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Advice on ways to continue my adventure
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<blockquote data-quote="BlackSeed_Vash" data-source="post: 7325234" data-attributes="member: 33580"><p>Definitely talk to the player first. If that doesn't fix the problem, here are some of the ideas that I'd consider:</p><p></p><p>[1] Rule that since that area is outside of time, anything that resets on a timer (recovering HP from Short/Long rest, spells, etc) do not function. The only way to heal there is medical treatment and spells/potions. This also means buffs/debuffs with a duration continue to function indifferently until they leave the area, where the countdown resumes. Spells that allow additional saves each round/new condition meet, function only when it is detrimental to player. IE, the NPC they used Charm on gets a new save as per the rules, but if one of them is under the effects of <a href="http://engl393-dnd5th.wikia.com/wiki/Blinding_Smite" target="_blank">Blinding Smite</a> they can't make additional saves until they leave the area.</p><p></p><p>[2] The talisman doesn't actually allow time travel, your party is actually hopping from one parallel dimension to another, ones that happen to run at different speeds. The talisman picks the dimension that most strongly resembles the ideal outcome for the "changes" they have made from the user's subconscious. [Before implementing this next bit, talk to the rest of your players and see if they'll play along.] The next time she abuses her trick, have her return to the "same" location; however, [if player agree to help] all her companions are the villains in this dimension, though this detail isn't so obvious when she first arrives; [if your players don't agree or you don't ask] she can't find any sign of her companions, the enemy or any indication that someone has been here for several months. Either way, she now needs to find her way back to her companions, or ones close enough to not try and murder her in her sleep. That or roll up a new character.</p><p></p><p>[3] The area the talisman brings the players to is draining XP from them while they are there. Since it sounds like she spends a considerable more time there than any other partly member, next time the partly levels, tell her she doesn't currently have enough XP yet. Does not have as big an impact if you hand out XP individually.</p><p></p><p>[4] Since you already had her miss her mark once, you could rule that excessive use causes the talisman to become more and more unstable; throwing their jumps farther and farther from the desired destination. Personally I'd make them roll to see if it dumps them in the past or the future.</p><p></p><p>[5] To deal with them meeting/touching future/past selves, steal from the Futurama movie "Bender's Big Score", where any paradoxes that might ensue are corrected with fatal results.</p><p></p><p>[6] This is a really bad idea... but give one (or more) of the BBEG's lieutenants the same or similar trinket. Now they're going to pull the same shenanigans as her... or worse, be there waiting for her in that area to try and kill her.</p><p></p><p>[7a] Have future versions of themselves come back in time highly deformed and insane with the intent to murder the party. Give these future selves access to a level or three higher class features, but none of the HP, proficients increase, etc. During combat, leave "subtle" hints in their mad ravings about the danger of excessive time-travel. Constantly blame the party, and especially her, of doing this to them.</p><p></p><p>[7b] Have an ancient looking and clearly dying future versions of herself comes back with a warning about the overuse of the trinket. Either one of the ideas mentioned, or that she discovered that constant use puts all of time at risk. Future her accidentally did so, shattering time which bringing about unspeakable chaos and death to all the planes of existence. It took her several millennia of grueling, excruciating and harrowing effort, to fix a tiny fraction of time... just enough to come back and warn herself. With future her's dying breath, sob out, "Please don't become me."</p></blockquote><p></p>
[QUOTE="BlackSeed_Vash, post: 7325234, member: 33580"] Definitely talk to the player first. If that doesn't fix the problem, here are some of the ideas that I'd consider: [1] Rule that since that area is outside of time, anything that resets on a timer (recovering HP from Short/Long rest, spells, etc) do not function. The only way to heal there is medical treatment and spells/potions. This also means buffs/debuffs with a duration continue to function indifferently until they leave the area, where the countdown resumes. Spells that allow additional saves each round/new condition meet, function only when it is detrimental to player. IE, the NPC they used Charm on gets a new save as per the rules, but if one of them is under the effects of [url=http://engl393-dnd5th.wikia.com/wiki/Blinding_Smite]Blinding Smite[/url] they can't make additional saves until they leave the area. [2] The talisman doesn't actually allow time travel, your party is actually hopping from one parallel dimension to another, ones that happen to run at different speeds. The talisman picks the dimension that most strongly resembles the ideal outcome for the "changes" they have made from the user's subconscious. [Before implementing this next bit, talk to the rest of your players and see if they'll play along.] The next time she abuses her trick, have her return to the "same" location; however, [if player agree to help] all her companions are the villains in this dimension, though this detail isn't so obvious when she first arrives; [if your players don't agree or you don't ask] she can't find any sign of her companions, the enemy or any indication that someone has been here for several months. Either way, she now needs to find her way back to her companions, or ones close enough to not try and murder her in her sleep. That or roll up a new character. [3] The area the talisman brings the players to is draining XP from them while they are there. Since it sounds like she spends a considerable more time there than any other partly member, next time the partly levels, tell her she doesn't currently have enough XP yet. Does not have as big an impact if you hand out XP individually. [4] Since you already had her miss her mark once, you could rule that excessive use causes the talisman to become more and more unstable; throwing their jumps farther and farther from the desired destination. Personally I'd make them roll to see if it dumps them in the past or the future. [5] To deal with them meeting/touching future/past selves, steal from the Futurama movie "Bender's Big Score", where any paradoxes that might ensue are corrected with fatal results. [6] This is a really bad idea... but give one (or more) of the BBEG's lieutenants the same or similar trinket. Now they're going to pull the same shenanigans as her... or worse, be there waiting for her in that area to try and kill her. [7a] Have future versions of themselves come back in time highly deformed and insane with the intent to murder the party. Give these future selves access to a level or three higher class features, but none of the HP, proficients increase, etc. During combat, leave "subtle" hints in their mad ravings about the danger of excessive time-travel. Constantly blame the party, and especially her, of doing this to them. [7b] Have an ancient looking and clearly dying future versions of herself comes back with a warning about the overuse of the trinket. Either one of the ideas mentioned, or that she discovered that constant use puts all of time at risk. Future her accidentally did so, shattering time which bringing about unspeakable chaos and death to all the planes of existence. It took her several millennia of grueling, excruciating and harrowing effort, to fix a tiny fraction of time... just enough to come back and warn herself. With future her's dying breath, sob out, "Please don't become me." [/QUOTE]
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