meltinbradley
First Post
My players are almost epic in level and yesterday during the game they began discussing something that I did not anticipate: Time travel. The reason for time travel is because the world they are on has been blocked from off world travel. Of the several trails they have they feel that going off world and taking care of some things in other places is their best option at the moment. (portals are closed, spells that allow for planar travel do not work, etc. There are ways to get out they just need to dig.)
They want to travel to a time when the world was not blocked from planar travel. This, to me makes sense and ill allow it if they are able to figure it out.
The PC's have been cursed by a new race of "abominations" similar to demons/devils but from a place beyond their known universe that dont follow the normal rules and laws of their own universe. This means these abominations have a lot of abilities the PC's have never seen and many immunities.
These abominations are able to locate the PC's wherever they go and because they are "different" they are very difficult to kill. Aside from their quests and building the campaign itself they are constantly running a game of cat and mouse with these creatures. These creatures dont care about time, space, or distance.
Im not particularly interested in the PC's traveling back in time, on the other hand I feel a DM needs to be open minded and open to things they may have not thought of. With that said, I dont mind that they time travel, but because the fabric of space and time and just the universe itself is in a very delicate time right now I want them to realize that time traveling at this point in time to any point whether it be future or past will have unforseen consequences.
I am aware of the extraplanar creatures who hunt those who tamper with time. Also since the PC's are "marked" by these new abominations they will have the ability to follow them. So time travel will allow them to go off world but not hide them from the abominations nor the time keepers.
Theres been enough hunting going on and another group hunting the pc's is going to make things more difficult (and more fighting, which i want to aviod) but im looking for something else. A sort of paradox that would not destroy the world but something that would give any high level group pause before doing, but at the same time because the stakes are great they might be willing to attempt time travel even with setting off this particular paradox.
The question is I cant think of anything at the moment. This just happened last night so I have some time to think about it, but would love some nasty creative ideas.
I have a smart group, I need things to make sense. The deeper and/or crazier, the better as long as it makes sense.
It doesnt have to be something that affects the world or the known universe, it could be something that affects the players themselves as well, or both. I just want something that is not combat based. Would love to hear some ideas from you guys.
Thanks,
MB
They want to travel to a time when the world was not blocked from planar travel. This, to me makes sense and ill allow it if they are able to figure it out.
The PC's have been cursed by a new race of "abominations" similar to demons/devils but from a place beyond their known universe that dont follow the normal rules and laws of their own universe. This means these abominations have a lot of abilities the PC's have never seen and many immunities.
These abominations are able to locate the PC's wherever they go and because they are "different" they are very difficult to kill. Aside from their quests and building the campaign itself they are constantly running a game of cat and mouse with these creatures. These creatures dont care about time, space, or distance.
Im not particularly interested in the PC's traveling back in time, on the other hand I feel a DM needs to be open minded and open to things they may have not thought of. With that said, I dont mind that they time travel, but because the fabric of space and time and just the universe itself is in a very delicate time right now I want them to realize that time traveling at this point in time to any point whether it be future or past will have unforseen consequences.
I am aware of the extraplanar creatures who hunt those who tamper with time. Also since the PC's are "marked" by these new abominations they will have the ability to follow them. So time travel will allow them to go off world but not hide them from the abominations nor the time keepers.
Theres been enough hunting going on and another group hunting the pc's is going to make things more difficult (and more fighting, which i want to aviod) but im looking for something else. A sort of paradox that would not destroy the world but something that would give any high level group pause before doing, but at the same time because the stakes are great they might be willing to attempt time travel even with setting off this particular paradox.
The question is I cant think of anything at the moment. This just happened last night so I have some time to think about it, but would love some nasty creative ideas.
I have a smart group, I need things to make sense. The deeper and/or crazier, the better as long as it makes sense.
It doesnt have to be something that affects the world or the known universe, it could be something that affects the players themselves as well, or both. I just want something that is not combat based. Would love to hear some ideas from you guys.
Thanks,
MB