Heinrich_Uberlich said:
For ages I have been toying with the idea of running a session/campaign with time travel being a major plot device. For instance two seperate character groups played by the same players but one group is in the present and the other in the past. What ever the past group does influences the present group, sort of like that movie 'Frequency'.
Anyone ever tried this or any other form of Time Travel related adventures?
HU
Way back while playing 1E, my Magic User found a copy of the Necronomicon that had a time travel spell in it. The DM had integrated some Cthulu stuff into the campaign.
Anyway, my MU was in need of an army and didn't have the $ to raise one. So using the spell he went back in time 300 years to an island on the opposite side of the planet taking several young male and female half-orcs with him.
The MU had presented himself to the young half-orcs as their god using a good disguise overlaid with several phantasmal force spells.
Prior to picking the island my MU did a Contact Other Plane and figured out that no sentient life was on the island nor would visit the island in the following 300 years.
Once at the island back in time, my MU went about clearing the island of any predators then helped the half-orcs build their settlement. The MU then had them build a temple to him and he installed a statue of himself in the temple (that looked as his disguise looked.)
The MU gave them his version of the ten commandments (be fruitful and multiply, etc.) and told them he would return in 300 years to judge them and lead them into a war to reclaim their homeland.
My MU then went back to the future, went to the island and rounded up his army.
It worked out ok. One of the few times the DM in question actually let my MU's plan work as planned.