PaladinAsh
Mongoose
Hey,
So I kinda painted myself into a corner here by letting my PCs wander all the way from the Black Kingdoms up to Hyperborea and now they've completed their campaign in the southernmost province and need to go East.
Had a wise idea to have them 'discover' a wrecked entrance to a subterrainean Acheronian city, wreathed in eldrich horrors and decay.
...thing is, I have little experience with how underground lore goes in the REH world. I don't want it to turn into a forgotten realms drow crawl or a 4.0 random encounter battle all the way, so how do I create this extravagant but decrepit world, so far beneath the Graaskal mountains and give it it's own flair?
Any GMs (or players!) have insight?
Thanks!
PA
PS: While I'm at it - anyone have any literature they can link me to that details what Mu is like? For some reason, my group wants to make that their final, last game objective, to sail to the wilds of Mu...
So I kinda painted myself into a corner here by letting my PCs wander all the way from the Black Kingdoms up to Hyperborea and now they've completed their campaign in the southernmost province and need to go East.
Had a wise idea to have them 'discover' a wrecked entrance to a subterrainean Acheronian city, wreathed in eldrich horrors and decay.
...thing is, I have little experience with how underground lore goes in the REH world. I don't want it to turn into a forgotten realms drow crawl or a 4.0 random encounter battle all the way, so how do I create this extravagant but decrepit world, so far beneath the Graaskal mountains and give it it's own flair?
Any GMs (or players!) have insight?
Thanks!
PA
PS: While I'm at it - anyone have any literature they can link me to that details what Mu is like? For some reason, my group wants to make that their final, last game objective, to sail to the wilds of Mu...