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<blockquote data-quote="Napftor" data-source="post: 3279712" data-attributes="member: 617"><p>Weird things with adventures? Oh, let me count the ways. Since you likely know my penchant for time travel, keep that in mind when reading these...</p><p></p><p>*2e game: A death knight had gotten ahold of a time travel artifact in Ravenloft (no, not Soth). Unfortunately for him, using it proved more difficult than he thought and the item sent out periodic waves of time distortion. Throughout the adventure, I had spots where a single PC (called a DPC in my notes for "displaced PC") would jump forward in time. One was able to see an attack by manticores before it came. Another jumped back in time to just before the adventure. A third DPC travelled forward to the battle with the death knight's forces to witness a sneak attack kill a PC (which he could then prevent). A final time jump sent a DPC forward to the campaign's finale (which I had only sketched in my mind) to see the party try and release an elf from some kind of stasis only to have the room they were in seal around them ominously.</p><p></p><p>*2e game called "No Regrets": My NPC Napfor (FR cleric of Lathander) was a member of a group before the current PCs. Something he did killed that group and he lived with that grief everday (unbeknownst to the PCs). When Napftor was hit by a special psionic dart (aka plot device) at the start of the adventure, the effect somehow trapped all of the PCs in this memory of the cleric's past. They played through that disastrous adventure in his mind, Napftor none the wiser and calling the PCs by his old companions names. The PCs discovered that an adventure to slay some ice creatures turned bad when a green dragon inhabiting the same caves returned home. Napftor had an opportunity to bring down the cavern on his doomed companions while they fought the dragon. Since it was the only way to kill the creature, his friends had told him to do it but that was the decision he regretted. When the PCs realize what has happened they too know Napftor must make that same choice and that also frees them from the psionic coma.</p><p></p><p>2e game called "Revelations, part II": while my main FR campaign at this time involved thwarting the return of Bhaal to the pantheon, it also involved a solo mini-campaign with one of the players. He wanted to play an evil PC so I agreed. I had the enemy group of the main campaign offer him work after they "enhanced him" with powers. The evil PC (named Crius) worked to secure something needed for Bhaal's re-ascension and was then handed a special mission--kill the Open Lord of Waterdeep (where the main campaign took place). To do this, Crius was given a special item that would swap his personality with someone else. The best way to get at the Open Lord was to switch with someone who often saw him (which the good PCs qualified as!).</p><p></p><p>As DM, I knew it would be great fun to let the evil PC get amongst the good PCs so I told the player it was OK to have Crius' target be his bladesinger PC named Kaliban in the other group. The switch went flawlessly and disguised Crius joined the campaign. However, before he could carry out his mission, a Napftor from the future brought the good PCs forward a day or two in time to witness the aftermath of an enemy attack the enemy that wanted Bhaal's re-ascension). To make a long story short, Crius tried to kill a PC while in the future who was learning too much about him and was revealed for the enemy he was. A phaerimm that owed the group a favor was able to split the evil body from the good and Crius escaped before the companions could slay him (although he was left in the future).</p><p></p><p>2e game called "To Best Wishes": A long term foe used a <em>wish</em> ring to turn most of the PCs into goblins. I gave them goblin stats to use for the adventure. The mage Blackstaff in Waterdeep offered to change them back if they would perform an errand for which they were now perfectly suited. They carried out the mission (which turned out to be good reconnasaince for the campaign finale) and had their old forms returned.</p><p></p><p>2e game called "The Road Not Taken": When the group's time device is destroyed by enemy attack at the adventure's start, the waves of power throw the PCs into an alternate timeline wherein a previously defeated enemy group is now powerful and at war with the Realms at large. The PCs escape from behind the lines and eventually deduce that they must recreate the explosion that brought them here by destoying this timeline's time device (all the while avoiding death during the epic struggle going on around them).</p><p></p><p>If you're into time-related adventure, there's a short adventure I wrote which is on sale from Ronin Arts called "The 11th Hour." You can find that here: <a href="http://www.rpgnow.com/product_info.php?products_id=5628&" target="_blank">http://www.rpgnow.com/product_info.php?products_id=5628&</a></p></blockquote><p></p>
[QUOTE="Napftor, post: 3279712, member: 617"] Weird things with adventures? Oh, let me count the ways. Since you likely know my penchant for time travel, keep that in mind when reading these... *2e game: A death knight had gotten ahold of a time travel artifact in Ravenloft (no, not Soth). Unfortunately for him, using it proved more difficult than he thought and the item sent out periodic waves of time distortion. Throughout the adventure, I had spots where a single PC (called a DPC in my notes for "displaced PC") would jump forward in time. One was able to see an attack by manticores before it came. Another jumped back in time to just before the adventure. A third DPC travelled forward to the battle with the death knight's forces to witness a sneak attack kill a PC (which he could then prevent). A final time jump sent a DPC forward to the campaign's finale (which I had only sketched in my mind) to see the party try and release an elf from some kind of stasis only to have the room they were in seal around them ominously. *2e game called "No Regrets": My NPC Napfor (FR cleric of Lathander) was a member of a group before the current PCs. Something he did killed that group and he lived with that grief everday (unbeknownst to the PCs). When Napftor was hit by a special psionic dart (aka plot device) at the start of the adventure, the effect somehow trapped all of the PCs in this memory of the cleric's past. They played through that disastrous adventure in his mind, Napftor none the wiser and calling the PCs by his old companions names. The PCs discovered that an adventure to slay some ice creatures turned bad when a green dragon inhabiting the same caves returned home. Napftor had an opportunity to bring down the cavern on his doomed companions while they fought the dragon. Since it was the only way to kill the creature, his friends had told him to do it but that was the decision he regretted. When the PCs realize what has happened they too know Napftor must make that same choice and that also frees them from the psionic coma. 2e game called "Revelations, part II": while my main FR campaign at this time involved thwarting the return of Bhaal to the pantheon, it also involved a solo mini-campaign with one of the players. He wanted to play an evil PC so I agreed. I had the enemy group of the main campaign offer him work after they "enhanced him" with powers. The evil PC (named Crius) worked to secure something needed for Bhaal's re-ascension and was then handed a special mission--kill the Open Lord of Waterdeep (where the main campaign took place). To do this, Crius was given a special item that would swap his personality with someone else. The best way to get at the Open Lord was to switch with someone who often saw him (which the good PCs qualified as!). As DM, I knew it would be great fun to let the evil PC get amongst the good PCs so I told the player it was OK to have Crius' target be his bladesinger PC named Kaliban in the other group. The switch went flawlessly and disguised Crius joined the campaign. However, before he could carry out his mission, a Napftor from the future brought the good PCs forward a day or two in time to witness the aftermath of an enemy attack the enemy that wanted Bhaal's re-ascension). To make a long story short, Crius tried to kill a PC while in the future who was learning too much about him and was revealed for the enemy he was. A phaerimm that owed the group a favor was able to split the evil body from the good and Crius escaped before the companions could slay him (although he was left in the future). 2e game called "To Best Wishes": A long term foe used a [i]wish[/i] ring to turn most of the PCs into goblins. I gave them goblin stats to use for the adventure. The mage Blackstaff in Waterdeep offered to change them back if they would perform an errand for which they were now perfectly suited. They carried out the mission (which turned out to be good reconnasaince for the campaign finale) and had their old forms returned. 2e game called "The Road Not Taken": When the group's time device is destroyed by enemy attack at the adventure's start, the waves of power throw the PCs into an alternate timeline wherein a previously defeated enemy group is now powerful and at war with the Realms at large. The PCs escape from behind the lines and eventually deduce that they must recreate the explosion that brought them here by destoying this timeline's time device (all the while avoiding death during the epic struggle going on around them). If you're into time-related adventure, there's a short adventure I wrote which is on sale from Ronin Arts called "The 11th Hour." You can find that here: [url]http://www.rpgnow.com/product_info.php?products_id=5628&[/url] [/QUOTE]
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