I want to hear your Time Travel adventure stories

Had an encounter in one game where my PCs opened a sealed temple and released an ancient lich. He immediately flew to the mysterious temple - a time machine - and traveled back to the ancient past and conquered the world. Oops.

The PCs then find themselves in the bodies of their "alternate universe" counterparts, desperately fighting their way into the evil lich-king's stronghold. They determine how to use the time machine, and discover that if they were to travel back to the same instant the lich did, they'd effectively "collide" - destroying the lich and the machine, restoring the timeline to normal.

They get to the command center of the machine and find the lich is now a demi-lich. I (the GM) get to mercilessly soul-kill the PCs one by one as they attempt to activate the machine before it's too late - but they're heroes, and in the last instant obliterate themselves, the lich, and the machine, saving the universe.

The PCs wake up the next morning with the most unusual memories...
 

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I ran a series of adventures not too long ago with a time travel twist. (bear with me, this is a long plot line)

The PCs' recurring villian kidnapped the younger sister of an NPC ally, and then sent them on a scavenger hunt as a ransom.

In the process of the scavenger hunt, the PCs did some... questionable (though non-fatal) things.

They gave the BBEG his ransom, which they had determined were components to an evil magical item, and got the girl back. After getting the girl, they managed to detroy (at range) one of the items, precipitating a fight.

Several of the bad guys got away.

While the PCs were delivering the little girl to the hospital, they discovered that one of the bad guys had been following them around, basically murdering anyone they came into contact with after they left (so in addition to some breaking and entering, they were now up on multiple murder charges). They were now being hunted by a squad of paladins.

They got the heck out of Dodge.

Reasoning that the BBEG would try to replace the item destroyed earlier, they returned to the temple where they had obtained it. And found the bad guys, with a hostage.

Taunting and a fight ensues.

PCs destroy the BBEG (for now - he's a low-powered lich variant, and they don't know where is phylactery is.)

PCs run again, figuring they are only a hour or two at most ahead of the paladins. They are feeling pretty good - they have stopped the evil plot for now, at least, though they are still in trouble with the law.

At this point, I sent them off onto Penumbra's Save the Last Dance, an adventure where you wind up at some indeterminite time in the past.

run through that, return to real time. They continue on their way, thinking that they arrived at exactly the same time they left, though there are no signs on the road of their earlier passage.

They shortly arrive at the monastary where they were going to seek sanctuary, and find out that, in fact, it is a week before they left.

So, the return to the city, now armed with a great deal of knowledge about what's about to happen. The immediately set about finding the lair of the bad guys and tracking their movements, as well as studiously avoiding their past selves (with no prompting from me - they all unanimously decided that it would be a baaaad idea).

Some background - on their first encounter with this BBEG, they raided his lair, and nearly had their butts handed to them on a platinum platter, though they were eventually victorius (mostly due to some seriously crazy monk antics).

And here is the moment I'm most proud of them for. Rather than (as I anticipated) immediately kicking down the door and assaulting his new lair, they waited, set an ambush on their own turf, and decimated the bad guys as they were attempting to kidnap the little girl, without taking a single HP of damage.

Then they called in the squad of paladins and undead hunters and let them clean out his lair.

It was brilliant. And beautifully planned. Major XP bonus for being smart and learning from prior mistakes.

Though I did have some great stuff planned for his lair.

oh well.

jtb
 

My campaing is, in short words, a very long time travel twist. They are currently two hundred and fifty thousand years in the past, trying to avoid the bad guys to archieve omnipotence. The trick part is, the characters know something of what they are going to do (for example, they gave themselves some magic items they had to use) that could cause problems or result in a great campaing. I´ll see.
 

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

Let me first say that I heavily contributed to the Netbook of Time which is a free netbook, well done, on the subject of Chronomancy and Time travel.

Long ago I did run an ambitious campaign which involved time travel. My error was to put evrything on the shoulders of one PC, and finally the campaign was never finished. However the plot was:

Somewhere in the future, a group of high level adventurers prevent the plans of a great evil villain to be completed. The villain (a mage) sends assassins back in time to kill them before they begin their quest.

So, the campaign begins when the adventurers are attacked for no reason, by demons and the like. They are nonetheless saved by a strange knight who doesn't reveal his identity, but gives the party's knight a great magical item, plus some directions as what they will have to do in the future, and some warnings. What the PCs didn't know was that the mysterious knight, actually was the party's knight coming from the future, and helping himself when it all began. Then, the story would build up until they would have to go back in time and save themselves, fighting against the demons that had tried to kill them during the first adventure.

The problem was that this plot did oblige me to railroad the campaign, reason for which it aborted before the end.
 

Time travel! My bread and butter. Oh, let me count the ways I've used it...

1- A death knight in Ravenloft is playing with a time orb. Its unstable effects spread across the countryside the PCs are journeying in and *whap* send one of the party into the near future, where he sees an attack by manticores. The adventure proceeded and the party was indeed attacked by the manticores. As the adventure continued, two or three more times a different PC was shifted into the future. One saw the future selves attacking the death knight in his castle's audience chamber (and see a fellow get stabbed through the back!) and another was sent farther along into the future to see the party enter a chamber where a statsised elf stood in a pale shaft of light and the NPC triggered a trap before the PC returned to the present. This latter bit was made up without knowing what it meant but it turned out to be one of the key moments in escaping the Demiplane of Dread. All in all, a cool module where time distortions were a neat effect and not the module's premise.

2- I took my Realms campaign to WAR! Thay banded together with a group from Kara-Tur which possessed psionic statuettes that fanned the embers of racial hatreds into infernos. Thay, the Krie'lat (the oriental group), and their githyanki and red dragons allies swept across the Heartlands, pushing the PCs steadily westward. They eventually ended up in Waterdeep where they learned that the psionic statuettes each contained a psionically charged orb. The psionic stone was created when two "feuding" archmages destroyed themselves far beneath the earth to the south of Waterdeep. To keep this long story short, one of the City of Splendors' noble families (Brokengulf) possessed a time device. The PCs used it, and the knowledge they'd attained in previous adventures, to go back in time and stop the wizards from destroying themselves. The situation became quite murky when the archmages' true goal in the Underdark was discovered--destroying a mind flayer community and its elder brain. Could the PCs honestly stop the wizards from breaking the staves of power (retributive strike)--one action leading to the war-torn future and the other allowing the mind flayer community (already poised to attack the surface) survive? They did in fact stop one of the staves from being broken and that turned out to be enough as a return to the present revealed no all out Realms war. *whew*

This timeline resurfaced, however, in a later module when the time device of the noble family (now the PCs' home) was destroyed. The blast shifted the party into an alternate timeline where the Thayan, Krie'lat, githyanki alliance defeated all in their path. A resistance spurred on by Corymr was about to make a counterattack against Darkhold--a bad guy fortress--when the PCs arrived. The details are vague in my mind, but I believe the goal was to assist the resistance movement in exchange for magical passage back to Waterdeep. The PCs were victorious and, to return to their own time, destroyed the alternate timeline's time device in the same way it was destroyed at the adventure's beginning. The result was a temporally displaced noble villa and a goodly amount of gold still unaccounted for. :)

3- More recently, in another Realms campaign, the planet is about to come under devastating attack by a Dragonstar-ish weapon capable of hurling meteors at a planet to cataclysmic effect. The BBEG is none other than Orcus! His followers have been slaying a planet's population and then turning them into undead for the Demon Prince's vast army. A wizard from that cataclysmic future arrived in a previous module to warn of an unnamed threat. He then returned in a module we played only last Sunday to reveal what the threat really is! He brought along an object from the future and asks the PCs' aid in deciphering it. The item is a "chronostone" and, due to magical things going on to improve the party's lair, it reacts badly to the protective magics in effect and transports the PCs to the near future--after the bombardment of meteorites!

The party is picked up by a space ship, piloted by those who are searching for more powerful vessels hidden years ago by a colleague on Toril. By the end of the module, the PCs discover the combat ships and learn the rudiments of piloting them before blasting off to attack Orcus' weapon still orbiting the planet. However, the party is unsuccessful as a half dozen demons teleport into the engineering section and destroy the ship's power systems. The meteor thrower's unmanned defense ships blow apart the PCs own vessel. The blast destroys the ship and, by the same quirk that brought them to the future, causes the "chronostone" to send them back to the module's beginning. The chronostone is quite ruined, but the PCs now have the knowledge to stop the weapon--where the futuristic ships are, how to use them, and what guards them and the meteor thrower. Only time will tell if they're successful...
 

Yeah that's a tricky thing, not railroading your players along. And a fundamental problem if your players don't have a explicit understanding that they need to go along.

That's why in the end I decided to use dream sequences. This way there is some ambiguity about whether the events actually happened or didn't. They'll eventually find out, but at the moment they are in the middle of the whole thing, not sure if it's real or if it's (no, not Memorex) not.
 

The best time travel story I ever ran was our 10th year anniversary game. It was basically a variation on the old go-back-in-time, accidentally kill a butterfly, move-forward-again and everything's changed theme. Instead of a butterfly I used an orc.

The module began when a divine being called together six playing characters, explained to them that an enemy had gone back 10 years in time, killed an orc, and in the alternate timeline they had all died. Basically, Game #1 (in 1982) had started with the party leader (an NPC) having been killed by a group of orcs. The wizard had killed the orc leader prior to the attack, and without their leader the remaining orcs were no match for the party, thus the party team leader never died and led the party in different directions than the original modules had unfolded without him.

The six dead characters were given the power to possess bodies in a manner similar to D.C. comic's Deadman. They had to locate someone in the alternate timeline with a time travel device, use it to go back, and put history back on track (which they did by possessing the remaining orcs and making sure the NPC leader died this time). The was great having them interacting with the alternate version of their other characters. It was one of the best modules I ever ran.
 
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