Duvet Cover Bedding Sets : Bedding Sets : Target

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queen quilt cover set target - win

100% Cotton Quilt Cover Set Single/Double/Queen/King $10/ $15/ $15- $20/ $15-$25 + Free C&C for $20+ Spend or $3 @ Target

100% Cotton Quilt Cover Set Single/Double/Queen/King $10/ $15/ $15- $20/ $15-$25 + Free C&C for $20+ Spend or $3 @ Target submitted by OzBargainBot to OzBargainNew [link] [comments]

Lily Quilt Cover Set Queen $19.50 (Was $59), Women's Lightweight Anorak - $15 (Was $30), Longline Bomber Jacket $15 @ Target

Lily Quilt Cover Set Queen $19.50 (Was $59), Women's Lightweight Anorak - $15 (Was $30), Longline Bomber Jacket $15 @ Target submitted by reddit-rssbot to OzBargain [link] [comments]

Big Brother 22 House Furniture/Housewares

I kept hitting the character limit in my last post so I'm breaking it up into its own. Here is a list of furniture and housewares in the BB22 House. Please comment anything I've missed and/or requests!

House

Kitchen/Dining

Living Room

Backyard

Photo Bedroom

Comic Bedroom

Key Bedroom

HOH Bedroom

Lounge

Loft

submitted by carriethe1 to BigBrother [link] [comments]

My personal Collection! (In List Form)

Here’s a List of my collection, I collect all kinds of things, not just a specific item type!
I love finding things I don't have or haven't seen before!
If you have any questions I can try my hardest to answer for you and if you want to see any specific item I can post a photo for you! (except most of the folklore merch for obvious reasons lol) Just let me know!
________________________________________
CD Collection:
Taylor Swift Era:
Albums
Vinyl
Misc…
Fearless Era:
Albums
Singles
Boxsets
Vinyl
CMA Consideration
Misc..
DVDsBluray
Speak Now Era:
Albums
Singles
CMA/ACM Considerations
Speak Now World Tour
Vinyl
Misc…
Red Era:
Albums
Singles
Vinyl
Misc…
1989 Era:
Albums
Singles
Vinyl
Misc…
reputation Era:
Albums
Singles
Cassette
Vinyl
DVDs
Lover Era:
Albums
Singles
Vinyl
Cassette
Folklore Era
Albums
Singles
Vinyl
Cassettes
Shirts/Hoodies/Scarves/Towels/Hats:
Taylor Swift Era:
Fearless Era:
Speak Now Era:
Red Era:
1989 Era:
Reputation Era:
Lover Era:
Folklore Era:
Keds:
Posters:
Notebooks/Journal/Folders:
Big
Small
Composition
Journal
Folders
Pens
Movies:
8x10 Photos/8x10 Magazine Photos:
Meredith, Olivia & Benjamin Collection:
Books:
Bags:
Blankets/Pillows:
Lithographs:
Autographs:
Standees/Advertisements:
Dolls:
Tour Stuff: (other stuff is in other categories)
American Greeting Cards:
Perfume:
Wonderstruck
Wonderstruck Enchanted
Taylor by Taylor Swift
Taylor by Taylor: Made of Starlight
Incredible Things
Calendars:
7x7
12x12
Locker & Planners
Slim Calendars
Bracelets/Necklaces/Rings/Headbands:
Magazines:
Collector Magazines:
Ornaments:
Other Stuff:
submitted by FearlessStarlight to TaylorSwiftMerch [link] [comments]

Age of Mythology 2: Aztec/Mesoamerican Civ concept

Age of Mythology 2: Aztec/Mesoamerican Civ concept

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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.

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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 Gods

The 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.

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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.

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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 Gods


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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.

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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.

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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%.

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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.

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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.

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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.

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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.

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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.

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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.
submitted by Khwarezm to AgeofMythology [link] [comments]

["You see a--" "I KILL IT!"] As promised: all 49 rooms of the Mystery Dungeon and notes

As promised in this post, here are all 49 rooms of my Mystery Dungeon. I’ve also thrown in some of my notes on the project from my current campaign. I hope you guys find something in here you like.
Adventure Synopsis. Hidden on the nearby island of Gulls Reach, there’s a dungeon that has remained a secret for centuries. About twelve hundred years ago, a famous band of adventurers defeated the demilich Acererak (from the original TSR Tomb of Horrors module) in this location, but at a terrible price. All but one of the adventurers died, leaving a sole survivor.
Mialee the elf wizard (one of the iconic characters from the third edition Player’s Handbook and other rules books) watched all of her friends (the other 3.0e iconic characters) die in battle. In her grief, she took hold of an artifact of immense power that Acererak had left behind and found a way to bring them all back—in a manner of speaking.
The artifact, the Lehane Stone, was wrought from the nether that composes the Plane of Dreams. It’s nature is potential, and it is bound only by the limits of unguided imagination. Mialee bound a piece of her soul to the Lehane Stone, transforming herself into a lich, and used the power of the Stone to create a dungeon out of illusions.
The dungeon was like a patchwork quilt of Mialee’s memories adventuring with her friends. For centuries, Mialee and her illusionary friends have continued to adventure in her dungeon—a prison for her grief.
In this adventure, the party will enter the Illusionary Dungeon, battle classic monsters, encounter the 3.0e iconic characters, solve some cheese-as-fuck riddles, and confront the lich Mialee. How the party deals with Mialee and her imaginary friends is up to them.
A note about this dungeon. Unlike virtually all other dungeons ever written, the map is irrelevant. The party may confront Mialee and her friends at any time, and in any room--except for the ones where their bodies are located. More than in any other dungeon, the party decides its own fate, and when it's done.
The dungeon is meant to feel corny and predictable to any longtime fans of Dungeons and Dragons. The NPC’s are caricatures of their races and classes (e.g., the dwarf NPC, Tordek, speaks with a Scottish accent like he just walked out of Lord of the Rings). The monsters and traps aren’t designed to be particularly lethal—they’re window dressing, and are intended to help set the theme.
Players might have a hard time using certain powers and abilities in this dungeon. The Lehane Stone works at all times to obstruct attempts to learn about its illusions. Magic items and powers, such as scrying, won’t work to help the party discover the illusion. A player using magically-enhanced senses might discover that their senses fail them.
The dungeon also has a way of protecting the NPC’s from the party. If a player attempts to attack an NPC, then “fate” will intervene. At the last second, for example, a goblin might get in the way of the attack, and the NPC will show his gratitude to the player for “saving him.” If the party attempts to ignore the NPC’s, another one might show up behind the players and encourage them to help. If the players attempt to “peek behind the curtain,” so to speak, an NPC might run to them and yell, “Help! Jozan is being attacked by a banshee and he needs your help!” The adventurers might "glitch", or they might vanish altogether.
In any game, the DM has discretion to improvise any and all features of the dungeon. In this dungeon, it’s mandatory that the DM improvise features. When in doubt, you can use the DM’s Toolbox chapter in the Dungeon Master’s Guide to create content.
Victory conditions. The only way to exit the dungeon is to confront Mialee and the NPC’s with the truth. Once the party learns what happened to the NPC’s, they can broach the subject with the NPC’s. Treat the encounter as a skill challenge (6 successes before 3 failures). If the party succeeds, they can persuade the NPC’s to see the truth. If the party fails, Mialee and the NPC’s attack.
When the party defeats Mialee (either with or without the NPC’s help), the NPC’s say a few words of gratitude for being released, and offer some friendly advice about the nature of adventuring and shared experiences. Jozan the Cleric says, “My friends, never stop adventuring. These are the best days of your life.”
Then, if the party takes hold of the Lehane Stone and Mialee has been defeated, read the following text:
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.
The Other Adventurers. While inside the dungeon, the party will encounter Mialee’s old travelling party, now merely an illusion (except for Mialee). These NPC’s behave like iconic heroes—clichés. They all behave like two-dimensional characters. At any given time, and in any room, the party may run into a combination of three to five of the NPC’s. Roll a d6. On a 5-6, Mialee, the female elf wizard will join them.
The NPC’s are:
Krusk, half-orc barbarian (male). Krusk is a half-orc, and speaks in broken language as if he’s dumb, and is just learning how to talk and act in a social group. He’s incredibly stupid and prone to anger (rage). “Krusk will smash puny goblins until dead!” or “Krusk not understand plan.” Or "Krusk's head hurts from thinking."
Devis, Half-elf bard (male). Devis is a conniving, scheming ladies-man. He’s untrustworthy, recklessly flirts with females, self-assured, and keeps bringing up things he knows with bardic knowledge. “I’ve seen that trick a million times,” and “No one can lay a finger on Devis unless I let them…. Ladies.”
Jozan, Human Cleric (male) of Pelor. Jozan believes in righteousness. He’s neutral good, and keeps saying things like “By Pelor’s light, this is good coffee!” or “Pelor’s blessings are upon us, for the path is well-lit!”
Tordek, Dwarf fighter (male). Tordek is a stereotypical dwarf. He has a beard, hits things with an axe or a hammer, and is untrustworthy and disrespectful of elves. He is brave to a fault. His answer to everything is to fight and win.
Ember, Human monk (female). Ember is passive. When she speaks, she speaks in metaphors and says as few words as possible. “A shark eats, but does not sin.” “An apple knows which way to fall.”
Alhandra, Human paladin (female) of Pelor. Alhandra is brave and daring, and firmly righteous in her beliefs. She talks about honor more than is healthy. “Honor demands we run to his aid!” or “These goblins are a dishonorable lot of cowards!”
Soveliss, Elf ranger (male). Soveliss is a typical archer-ranger stereotype. He is disrespectful and untrusting of dwarves. He’s nimble and graceful and pretty. “Corellon’s blessings be upon you,” or “We shall win the day if we stick together!”
Lidda, Halfling Rogue (female). Lidda is a typical thief. She talks about finding treasure and getting paid rewards for their adventures. “I can pick any lock in the kingdom!” and “There’s treasure in these halls if you know where to look!”
Hennet, Human sorcerer (male). Hennet has a shadowy past that he can’t stop talking or thinking about. “If you’d only seen the things I’ve seen,” or “Death comes for us all, and I’m here to give it to you!”
Finding the entrance. The entrance to the Tomb of Heroes is located on Gulls Reach island. When the party discovers the entrance, read the following:
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.
Room 1: The Gallery Encounter: Seven kobolds.
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.
Room 2: Shrine of Zellana
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.
Room 3: Great Hall of the Thunder King Encounter: x4 lizardfolk
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.
Room 5: Storage Cupboard Encounter: x5 hobgoblins
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,
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
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).
The attack is +6, 1d6+2 damage. If a player with their eyes open attempts to attack or target the mirror, choose another player in the room at random and target that player instead. If a player closes their eyes, they can destroy the mirror by smashing it with a weapon or spell, ending the enchantment.
Room 7: The Kitchen Encounter: x2 Animated Kitchen Knives (animated swords), x1 ogre chef.
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.
Room 8: Abandoned Dungeon
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).
Room 9: The Wishing Well Encounter: Owlbear, spiked pit trap.
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.
The owlbear is sleeping at the other end of the room. The spiked pit trap is concealed under the rug.
Room 10: The Altar of Staneglass. Encounter: goblins x4
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.
Room 11: the Androsphynx. Encounter: Androsphynx (MM 282)
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,
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.
The riddle
First think of the things that belong not to her,
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?
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.
Room 11: The two-headed giant. Encounter x1 Giant
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.
Room 13: the Cultists’ Robing Room Encounter: x5 cultists
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.
Nerull was the god of the death domain in 3rd edition. In 4e, his domains were usurped by The Raven Queen. This is a hint that this dungeon is from a campaign that predates 4e.
Room 14: The Laboratory of Dr. Porkenstein Encounter: flesh golem
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).
Room 15: Tordek’s Final Resting Place. Encounter: scythe trap.
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."
Room 16: the Tomb of Pharoah Gystanzeez. Encounter: Mummy
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.
Room 17: Bravarian Crypt Encounter: x5 vampires
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 long
My tines are short
My tines end before
My first Report
It'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!”
Room 19: The Grave of the Fallen Heroes
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.
Room 20: The Haunted Library of Elizander Encounter: Animated Books
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.”
Room 21: The Office of the Executive Assistant Encounter: Cloaker (MM 41) Trap: chamber fills with poison gas.
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.
Room 22, the Spiked-wall hallway.
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.
Room 23: The Well-Guarded Hallway Encounter: x3 Bugbear patrol Three bugbears are patrolling this hallway. There is nothing here for them to guard.
Room 24: Krusk’s Final Resting Place.
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.
Room 25: the Planar Junction Encounter: Frost Giant (MM 155)
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.
Room 26: The Shrine of Memories
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.
Room 27: Devis’ last stand.
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.
Room 28: The Ragtime Hall
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.)
Room 31: the Buzz-saw Hallway. Encounter: buzz-saw trap.
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.
Room 32: Tomb of the Knight.
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,
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.
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.
Room 33, the Genie’s Chamber Encounter: Djinni
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.
Room 34: The Garbage Pit Encounter: Otyugh, pit trap
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.
The bottles on the shelves contain various herbs and liquids, but they are unlabeled. The assassin memorized each one. A player may obtain three vials of poison from the DMG if they search for anything useful. They also find the antidote to all three poisons.
Room 36: Shrine to the Wizard’s Mentor
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.”
This statue is a reference to Forgotten Relams’ Elminster.
Room 37: The Polar Hallway. Encounter: Polar Bear x2
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.
Room 38: Jozan’s Last Stand
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.
Room 39: The Treasure Room Encounter: Two Cyclopses
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.
Room 40: The Ghost Hallway
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.
After five minutes exploring the room, all of the ghosts vanish.
Room 41: Castle Ravenloft
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.
Room 42: The Music Room.
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.
Room 43: The Classroom
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,
"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."
The school desks are empty except for some paper, pens and pencils, and a few rulers. There’s no chalk for the slate.
Room 44: The Hag’s Coven Encounter: Three Hags (Coven) Three hags are cackling over a cauldron in this room. One of them is sprinkling something into the cauldron. Together, they are chanting some kind of recipe:
Ash and Ember, stone and stave.
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!
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.)
Room 45: the Mirror Hallway
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.
If the party chooses to smash the mirrors for some reason, then the hallway becomes difficult terrain because of the broken glass. Any creatures that fall or are knocked prone take 1d6 slashing and piercing damage.
Room 46: The Oni's Dojo Encounter: Oni
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:
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.
(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.
The Oni can inhabit any of the masks along the walls, as if the mask were its face. A perception check can be used to spot the Oni hiding among the masks.
When the Oni attacks during combat on its own turn, it continues the rhyme.
Hear it scratching on the door;
See its shadow cross the floor
The sun won't rise for quite a while
Till then, beware the Oni's smile.
The next time the Oni attacks, it recites the last part of the rhyme (this one I wrote):
See its hair all white as snow
See its eyes all black as crow
Hear its laugh and you will know
There's nowhere left for you to go
Room 47: the Royal Throne Room Encounter: Archwizard
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.
(I wonder if any of you will remember when this happened in Disney’s Gargoyles.)
Room 48: The Buzzsaw Hallway Encounter: Giant Bees
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.
Room 49: The Statuary Encounter: x2 gargoyles.
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.
Edit: Thank you for reading! I was seriously blown away by the reaction on this sub to my post last Friday. I'm glad you enjoyed it. Since some of you asked, I felt that the least I could do was share some of my notes on the dungeon.
"Whatever you do, never stop adventuring."
submitted by Chance4e to DnD [link] [comments]

Can't find dark teal bedding

https://www.cosyhousecollection.com/products/luxurywe-bamboo-bed-sheets-queen-size?variant=6961171857431&gclid=CjwKCAjwmZbpBRAGEiwADrmVXo8-T4o2j-TbfntWm72XbN-FOsnmu2ABowFbiOAtImvPatrPZMRSZxoCeOgQAvD_BwE
https://www.target.com/p/teal-mercer-velvet-coverlet-set-full-queen-3pc/-/A-52861179?ref=tgt_adv_XS000000&AFID=google_pla_df&fndsrc=tgtao&CPNG=PLA_Bedding%2BShopping&adgroup=SC_Bedding&LID=700000001170770pgs&network=g&device=m&location=9017010&gclsrc=aw.ds&ds_rl=1246978&ds_rl=1247068&ds_rl=1246978&gclid=CjwKCAjwmZbpBRAGEiwADrmVXnmj5TgidHEk2SXcK6Dgd9VqxJozHv9xwQQ70zC6KCd_iOtPWR6OQxoC8o8QAvD_BwE
Sorry in advance for the links or any formatting issues, I'm on mobile. So I've beens watching everywhere for dark teal or dark emerald bedding. Ideally a duvet cover or quilt of some type. The target link up there is to bedding I ordered online. I thought it would be deep teal but it was like royal blue. Totally not the color advertised! So frustrating... Anyway I would appreciate some help finding my dream bedding!!
submitted by TheRealMolDoll to findfashion [link] [comments]

[WN] "What sort of story would you like to read?" Q&A 1/2

Q: I’d like to see a story where Subaru-kun finds a thing that looks like something that meant a lot to him back in his original world, and falls into deep homesickness.
A: Sadly, since mayonnaise has already been invented, homesickness is basically conquered. Sorry.
Q: A story where Subaru tries to make a seasoning other than mayonnaise, or a food, and makes a different delicious something. Also, an illustration of Subaru eating a food that is equivalent to a delicacy on Earth, but in Lugunica is an ordinary meal.
A: Thank you very much. I get the feeling that you don’t mind eating lizards.
Q: A story where Subaru becomes good at riding a unicycle, and makes them popular. Or has he not acquired the sort of skill that requires a large area?
A: If it’s a skill learned in elementary school, he’s pretty much learned it.
Q: A story where Subaru gives second names (soul names) to Garfiel and everyone in the Emilia faction.
A: I’ll keep that one in stock. Thanks.
Q: All the camps are playing the werewolf game, and Subaru talks too much and gets hung, no questions asked.
A: It’s so much like looking at myself that my heart aches.
Q: A story of how, as powerful people all over the place are praising him, someone who based their inflated mental image of him on that meets with the real Subaru. It seems like the gap would be tremendous.
A: The gap would be tremendous.
Q: Urban Legend Buster. Spirit Knight Subaru Natsuki rises up to find the truth behind mysterious rumors in various lands. But most of them were caused by his own friends.
A: Urban Legend Buster is interesting, but unfortunately, pretty much all of his friends at the Roswaal estate are shut-ins, so tragically, there’s no way for them to be starting rumors in various lands.
Q: All of the ladies make tea, but Subaru doesn’t know which one Emilia made, and agonizes over it.
A: This is pretty good, isn’t it. Even if it’s not tea, it’s still good.
Q: A story where Roswaal sees Subaru doing parkour, thinks it’s interesting, and tries it himself. Ram, and Frederica, and even Emilia race for the best time. Who will come in last, indeed?
A: It’s Subaru.
Q: A story where Subaru’s mind enters a girl, or he changes into a girl, and his perfect imitation of a girl makes people uneasy.
A: It’s even got the punch line!
Q: Subaru-kun changes into a girl! With Capella around, it should be possible!
A: It’s possible, but there’s no point!
Q: Subaru-kun is unmatched in modern knowledge! I’d like to see a story where he tells people things like “There’s this sort of a scam, but is that legally alright?” and teaches them about unscrupulous business practices like pyramid schemes and multi-level marketing.
A: Subaru is the type that children and elderly people like, so I get the feeling he could do really well selling things like down-filled quilts, but unfortunately he’s a timid at heart, so that sort of crime is beyond him.
Q: A story where Subaru-kun uses his unmatched modern knowledge to try and use an existing character or story, but Hoshin of the wasteland or all have already beat him to the punch.
A: Neither Hoshin nor Al could do that, I think.
Q: A story where due to some sort of chance occurrence, Subaru and Al’s minds temporarily swap, and they panic.
A: There’s a chance that could cause a serious threat to either of their lives.
Q: A story about when the ‘Little Girl User’ title was bestowed on Subaru. Also, during incidents at various locations, Subaru interacting with little girls, those that look like little girls, and those who are mentally little girls, in a manner that shows why he’s called the ‘Little Girl User’. I guess I really want to see him being called ‘Little Girl User’.
A: In the mansion, and the story up to this point, I feel like he’s done a fair amount of playing with little girls, but it might show up as a fun side story someday. Subaru Natsuki is the type who is liked quite well by the young. Perhaps it’s because their mental age is similar.
Q: A story where Subaru wanders around surrounded by little girls, like the Little Girl User of Hamelin. Sort of a ‘There was a man walking there, playing the lyulyuley with little girls following him’ kind of thing. (note: lyulyuley was a misspelled reference to the lyuliley, a stringed instrument similar to a guitar or ukulele).
A: I’ll keep that one in stock. Given Subaru’s little girl constitution, it’s not impossible.
Q: Subaru, spreading the word about the Hina Matsuri, the festival when one prays for young girls to grow up healthy, and Clind, who is fully on-board with this. Subaru does things like making doll clothes with his abundant sewing skills. It seems like a Heian-period outfit would look good on Beatrice.
A: Interesting. I’ll keep it in stock.
Q: A story where Subaru is trying to look cool as he introduces himself, and his opponent calls him ‘Little Girl User’ first.
A: Actually, this time around, Liliana already took him by surprise like that.
Q: The warming interaction between little girls and the three-guy squad as they become attached to Subaru, play with Garfiel, and make fun of Otto. I’d like to see a story of youthful spirit spreading contagiously, centered around little girls.
A: The contact with Petra already has that sort of feeling.
Q: I’d like to see a showdown between someone with the ‘Blessing of Being Liked by Little Girls’ and Subaru. I’d like to see how well Subaru’s little girl constitution could oppose a blessing.
A: What’s a ‘Blessing of Being Liked by Little Girls’... “Blessing of the Babysitter” perhaps. If it was a blessing, he’d lose.
Q: After asking Clind about how to see the soul of a little girl, Subaru-kun begins training to be able to see the soul, in order to become a little girl user. With this, he can’t be fooled again (by little girls, at least)!
A: Unfortunately, he’ll never be able to defeat an evil with the heart of a little girl!
Q: The Little Girl User versus an Imitation Little Girl User.
A: We can do that if Capella transforms into Subaru. OK.
Q: Subaru interacts with a lady (little girl), behaving like a knight from a story.
A: Look forward to the side story “The World that Petra Saw”, that will come out someday.
Q: A story where Subaru, Otto, Garfiel, and Roswaal end up in the same bed (due to a passing misfortune, no deep meaning), and when they’re seen by the ladies, Subaru, Garfiel, and Otto try their best to correct the misunderstanding. (Roswaal would likely find it entertaining and just watch)
A: The biggest problem would be that none of the ladies would misunderstand.
Q: Subaru-kun teaches Liliana an idol’s song from his original world, including the choreography.
A: Liliana is the sort of idol that gives musical performances, so even if she was taught, it would become Tokio Style (note: possibly a reference to the rock band Tokio).
Q: Liliana’s reaction to seeing Subaru-kun playing the guitar with his teeth.
A: It’s easy to imagine Liliana trying to imitate the tooth guitar and ending up covered in blood…...She’s really an unfortunate child.
Q: A story of Subaru teaching Liliana and Garfiel something similar to rock music. Starting off with breaking guitars.
A: If Subaru was inclined towards rock it might be possible, but Subaru is in the folk song faction, so he just plays moody music. The only thing he can do along the lines of rock is play guitar with his teeth.
Q: A story of Subaru teaching Liliana Radio Calisthenics and spreading it to Priestella. It sounds like they play Liliana’s song over the speaker every morning, so it would work great!
A: Eventually, Radio Calisthenics 2 will contribute greatly to the ongoing prosperity of Lugunica. Improving the circulation in the morning will raise efficiency, the country will become more active, dad will use his increased salary to buy a gift on the way home, his wife and children will be joyful over their good provider, and even unpopular me can grow taller and make the class Madonna my girlfriend! Since I started Radio Calisthenics, life has been rose-colored and happy-happy.
Q: Subaru doing whip training with Beatrice. And then the townspeople see them. Officer! Over here!
A: At the beginning he’d miss all over the place, and often hit his own arms and back, so it would be more like Beatrice would look suspicious.
Q: A story where Subaru has done something to Beako (read her diary or such), she’s used Door Crossing to shut herself in, and Subaru is running around trying to apologize. ...Huh? Was Door Crossing only effective on the old Roswaal manor?
A: Beako’s Door Crossing used the Forbidden Library as an intermediary, so it’s would be a little complicated now. The old Forbidden Library’s function is now carried by Subaru’s body.
Q: Perhaps Mr. Cat already has this one in stock, but I’d like to see Subaru try to challenge Julius again.
A: Ah, that’s good. Not bad at all. OK.
Q: Subaru, thinking that ‘This, too, is an experience.’, challenges Reinhard.
A: I thought of him versus Julius, but I just can’t imagine Subaru challenging Reinhard.
Q: A story In Elior Forest of Emilia-tan, having grown up without particular incident, and Geuse.
A: Why you would deliberately try to hurt yourself like that, I don’t understand.
Q: I’d like to read a story where Emilia-tan deepens her interaction with the villagers, and, a little bit at a time, learns the things she needs to know to be the queen.
A: Thank you very much. From arc 5 onwards, I think we’ll have that here and there.
Q: What kind of story would you like? Emilia-tan takes in a stray dog.
A: And then Puck becomes jealous, tries to annoy and drive it away, and in the end they become good friends, I understand.
Q: A story where Emilia, having trouble controlling her enormous magic power, confers with Ros-chi, and just then, a flower that only blooms once in ten years is in season…’Alright, let’s go harvest the nectar’ and with that, the usual five people and two pets take on a collection quest. It seems like it would bloom near the top of a steep mountain...
A: Hey, that seems like something I could use normally. I’ll keep it in stock.
Q: A story of Emilia striking one side of a fresh food store, covering it with ice that won’t melt easily, and ending up being thanked by the grocer.
A: Even if it wasn’t fresh food, episodes with that sort of feeling are fun.
Q: Karaoke party at the Roswaal estate.
A: Emilia-tan and Beako’s fierce, electrifying battle. Subaru simply has a beautiful voice.
Q: Singing practice for the national anthem. The Emilia Camp’s greatest crisis has arrived.
A: Indeed, they’re in a real pinch. Their singing power goes Petra > Subaru > Ram > Garfiel > Roswaal > Rem > Otto >> Frederica >> Beako >>> Emilia.
Q: What about a story where the cat that a village girl was caring for dies, but since tomorrow, her brother will return for one day from working away from home, she desperately begs Puck to stand in for the cat for her brother’s sake, even though it’s not fair to ask, and so for her sake, he impersonates an ordinary cat, and in the end it turns out the cat had just been out for a walk and it’s alive, so everyone is very relieved?
A: That would be a relief! That would be a real relief! I’ll keep that one in stock.
Q: A story where Beatrice gets her hands on a magic device called a mobile game and she can’t put it down, but in the end the battery runs out and she’s teary-eyed.
A: She gets caught up in “Boyfriend (Provisional)” (note: Japanese online game), but since she tsundere’ed all the choices, she’s facing an ending where she didn’t get close to anyone. “We’ll be friends always, won’t we.” Stop it, stay away, Masahi!! (note: not sure who Masahi is, perhaps one of the game characters.)
Q: From Beatrice and Julius’ reaction after confirming what can be conveyed to Beatrice, from Ram and Roswaal’s reaction after saying something annoying, and from Petra and Frederica’s reaction after parkour training, Subaru becomes sensitive to the words ‘stench’ and ‘smell’.
A: You’re too greedy. Setting aside the latter part, there’s no way I wouldn’t do the first bit, so please wait patiently.
Q: A timid Beatrice tries to speak to a Lewes clone. But when it doesn’t respond to her, Beatrice becomes teary-eyed. That sort of heartwarming story.
A: It’ll show up soon in a side story. Thank you.
Q: A comedy caused by the Lewes clones being sent to various villages after finishing their education. The people around them are bewildered by each one’s individuality, the existence of multiple copies of the same face causes urban legends, Subaru is thronged by groups of clones looking for a name after they learn he named Lewes, and the lolicon butler will be overjoyed since the Lewes’ spirits are probably young. There’s an abundance of content in this, isn’t there?
A: Thank you very much. I’ll put it in stock.
Q: A story of Lewes and the clones, frustrated that no one can tell them apart, they look for ways to differentiate themselves. Changing hairstyles, making nametags, changing their clothes, things like that.
A: Nametags and hairstyles sounds good. I’ll keep it in stock. They’d all end up something like Alpha, Beta, Gamma, Theta, Sigma, Omega.
Q: A story of when Rem wakes up, she drives off Otto, thinking he’s a suspicious person. Thinking about it, out of the Emilia camp, Otto is the only one Rem isn’t acquainted with.
A: It would be unfortunate, since their personalities don’t seem like they would clash. Otto being oppressed, and Rem making polite, pointed remarks. Business as usual at the Roswaal estate.
Q: A story of Rem waking up and, not knowing the old mansion burned down, speaking very fondly of her memories of the old mansion. I think it would be very awkward for the parties responsible for it burning down.
A: And so it begins, fiercely blaming one another…… Collapsing bonds, and murder behind closed doors. In the end, who will survive…!?
Q: “And so it begins, fiercely blaming one another……” I can only imagine this ending with Otto tear-streaked face as he takes the blame for everything. Even without that, they’d probably avoid the topic…...
A: Well, they’ll blame Guiltylowe, just like you’d expect.
Q: I’d like to read a comedy about Ram, who is now more free to act due to her contract, attempts to approach Roswaal, but time and again, Subaru accidentally gets in the way.
A: Thank you. I’ll keep that in stock with the other content.
Q: A story about Ram, taking care of Rem as she sleeps, noticing that Rem’s chest is bigger. She’d forget every time, so only the uneasy feeling would build up.
A: It’s not like her memories of Rem are being lost every time, you know? The previous ones were taken away, but now they accumulate. That doesn’t change the fact that she’s uneasy, though.
Q: Roswaal’s work. Especially stories of meeting other nobles, dignitaries, and leaders. Even more interesting if he’s meeting them for the first time.
A: Sounds fun. :)
Q: Roswaal turning the tables on Subaru. A story where he requires that Subaru take an attitude suitable for his position, for just one day. Subaru is always restless, so wouldn’t it be good to have him settle down now and then?
A: Aside from Ram, it seems very likely that everyone would tell him ‘You’re one to talk’, and they’d both look bad. Well, maybe someday there will be a scene where Subaru acts like a knight, and maybe not.
Q: A ‘Let’s eat pepples’ event for Roswaal to get back at Subaru and Emilia. (note: pepple is that world’s word for green pepper) Taking the opportunity to eat together with one of the other royal candidates and their knight, it wouldn’t do at all to not eat all of the food they offer.
A: I would like to do a story somewhere about food and nobles’ manners, so I’ll keep that in stock.
Q: A story of how Roswaal enjoys Otto’s reactions, and tries, with good intentions, to get them to work together.
A: I would like to do a story centered on Roswaal, indeed. Stocked.
Q: I’d like to read a story of Roswaal and Beako remembering and reminiscing about the days back when Echidna was alive.
A: Thank you. Roswaal would deny it, so look forward to that story on the “Roswaal L. Mathers” round.
Q: I’d like to read a story where, in an interlude, Otto tries to turn a profit but the situation worsens, and in the end, all his efforts are in vain and he earns nothing.
A: Thank you. That’s pretty close to the Second Mayonnaise Scramble.
Q: A story where, out of kindness, Otto forgoes an opportunity to turn a profit, or a bittersweet tale of an adventure from Otto’s days as a merchant.
A: I get the feeling that stories that feature Otto will often a bit gloomy.
Q: Spring comes for Otto. (note: seems to have a connotation about finding love)
A: It won’t come.
Q: A decoy plan where Otto is used as bait to draw out a criminal. I think he could probably catch a lot.
A: I can’t think of a concrete example; what do you mean? If you mean he’s likely to get mugged in town, Subaru’s no slouch there either.
Q: A What-If story where Otto is summoned to modern Japan. A: There’s a fairly high demand for a What-If story where everyone comes to modern Japan, so I might do one sometime, and I might not.**
Q: A story where Otto attempts to recover the cost of the oil that burned, and accidentally proves his usefulness to Roswaal. Now he’ll never get away…...
A: Really, it’s already too late for him to get away. Also, doing it accidentally is more Subaru’s thing.
Q: Word of Otto’s ability to speak with animals spreads among beasts, leading to a great animal migration to Roswaal’s domain.
A: Setting aside whether word would spread among animals, a story about an animal doctor sort of thing might be interesting. Stocked.
Q: Otto’s family learns of his good fortune, and are wonderfully happy for him. They’re so happy they throw parties, and so forth. Otto’s luck is terrible, and he actually died in several loops, so when they learn that he’s alive, and is acting as the Minister of Internal Affairs of Roswaal’s domain, how overjoyed they must be.
A: Firstly, the Suwen household expected about a 50-50 chance of him dying, so they’re very joyful. On top of that, the entire Suwen household holds a boisterous festival, but when Otto returns to his hometown after a long absence, the daughter of a local authority holds a grudge against him, and once again makes an attempt on his life; Otto is in big trouble. Look forward to “I Went Back to my Hometown, but I was Targeted by a Hitman”.
Q: A story where it seemed that an assassin was trying to kill Emilia, but they were actually after Otto.
A: It seems like it would turn into a comedy where the assassin is a bit incompetent, too.
Q: A story where, in order to erase his unfairly poor reputation as a merchant, Otto enlists the rest of the three guy group to try to sell merchandise. Subaru, who is skilled at sewing, and Garfiel, who is good with his fingers, make things, while they’ll be sold by...
A: Let’s leave that to someone else…...That would certainly be safer……
Q: A healing journey called Garfiel’s Magic Practice.
A: Actually, when he was practicing magic in ‘Sanctuary’, he would go around and heal everyone’s injuries, while complaining under his breath, I think.
Q: A story where Garfiel, in order to utilize his Blessing of the Earth Spirit, often travels suspended beneath a dragon carriage, and this leads to strange urban legends spreading through Roswaal’s domain. A vengeful ghost that hates dragon carriages, or a monster that chases down dragon carriages, and so on.
A: Interesting, stocked.
Q: I’d like to read a story where Subaru finds Garfiel as he’s trying to make a grave for Elsa, the first person he’s ever killed, and as a result, Garfiel looks back again at the series of events in arc 4.
A: Thank you. Please look forward to the “Garfiel Tinsel” round.
Q: A story where Subaru tries to teach Garfiel about things like yankee style and chuni (note: yankee style seems to be a Japanese view of American culture, and chuni refers to chuunibyou)
A: I think I’ll be able to do that a little bit at a time through their interactions during the story.
Q: A story about Frederica, unable to be angry at him for it, nevertheless fretting about Garfiel running around helping people while using that embarrassing name. Hearing rumors of Gorgeous Tiger every time she goes out shopping. I think it would be really embarrassing.
A: Gorgeous Tiger is already a bit famous in a part of the Roswaal domain.
Q: A story where Frederica gets dragged in along with Garfiel, and joins him in posing and saying his catchphrase.
A: Cute. I’ll keep it in stock.
Q: A story where Frederica is trying to think of ways to not frighten people, and before she realizes it, someone sees her. She’s doing things like trying girlish poses, and changing the way she talks, perhaps.
A: There’s no question it’s Subaru’s doing...stocked.
Q: “Petra, her First Errand - Capital Edition” She easily and skillfully completes her task, but ‘Oh no, it’s terrible!’ she gets tangled up with Ton, Chin, and Kan, but Frederica and Subaru were secretly tailing her, and the fear of their murderous expressions alone is enough to drive off the trio; I’d like to read that kind of story.
A: Thank you. Due to their circumstances, Ton, Chin, and Kan aren’t in the capital, but although it may take a slightly different form, I’ll keep it in stock. Please look forward to the extra chapter “The World Petra Saw”.
Q: A story where Clind is treating Petra after she was lightly injured, or something like that, and Subaru doesn’t want to leave Petra alone with Clind so he accompanies her, but somehow Clind’s sincere words about the essentials of being a servant leave Subaru unexpectedly moved. But he’s still a lolicon, so Subaru’s feelings are mixed.
A: After this, in stories set between arc 4 and arc 5, I think there will be several chances to use this as a side story. Finally, there’s a period where I can put mature stories...
Q: A story where Annerose and Subaru cooperating for their shared goal (Emilia). Preparing a birthday present or something like that. Subaru gets along well with little girls, so they should be able to get along well until they complete their goal!
A: Annerose is more mature, so it seems like she might make concessions and things would go well.
Q: A story where Subaru’s parents come to the world where Subaru is for a brief time. When his parents return to their world, they both think it was just a dream.
A: Thank you. I’ll keep it in stock.
Q&A Pastebin
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