I can't get back. [Archive] - Wizards Community

Post/Author/DateTimePost
Radijs

03-17-06, 03:35 PM
Oh waily waily waily! Me poor ol druid is in trouble!
(Just so you know this is a good thing and a good topic!)

A few sessions ago we where having a wonderful time being bold braving new frontiers and trying to stop an evil empire from dominating the world by rallying the free people left on the planet. And inbetween we decided to help the elf king by returning his daughter to her. It turned out that she had been captured by a trio of hags from which we where forced to flee.
The one we faced had an armor suit which had children attatched by chains and it imposed a 50% chance of us hitting a child instead of the hag.
This miss chance caused me to maul 2 of the children to death and gave me some serious troubles in my head later on. feeling guilty I decided that I would no longer trust myself wildshaping on account on blaming that ability for the death of the children.
Some teleportation was involved so we had to take a boat back to the kingdom but we sent a message ahead so the king could send some more powerful men after the hags. Turns out later that the remaining kids had been rescued. But that was much much later.

You see we had this little dagger which was made from a kind of metal that sucked away all arcane magic. The wizardly order one of the party members is a member of thought that it would be a better idea if it was destroyed so a ritual was prepared and executed to blow the thing into oblivion.
This ritual failed.
We where hurled about 500 years into the future.

Once there we found out that the current queen of the elves is the princes we failed to rescue 500 years ago and that she has gotten some serious trauma from the druid that mauled two other children while fighting a hag. She has outlawed druidic circles and hunted down all the druids in her land executing, imprisoning and torturing them. Again my druid is not happy and promptly declares: Im going back in time. No matter what the means, no matter how hard the road he is going to go back and set things right!

So how do we do this? We communed with the gods asking if it was possible. They said no! We cannot get back!
So now I'm going to face the druidic circle in a city outside the elven kingdom to face my judgement.
Still I'm saying nuts to that. What do the gods know anyway? I'm gonna find a way back if its the last thing I'll do.....
Shaggy_Shaggs

03-17-06, 04:14 PM
When the gods say "no" to something non-negotiable, that's generally the time to get to work on becoming a god yourself and saying "yes".

Check into the world history. Did any of the current gods start out as mortals? Find out how they ascended. If they used a set of powerful artifacts and some ritual, learn the ritual and recover the artifacts. If they ascended through gaining worshippers, get out there and work the PR, get yourself some worshipers.

If there is no history of mortals ascending to godhood in that world, things become a bit more tricky. Find the most powerful spellcasters of every stripe in the land, and study with them. Learn what each kind of magic can do on its own, and what it can't. Find out how to combine them, see if you can't work out a spell series or ritual of your own to ascend to godhood. Let your DM know you're serious about this, and that if there is some way for you to achieve divinity in his world, you're going to find it or die trying, so he knows he'll need to work out the answers some tricky questions about the nature of the gods in his campaign, and decide whether to work in options for you or not.

If all else fails, I believe there's a build over at CharOp you could try in order to give the silly inflexible gods a taste of the back of your hand, go back in time easily and get your rescue on, but it's a gamebreaker so consider that an absolute last resort.
Bruunwald

03-17-06, 04:15 PM
Perhaps your DM is just putting up a barrier and there is a way back. If your DM plays it your way, it may be possible to stop it all from happening.

Here's why you couldn't in my game: Temporal mechanics.

See, if you go back in time and stop the hag from linking the children up, or kill her when she's young, or stop yourself, or do anything that stops those children from dying, then you will have also undone the reason for going back in time to stop it.

You will have no memory of the children dying, moreover, no reason to be hurled into the future, thus, no reason for going back. Thus, you will not go back, you will not save them, and the original timeline will revert and again play itself out.

You will then have killed the children again, and the whole process will start all over, playing itself out for eternity without your knowledge- they're dead, they're not dead, they're dead, they're not dead - unless somehow some small random element changes that causes a different outcome somewhere and breaks the loop.

Whew!
R2

03-17-06, 04:44 PM
Time travel is always tricky. But maybe he can at least branch the timeline so that somewhere, there's a universe where the elf princess wasn't traumatized and the druids weren't hunted down.

Nuts to you, non-time-fixing gods! I'll fix it if it's the last thing I do!

And when you do fix it, that's when you ascend to the status of God of Time. Ready for divine rank?
Radijs

03-17-06, 04:56 PM
I've thought about time travel before (sci-fi is another hobby) and I'm not going to interfere with myself.

I intend to only interfere after the earlier me has left fleeing from the three hags. The way it happened it leaves me with a window in which to act before the earlier me returns to the elven kingdom to report the failure.

The only thing is that when the earlier version of me is hurled into the future he will not see the chopped down druidic tree and learn of the massacre that ocurred. So I will have to send a message to myself to do all that.
Its tricky, but it can be done.
Deekin

03-17-06, 05:39 PM
http://wizards.com/default.asp?x=dnd/pg/20030409b

Teleport Through Time
Transmutation [Teleportation]
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 round
Range: Personal and touch
Target: The character and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 50 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.

This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time.

Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst.

The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.
Temporal
Distance Traveled Temporal
Drift* Chance of
Mishap
1 day to 1 month +/- d8 minutes 5%
1 month to 1 year +/- d8 hours 7%
1 year to 10 years +/- d20 hours 10%
10 years to 100 years +/- d8 days 15%
100 years to 1,000 years +/- d20 days 20%
1,000 years + +/- d20 months 25%
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).

In the case that a traveler meets himself, the two travelers instantly lose control and attack each other with every ability and item at their disposal. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling.

Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.

Material Components: The material components of this spell are a pinch of dead skin, a drop of oil of timelessness, and a flower grown in soil untouched by any intelligent creature since the desired destination time. The flower must be picked during the casting of the spell. Untouched soil is defined as soil that no creature with an Intelligence score of 3 or higher has walked on, touched, or disturbed in any way, and it is usually found in remote locations (putting soil in a portable container disturbs it). The caster does not know whether the soil has been disturbed too recently for the time travel attempt, and many wizards simply use trial and error to find suitable locations. In short, you must find a pristine area to cast this spell, then you travel back in time to the exact same location at which you cast the spell. Because important events in a character's life are highly unlikely to take place in pristine locales, it's unlikely you'll have the ability to use this spell to make two of yourself to appear in the same place at the same time. Once you cast the spell in a particular location, it is no longer pristine, making it even more difficult to arrange for three or more of your future selves to assemble together.

XP Cost: 1,000 XP.

Part 3 gives information on the survey constructs and some ideas for using this portal in your campaign.
Kapalen

03-17-06, 06:40 PM
that elf queen is crazy. Killing 2 druids amy be kind of justifiable in a weird way, but going out and torturing all of them? I say just kill her and teach her not to mess witht he druidic order. Or confront her and ask her how she justifies dozens of druid deaths over the killing of 2 children, despite all the good the druid(s) did in the past; ask why she doesn't blame the hags instread of the druid, or blame herself for being captured in the first place. That'll teach the b****.
Borne Of Hate

03-17-06, 06:53 PM
how about you have a powerful wizard cast WISH on the situation?
have the wizard wish that you had never killed or injured the children when fighting the hag five hundred years ago

is there some rule against wish in your campaign?