on a blue satin pillow, there's an antique oil lamp.Since Mialee was able to cast the spell “Wish,” the djinni may grant one actual Wish as per the spell. If he is insulted or disrespected, he attacks.
As you walk into this room, the floor starts to move under your feet. It slopes downwards towards the center of the room, where a pit opens up. There's an enormous, foul otyugh sitting in the center of the pit.Room 35: the Assassin’s Poison Laboratory Encounter: Assassin
This room appears to be a laboratory. There are flasks of liquids on a table and on shelves. Sitting with his back to you and leaning over his worktable, a man clad in black leather is oiling a long, slender knife.If the party is moving quietly, then the assassin feigns to be unaware that anyone has entered the room. However, he automatically becomes aware of the party as soon as they open the door. He strikes without warning as soon as anyone comes within range.
There's a statue in the corner of this room. The statue appears to be a robed wizard, complete with pointy-hat, beard, and magic wand.The statue is animated, and will answer one question. Then it returns to stone and becomes still. If a player succeeds on a history check, the statue appears to be a famous old wizard named “Elmanstras… no, Elminstrel… something like that.”
You enter a narrow hallway. The air is glacially cold, like a blizzard. There’s snow and ice on the floor, and the air is bitterly cold.Two polar bears are hiding in the snow and attack if anyone gets close.
This room is slightly colder than the last room you were in. It's quiet in here. There's some rubble scattered throughout the room. On the floor near the door, you see a skeleton on the floor, with a kind of medallion on a silk cord in one of its hands. The medallion is shaped like a sun shining brightly.The medallion was Jozan's holy symbol.
In this chamber, two cyclopses are arguing with each other while guarding a treasure chest. They start pushing each other before they notice you.The treasure chest has a riddle on it. The correct answer opens the chest:
A barrel holds eight pounds of water. What can you put in it to make it hold five?The answer is a hole. The chest contains a +1 silver dagger.
You enter a long, crowded hallway. There are people in this room, all standing perfectly still, and not moving. They appear to be transparent, as if seen through a veil. None of them are speaking or breathing. They’re dressed like common folk in clothes that look extremely old-fashioned. You see people that look like tavern wenches and bartenders, nobles, shopkeeps, and even a polite-looking goblin with a large sackful of items holding a lantern.These ghosts do not move, do not react to any spells, and do not respond to any actions whatsoever. They’re the memories of townsfolk that the adventurers encountered a thousand years ago, and their goblin henchman.
You enter a room that looks like a lavishly-decorated gothic castle. A vampire lord, dressed in royal garb, stands in the center of the room, fighting a band of adventurers. A male cleric holds up his holy symbol and bellows, "In Pelor's name, I, Jozan, bind you, Strahd, by the light of the rising sun!" His friends, a dwarf with an axe, an elf druidess, a female elf wizard, and a female halfling rogue, are fully engaged in combat with the vampire.The vampire is the Strahd Von Zarovich. With a history check, the players may learn that he was defeated in his castle, the Castle Ravenloft in the kingdom of Bravaria, centuries ago by a band of heroes.
When you enter this chamber, you're greeted by the sounds of music. You see a piano, an upright bass, a drum set, and some woodwinds and horns all left in this room as if it was once used for rehearsal. Despite the fact that this room is empty and the instruments remain still, you can hear music as if a band is playing.If the party starts playing music, then the ghosts of musicians appear and continue to play. Each person who joins the band and plays along, or sings, gets 1 inspiration point. The ghosts themselves do not speak. If a player uses History, they might recognize the song. It’s an old, old piece called, “Lament for Fallen Friends.” After the song, the ghosts vanish and the music stops.
This chamber appears to be a classroom. There are student desks arranged in rows in front of a dais, with a slate and a lectern. There's something written in chalk on the slate. In an elvish script, it reads,The school desks are empty except for some paper, pens and pencils, and a few rulers. There’s no chalk for the slate.
"Seer, Speaker, and Shaper. The Seer sees things for what they are. The speaker speaks the names of all things, and so all things are hers to command. The shaper shapes their names."
Ash and Ember, stone and stave.The cauldron contains a sleeping spell. If the hags release the contents, it forms a cloud that creeps across the room. Creatures caught in the cloud must succeed on a DC 14 Constitution save or else fall asleep. If any item is placed in the cauldron, choose a random effect for that item. If it’s nonmagical, it may be dissolved. (Our overeager dwarf actually fell in to the cauldron. I ruled that his armor had changed color, and now his chest piece was a coppery-orange, like Aquaman.)
Candle, blossom, wood and wave.
Apples fall and oceans rise,
See the truth beyond the lies!
Things may come and things may go,
Some go fast and some go slow,
Nothing lasts for all you know,
But friendship is magic, and never dies!
This hallway has hundreds of mirrors of various sizes hanging on the walls. Some are fancy and ornate, others look cheap and poorly made. But each one of them is crystal clear: not one smudge, fingerprint, or mar on their perfectly-reflective surfaces.There are a total of exactly 1,000 mirrors in the hallway. With a perception check, the party may notice that The mirrors are harmless. They're also worthless.
This chamber has wood floors and walls, and looks like a dojo. All along the walls, there are masks of every kind. Face masks, costume masks, masquerede masks and kibuki masks. Thousands of masks, hanging on every square inch of wall. In the center of the room, there's an enormous, vicious looking creature wearing a cloak pulled up over its head, with white hair and horns protruding from the hood, sitting crosslegged in the center of the room. It is chanting what sounds like a nursery rhyme:(The rhyme comes straight from the Monster Manual.) If the party chooses to approach the Oni or attack, the Oni immediately uses Darkness and turns gaseous. Unlike the normal Darkness spell, this darkness covers the whole room of the Dojo.
Lock the door, blow out the light;
The hungry Oni haunts the night;
Hide and tremble little one;
The Oni wants to have some fun.
Hear it scratching on the door;The next time the Oni attacks, it recites the last part of the rhyme (this one I wrote):
See its shadow cross the floor
The sun won't rise for quite a while
Till then, beware the Oni's smile.
See its hair all white as snowRoom 47: the Royal Throne Room Encounter: Archwizard
See its eyes all black as crow
Hear its laugh and you will know
There's nowhere left for you to go
This room appears to be a Throne Room. Elaborate tapestries adorn the walls. On a raised altar, there are two empty thrones. A robed man with a bald head and a beard is reading from a scroll.When he sees the party, he starts to cast a defensive spell, and mistakes the party for the other adventurers. He says:
“What are you doing here, Jozan? I thought I sent you running back in the Caves of Thorspark Mountain! Very well. If you haven’t learned to stay out of the affairs of an Archwizard, then now you will.With a history check, the party might recognize those names. Legends tell of a band of heroes that defeated a wicked Archmage after he betrayed The Child King Armstead. The Archmage had obtained a grimoire of extraordinary power in an old cave at Thorspark Mountain. Then the Archmage ate the book whole, absorbing its power.
You enter a hallway, and there’s a strange sound of buzzing. Some parts of the floor are covered in a thick puddle of golden-yellow ooze.The honey is difficult terrain. Balance check or fall prone.
There are several statues in this room. Some are huge and shaped like monsters. Others are shaped like humanoids, and some are small. There must be fifty statues altogether. You see statues of all kinds of creatures, from dragons to halflings, illithids to displacer beasts.Two gargoyles hiding among the statues.
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