Re: Agartha summons
A few ideas:
Cavemen--a spell that cheaply summons say 6 or more of these guys at a time.
Grue--3 headed blue-black worm things that vaguely resemble hydra hatchlings (to save a bit on sprite creation), but only have bite attacks, no poison. Stealthy, blind, 3 bite attacks, extremely weak, but gain a great deal of strength in darkness. Slow moving.
Low level spell that gives you a skeletal undead cavebear. Tougher than a normal skeleton, with all the advantages/disadvantages except for armour/weapons. 2 claw attacks, size 4.
Stygian Crawler--giant vaguely hermit crablike creature (shell resembles a cluster of stalagmites). 4 claw attacks, very slow but fairly tough, amphibious, decent prot, 1 eye.
Silent One--The Size 6 immobile skull of a gigantic Agarthan that's been encased in cave matter over centuries (thus both undead and construct). Excellent Prot, lots of hp, single bite attack, fear, blind. Useful for defense, to attract fire, and to break up charges.
Yogi--a spell that summons the identical Patala recruitable mage. Helps to better tie Agartha in to it's mythological roots, while providing a reasonably decent Astral mage.
Urgrue--Mother and Father of grues (hermaphrodytic, in other words). Unique summon, much more powerful high level SC/commander version of grue.
Agartha could also use more heroes, and possibly some forgeable items as well.
The reason I'm opposed to having whatever's behind the seal break free is because keeping whatever's there in it's prison seems to be integral and fundamental to the setup of Agarthan society. Release the Big Bad, and you make Agartha--which is already a tragedy--a meaningless, pitiful failure, as well.
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You've sailed off the edge of the map--here there be badgers!
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