Page 1009 - Dual Psych

6th Jan 2018, 6:00 AM
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Dual Psych
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Newbiespud 6th Jan 2018, 6:00 AM edit delete
Artist: ChrisTheS

Ah, another ancient callback is mentioned. Here's the page you might be looking for.


BackSet 6th Jan 2018, 6:01 AM edit delete reply
Hi there. I a, first by some magical means. Story time idea: tell a story about a time you made a callback to something that happened earlier in a campaign.
Hariman 8th Jan 2018, 1:03 AM edit delete reply
I'm a "veteran" of the 3.5 Living Greyhawk setting, so most of my callbacks to prior events weren't all that fun, due to the ham handed way that setting was ended to force the 4E changes to the setting.

Literally, the big storyline that spanned more than a half dozen modules ended in "If you did x, evil is released!, and if you do Y, evil guy takes over because you gave him power! Welcome to 4th Edition! Where we're all points of light in a dark world!"


Most of the other modules didn't have much in the way of continuity, beyond a few minor things here and there, at most.

Some of it was much fun though, as certain modules still stick in my head, due to quality writing and good setups for the mystery, or just plain interesting events/enemies/characters.

Desecrators of the Lords' Tomb was a particularly memorable one, though the story is too long to tell here in the comment section.
Dusk Raven 8th Jan 2018, 3:46 PM edit delete reply
I don't mind being a point of light in a dark world, but there's no point unless you can spread the light.

What makes a setting too grimdark for me isn't when there's too little good, it's when there's too little hope.
hariman 8th Jan 2018, 7:11 PM edit delete reply
My problem with being a point of light in a dark world was that they took a reasonably light world, and instead of just clearing off the map and saying that new threats had arisen, they deliberately took the current setting and dipped it in the worst type of mud to make it dork. Er, I mean, dark.

The writers of Living Greyhawk literally made the end of a 2 year campaign be "The world goes shitty because we say so, what you did meant nothing other than whether or not this certain city survived or got taken over. And even then, a bad guy still takes the crown anyway, so nyeh."

It was the insulting slap in the face of losing the agency the players had once had to influence campaigns, applied to a setting that the company wasn't even going to use as its flagship setting.

So, literally, the Living Greyhawk setting went dark no matter what, despite some really impressive and hefty risks by the players (Including a specifically composed level 15 kill squad to try to get rid of the strongest of the enemy units during the final Convention based "Interactive", where around 20 tables are all organized to play towards the same goal, which succeeded but actually lost a character or three to permadeath to do so.)...

And not only does Greyhawk go dark anyway, Forgotten Realms takes over as the new primary setting.

It sucked, hard.
Hariman 8th Jan 2018, 7:20 PM edit delete reply
But... then there were Living Greyhawk mods like Desecrators of the Lords Tomb, where you set off into the titular Lords Tomb of Greyhawk to rescue the soul of the daughter of an innkeeper, because she stole jewels from the Lords Tomb in an effort to save her father's inn.

Upon heading in, you're warned by guards to not steal anything, and that the place is a maze.

The guide the party finds is a ghost, who wants you to retrieve his pet skeletal dog Boney... by singing while you search, because the dog likes singing instead of regular calls.

And the PLAYER must sing to get the bonus on the search checks.

After finding the dog, and getting guidance to return the jewels/save the girl's soul, there's also the mysterious Drow who offers piles of gold and gems to kill a noble's ghost in a nearby tomb.

Our party, having SOME sense, talks to the Noble's ghost, and actually secures help solving the original problem of the innkeeper being harassed by a descendant of said ghost.

Oh, and the rest of the party got teleported to jail for MONTHS and went insane because they thought it was a good idea to take the "drow's" treasure. My character was the only one that didn't.

I literally played this over a decade ago by now, and I still remember it well.
Hariman 8th Jan 2018, 7:39 PM edit delete reply