| Post/Author/DateTime | Post |
|---|---|
| Just Justin02-10-05, 08:28 PM | Ok this may seem really cheese but I love Back to the future :D . Eberron Seems like the place to set up a Game. What I have so far House Cannith has Kicked out a "mad man" Then he builds a Time Machine and somehow gets the party to use it to go back to prevent the destruction of Cyre and the day of morning. But they accidentally Cause its destruction. Being apart of His plan, he uses them to create the magical boom. Now the party has to deal with the fact that they destroyed the nation. And Have to find this mad professor who somehow has gained a lot of wealth (Almanac ;) ) They Half to go back to one of the race's of the Eight wind and stop him from betting on The Winner. When they go back to the year 998 the time machine breaks or blows up or something so they can't use it to fix Cyre or mess with time Hate to have Doc end up evil :weep: but that give's it the betrayal feel :eek: That’s my Plan... I need to ether think of a better one or fill in the holes in this one please i need help :confused: |
| Takasi02-11-05, 01:38 AM | I think a time travel campaign would work very well in Eberron. Personally I would avoid the Mournland, however. How about this: An exoriate of House Orien hires the party to help him win back his rightful name. In order to redeem himself, the group must help him steal a lightning rail car so that he can pilot it for a few minutes. What he fails to tell the PCs is that he has an artifact that makes the rail car travel back to the year 955 YK, the year his mother fell in love with his father, an artificer from House Cannith. During the trip, the entire car is propelled back into the past. This would be a great short story for a group who is already moderately familiar with the Eberron setting. Imagine to their dismay when the car arrives in Terminus during the middle of the Last War? It would be especially cool if there was a warforged in the party TEN YEARS before the warforged are introduced by House Cannith! Give the party a time limit to track down the pilot before the entire car is "erased from existence". In the end, it turns out the only way they can return to the present is if they actually help the madman stop his own birth, thus preventing his meeting with the adventurers to begin with. You could then fill the middle of the adventure with grand, epic changes to the setting and then reset it in the end. Or if they want, the party can decide to stay in the past by not helping him and you can change your setting accordingly. What does everyone think? |
| Urko02-11-05, 01:54 PM | Yes, I must admit that those movies have long been a guilty pleasure for me, too. Takasi - an interesting take on the idea, but what is the madman's motivation for going back to his parents' meeting? Is he trying to prevent their meeting (preventing him from being exposed as a "mixed blood?") If so, doesn't he realize he will then cease to exist? What if he was merely trying to prove a theory and chose the year out of sentiment? Or, what if his father was killed shortly after siring him and the mad artificer has gone back to prevent that happening? Suppose he succeeds. It turns out that his father, had he lived, would have become a dangerous tyrant, uniting House Cannith and eventually bringing the whole of (Sharn? Breland? Khorvaire? - how far do you want to take this?) under his maniacal rule, based on his superior, and implacably deadly, warforged (based on getting ahold of a 'forged PC from the future and jumping the gun on the rest of his house - so now we throw in a little Terminator). The PCs can return to the future only to find that by helping save the father they've turned the world they know into a living hell and therefore must go back and undo what they did. Why stop there? Now we bring into play the old time machine malfunctions gag (the special Syberis shard it uses was damaged)! After ensuring the safety of their present, the PCs on their way home find themselves plunged all the way back to pioneer days, when humans were first settling Khorvaire and had to contend with hostile goblins, elves, orcs, and worse. Can they find what they need to repair their time machine while at the same time not interfering with what is to come? And what about that attractive young sage, with visions of a Khorvaire one day united as one benevolent nation? |
| Takasi02-11-05, 03:46 PM | All great ideas Urko. DM's could do quite a bit with time travel. In my scenario, the pilot is truly mad. He wants to prevent his mother and father from falling in love so that he ceases to exist. His warped mind believes he is a curse on his family, thus he wants to prevent his own birth. He doesn't want to kill his parents, he just wants to prevent them from falling in love. If the PCs wish to help him then they have to figure out how to do this. Perhaps one of the party members could try to court one of them, or use diplomacy. Or maybe they can prevent them from meeting. Perhaps the father met her while fixing the train after it was attacked, thus if the PCs can prevent the attack they can prevent the meeting. If he does succeed then he will vanish from existence. The heroes will also vanish since the pilot wasn't born and couldn't have had caused them to travel through time. It's a paradox. During the next campaign session you start off at the same time the last session started but without the encounter with the pilot. The characters have no knowledge of the adventure, though they should get some "supernatural" XP. |
| Daelkyr02-11-05, 03:55 PM | I ran into a theme of FR time Portals a while back that might prove usefull in these types of adventures. Link. (http://www.wizards.com/default.asp?x=dnd/pg/20030409b) Hope it helps. |
| Just Justin02-11-05, 05:37 PM | Thanks i love the paradoxs il defently use one of these |