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THE GREAT MODRON MARCH

A 5th Edition Conversion


DM: Jacob Wagner

GUIDELINES FOR INQUIRING PLAYERS


THE ESSENCE OF A ROLE -PLAYING GAME IS THAT IT IS A GROUP, COOPERATIVE
EXPERIENCE . There is no winning or losing, but rather the value is in the experience
of imagining yourself as a character in whatever genre youre involved in, whether
its a fantasy game, the Wild West, secret agents or whatever else. You get to sort of
vicariously experience those things.
Gary Gygax

Campaign Setting
PLANESCAPE. The Planescape campaign setting was always a favorite for me
growing up and I have plans to run many campaigns through this wonderful
setting. Without actual 5th edition material published by Wizards of the Coast
there has to be a bit of home brewing involved to make this work. If you would
like to familiarize yourself with the campaign setting I would direct you to the link
below. I will also allow most of the optional rules/classes/races/backgrounds. Due
to the odd nature of Planescape I encourage players to create characters with lots of
personality and role-playing flair. For this reason, I will consider any additional
homebrew classes/races/rules if you want to bring them to my attention.
PLANESCAPE 5TH EDITION INFORMATION:
http://www.adnd3egame.com/documents/Planescape%205th%20Edition.pdf

Meeting Times
SATURDAYS AT 7:30 PM. There are several holidays this year that fall on a
Saturday so we will either cancel or reschedule the session based on how everyone
feels.

Attendance
DUNGEONS AND DRAGONS IS A GROUP GAME! I will be running a group of 5
players in order to maintain a consistent group of 4 adventures. This game requires
a group to play and your attendance is needed to maintain the feel and balancing of
the game. I understand however that family comes first and that things come up
out of your control. If 2 or more players cannot make it we will cancel or
reschedule.
WHEN YOU ARE NOT ABLE TO ATTEND PLEASE LET ME KNOW AHEAD OF TIME.
People block out their time in order to schedule gaming night. When you are a no
show or cancel at the last minute, you inconvenience everyone else in the group.
PLAYERS WILL BE GIVEN ONE ABSENCE AND/OR LATE PER MONTH. If attendance
becomes an issue or you miss more than one session in a month, you may be asked
to leave the group so that we can find a more reliable player. Everyone needs you
at the session to play.
IF YOU CANNOT COMMIT OR HAVE RELIABILITY ISSUES PLEASE MOVE ON. There
are plenty of one-shot adventures and whimsy campaigns out there. If you are not
able to commit to about 25 sessions of consecutive Saturdays (barring holidays)
please do not apply.

PLAYER CHARACTERS
Omega (Caleb)
LEVEL 1 MODRON ROGUE. Omega is a rogue modron who only
remembers awakening in the great foundry in sigil where he was being
tinkered on by the apprentices there. He shares that the views of the
Believers of the Source, a.k.a. Godsmen. He also believes that being a
smith is his calling and that he is honing his divine spark that the
Godsmen believe everyone has. He is very logical in his thinking and
doesn't believe that he is a modron disregarding everyone that says otherwise.

Salvir (Gage)
LEVEL 1 TIEFLING WARLOCK OF THE WIND. Abandoned in
Sigil by parents of unknown origin and raised by the pantheon of
voices in his head, Salvir (named by one of the crueler voices)
grew up alone in the streets of Madhouse. Upon discovering a
small mechanical crab in the streets, all but one voice was hushed,
allowing Salvir to focus and grow. Encouraged by friends made in
Madhouse, Salvir bound himself to the Winds and dedicated his life to helping
others less fortunate than himself.

Aru Gilded Vale (Andrew)


LEVEL 1 BARIAUR DRUID. Aru was born to a simple, plains-living
tribe of Bariaur. His affinity for the natural led him to be trained by the
elders of his tribe in the druidic ways. His aptitude for animals caused
him to stray a little from his herd, wandering further and further as he
grew older. On one day his adventurous ways got the best of him and
decided that it was time to leave his herd for greener pastures.

Belven Falconsflight (Benny)


LEVEL 1 HUMAN MONK. Born in the port city of Athkatla, Belven
lived a poor life, working from a young age just to help his mother to
eat. One night while working late on the docks, a thief broke into his
family's poor hovel. Once Belven was alerted of what had happened he
rushed home only to find the person he cared most for and his only
family, his mother, had been killed as the thief fled the crime scene.
Having lost the will to live, Belven set out on a suicidal trip up the Cloud Peaks.
There he would travel until he passed out hoping he would never wake again.
Hours later he awoke to be in the care of monks. In return for saving his life, he
told his life story as well as helped the monks with daily chores. As time passed
slowly Belven adopted the monk lifestyle. He spent years learning the way of the
monk. Belven went from a sad and angry young man to a calm and collected monk
that tries to keep the peace as best as he can. Once his monk training was finished
Belven was sent out on a pilgrimage to better his skills, he is ordered to help
whomever he can before he returns and that is his goal. While on his pilgrimage he
was asked to investigate a missing person case. Upon going to the cave Belven was
teleported to the City of Doors. Trapped in this city for a week now Belven is lost
and confused about what has happened. Now he seeks for a way to return home.

Tueur (Mikodite)
LEVEL 1 WARFORGED BARBARIAN. Tueur was made, not
born. Literally forged for war. Named for a word that loosely
translates to 'killer', Tueur has been in many bloody battles,
and has killed many. The ones forged in war are built with a
soul planted inside of them. This makes them smarter than a
simple contract from the prime material plan. However, these
can also have the unintended consequence of having them develop independence in
thought and action. This happened to Tueur during a battle where the end result
was razing an elven shire to the ground. In that moment war seemed pointless to
Tueur. In that battle Tueur wondered off and fell into a portal that was summoned
by one of the dead elves. This was how Tueur came upon Sigil. Now, Tueur
wonders looking for a purpose.

Toruc Longstrider
LEVEL 1 HALF-ORC BARD. When he was born, Toruc was smaller than
the rest of the others, a runt of the pack, and as such, he had to learn a
different way to fend for his share of the glory and food at the table.
Though he was adept in many of the tribe's tasks, both ceremonial and
menial, there was no skill in which he stood out or fell behind. As he
decided to embrace this 'inability to master', Toruc trained himself in
music, both drum and horn, lute and even viol ironically becoming one of the best
musicians in the tribal region in the process. It was upon unlocking the innate
energies of his bloodline that Toruc decided to enter out into the world to make his
name known. Setting out with only a pack on his back and smile engraved into his
face, Toruc always found a bed to rest, a pint to drink, and fire to tell a tale beside
for many moons. After a literal Banishment from his home plane after a rather
unflattering comment about a powerful wizard, Toruc now seeks a way to return
home, and stay there if he wishes. He currently makes a living performing at
various taverns around Sigil, and sometimes a few favors on the side.

NON-PLAYER CHARACTERS
Ydemi Jysson
THE PLAYERS MET JYSSON IN HIS SHOP IN SIGIL AFTER BEING
CALLED BY 'THE BOOK'. After passing away, Ydemi was

reincarnated as a petitioner in The Beastlands. Eventually Ydemi


was sent on an errand to sigil where 'the book' sensed his presence
and summoned him. From there the book helped Ydemi remember
his old life and is Ydemi must return the book to its original owner to
return to The Beastlands.

LOCATIONS
What is this page?
THIS PAGE WILL LIST SIGNIFICANT LOCATIONS IN THE CAMPAIGN. This page will
include brief descriptions of any planes the players are in, as well as any special
effects on the players in those planes. We will also be listing any significant
towns/villages/strongholds found in those planes.

Sigil, City of Doors


SIGIL IS LOCATED ATOP THE SPIRE IN THE
OUTLANDS. It has the shape of a torus with the
city itself located on the inner surface of the ring.
There is no sky, simply an all-pervasive light that
waxes and wanes to create day and night. Sigil
cannot be entered or exited save via portals;
although this makes it quite safe from any wouldbe invader, it also makes it a prison of sorts for
those not possessing a portal key. Thus, sometimes
Sigil is called "The Cage." Though Sigil is
pseudo-geographically located "at the center of the
planes" (where it is positioned atop the infinitely
tall Spire), scholars argue that this is impossible
since the planes are infinite in all dimensions, and
therefore there can never truly be a center to any
or all of them; thus, Sigil is of no special importance. Curiously, from the Outlands
one can see Sigil atop the supposedly "infinite" Spire.

Automata, Gatetown to Mechanus


AS THE GATE-TOWN TO MECHANUS, AUTOMATA
STANDS AS A MONUMENT TO ORDER, BOTH ITS POSITIVE
AND NEGATIVE ASPECTS. Described by many as the
most ordered city in the Outlands, it's laid out along a
perfect grid of 54-foot blocks between 6-foot streets
broken only by Modron Way, the 60-foot-wide

thoroughfare starting at the Gate to Mechanus and leading spireward towards the
city's main entranceway. Even the days and nights here, affected by the proximity
of Mechanus, are perfectly arranged, each lasting for precisely 12 hours before
fading to the next.

SESSION RECAPS
Saturday, October 15th
SESSION 0. We finished:
Player Introductions
The Planescape campaign setting
DM and Player expectations
House rules
Character creation
Character introductions
The players were having a typical day in Sigil when they were summoned to an
abandoned shop by an immense pain. Inside the abandoned shop they met a
talking cat, Ydemi Jysson, who, along with the party member, must return the book
to its rightful owner. Until the book is in the hands of its original owner, the party
cannot move out of proximity without being in great agony. The party was
waylaid by a group of bandits on their way to the portal to Automata which they
quickly laid to waste. Despite the last surviving bandit begging for mercy, Belven
punched him to death. The party continued on to find the portal and enter it,
whereupon the party was met by armed guards who brought them to the customs
office in Automata to get registered before continuing their journey.

Saturday, October 22 nd
CHAPTER 1 - THE MARCH BEGINS. Wherein the heroes find the rightful owner of
'the book' and free themselves from the curse on them..