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THE GREAT MODRON MARCH

A 5th Edition Conversion


DM: Jacob Wagner

PLAYER CHARACTERS
Omega (Caleb)
LEVEL 3 MODRON INQUISITIVE 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 3 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 3 BARIAUR DRUID OF THE MOON. 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 3 HUMAN MONK OF THE LONG DEATH. 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 3 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.

SESSION RECAPS
Saturday, October 15 th
SESSION 0 - AN INTRODUCTION
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.
Upon exiting customs, the party acquainted themselves with Automata,
dominated by a two gear statue in the square and a litany of rules to follow. Their
first lead brought them to an aggressively average meat shop that was once the
store the books owner, Heiron Lifegiver, resided. Although Aru and Salvir
together wore out their welcome and were banned from the shop, they managed to
acquire a lead sending them to Divine Machines, a tavern Heiron was known to
frequent.
The Divine Machines, an apologetic halflings bar, bore no fruit in their
search, however when leaving a tiefling by the name of Meunscaal tipped the party
to Heirons whereabouts: a hidden cabinet in the counsel. Almost immediately, it
became very clear to the party that legitimate means of entering were unavailable
to them. After failed attempts to sneak, badger and barter their way in, Salvir
managed to scout the building under the guise of an urgent restroom visit. Based
on the layout, the party determined to break in through a window while using the
sound of magic thunder as cover.
Heiron was where Meunscaal had indicated, in a cabinet in a cramped closet.
For the return of his book, he offered 5 gold but seemed anxious for the party to
leave. The discovery by the party appeared to render his hiding place useless, so he
agreed to lead the group out of the building. When the party entered the hallway, a
large group of thugs lead by a mage accosted them and made clear their intention

to kill all but Heiron.


In the ensuing battle, the mage managed to confuse Tueur and Aru. During
their daze, Belven enacted a daring plan to flank the thugs and take out their leader.
Although Aru was able to quickly shake the daze and follow Heiron towards
safety, Tueur in confusion stumbled into an office next to the closet. Omega
covered the escape route as Belven dashed down the opposite hallway to flank.
Salvir attempted to cover Tueur in vain before following Heirons lead down the
hallway. Belven succeeded in getting behind the group, but was quickly
overwhelmed by the mages power, dropping to the floor. Tueur recovered enough
to break the nearest window, but before their escape, a large ruckus outside
distracted the thugs and caused them to flee.
Running for their lives, Aru and Salvir followed Heiron back to Sigil
through a different portal than they had arrived. Meanwhile, Tueur and Omega
recovered Belvens unconscious body and witnessed modrons pouring out of the
gear statue outside causing complete chaos. Using the confusion to their advantage,
they whisked Belven away back to the shop in Sigil. With his curse lifted, Ydemi
Jysson bestowed his run-down shop and its coffers to the group and took his leave.
The party agreed to renovate the store into a pub, spending several months on the
repairs and developing the business.

Saturday, October 29 th
CHAPTER 2 - THE UNSWERVING PATH.
With the Gilded Eyeball underway and run by the tiefling woman, Martelle,
the party is approached by a Dustman for assistance in powering a golem. The
Dustman promises 200 gold each for the delivery of a box containing a demon soul
to an angel that will trade for the life force needed to animate their golem.
Although initially cautious, the party agrees, taking half the payment, the box and
following the Dustman to a portal to Mount Celestia.
Greeting them almost immediately, a lantern archon requested their
assistance and lead them to a sword archon named Azriel who requested their
assistance avoiding the destruction of Heart's Faith at the hands of the Modrons
whom have begun their march in earnest. It appeared the march had begun eight
years early, and the town lay right in the path. The archons wanted to help, but
were gravely concerned of a touch of chaos that might infect them should they
interact with the marching Modrons. Azriel offered gold and to take the burden of
the box on behalf of the party, which was met with uncharacteristic agitation from
Salvir.
The archon instead offered the party horses and sent them on their way to
warn the town and avert disaster. When the party took a rest to monitor the

Modrons approach, Salvirs behavior began to alarm Aru and Belven and after a
small struggle, Belven managed to take the box from Salvir. The party continued
on from there to Heart's Faith.
When greeted at the gate, it appeared the town was wholly unprepared for
the Modron March heading their way. This became even clearer when the party
was introduced to Cauldron borne, the elf in charge. Even though he initially
dismissed the partys warnings, he did humor them and peer out from the wall,
only to behold the march, eight years early and heading straight for the town. He
knew as the archons did; the Modrons would most likely trample the town.
Omega and Salvir volunteered to try to convince the march to stop or be
diverted, taking a fire arrow to shoot to warn the town should they fail. Aru and
Belven stayed behind to help organize the evacuation. Omega and Salvir made it to
the march and worked their way up the ranks until they met a Modron they could
converse with intelligently. They determined the Modrons were indeed planning on
trampling through the town, based on a treaty signed long ago. They were
unfamiliar with previous attempts to divert, nor interested and seemed to indicate
that the town in their way was chaos that needed to be righted. Having run out of
ideas, Omega came up with a plan to try to sow some discord in the ranks to
disrupt the march. With Salvirs help, they tripped a Modron and were attacked for
their trouble. Although Omega took a nasty hit, he was able to light and shoot the
arrow signaling failure and evacuation.
Once reunited, the party bore witness to a terrible and panicked evacuation.
Before many could escape, the Modrons were at the gate and smashing through
anything in their way. Taking another look at the map, it was determined that the
Modrons would be avoiding the walls, so the party began trying to herd folks to the
safety of the wall. While this was happening, an old man was observed giving the
Modrons pause by claiming a violation of the law. The apparent ruse worked
briefly, but as the group was unable to continue it, the Modrons assaulted the old
man. Belven and Salvir lept to the mans defense while Aru healed Omega. It was
discovered during that any higher ranking Modron that was killed would be
immediately replaced by a lower ranking Modron. Once healed, Omega assisted in
dispatching the Modrons while Aru moved on to help other citizens in need.
The old man was saved, but nearby some town guards were making a stand to
defend a religious site in the path of the Modrons. Valuing life over property,
Salvir conned the guards into leaving, promising to defend the site and then
abandoning it. Further down the Modrons path, an old librarian had given another
group of Modrons pause as she pleaded for them to respect the books inside. The
party supported her claim and convinced the Modrons to step lightly through the
library. An orphan then approached the party, begging them to assist with Modrons
marching towards the orphanage. Omega and Aru began making trips in and out of

the orphanage, grabbing children and leading them out. Omega persisted longer
and ended up being inside the building when it collapsed. He barely survived, but
any children still in the building did not. By this time, the Modrons had moved to
the harbor and were tearing apart anything wooden to build a bridge to the portal in
the water.
Between the influence of the box and the towns carnage, the party was
drained. They initially asked for a reward from Cauldron-born but thought against
it and Aru even donated money to pay for repairs. Upon returning to the sword
archon and giving their report, they were given magical ointment and a path to
deliver the box. The box was destroyed by its recipient, and the payment was then
delivered back to the Dustman in Sigil.
With Arus faith in the party shaken, Omega despondent, Belvens attitude
towards life revised and Salvirs grip on reality loosening, the party returns to the
Gilded Eyeball to recover

Saturday, November 5th


CHAPTER 3 - AMBUSHED!
The Gilded Eyeball has become a successful tavern and word of the partys
exploits have spread so far that Sir Vaimish Crassad tasked with ensuring the
safety of the Modron March from Excelsior to Tradegate enlisted their help. He
additionally mentioned his missing sister, Grier, whose safe return would entitle
the deliverer to a reward. The party accepted and mustered with the rest of the
warriors Vaimish had hired to defend the Modron March. As Aru could not join for
this, Leila, a water Genasi, was assigned to the group to provide support.
During their first active patrol, the party became alarmed and terrified by a
loud sound that preceded an attack from cultists trying to make off with modrons.
Although they were able to do some damage, the party lost three modrons in the
battle. During their next active patrol, Leila cast an area of silence to protect the
party from the effects of the cultists fear inducing sound. The plan worked, and the
party was able to get the best of one knight, but still two modrons were lost.
Deciding to go on the offensive, the party agreed to track the cultists using
the hoof prints left by their horses and after half a day of tracking, came upon an
old fort. By the time they arrived, it appeared the fort was fully manned, so they
waited until the knights gathered and left for another raid to proceed.
Upon entering the fort, the party beheld a horrible sight. Dismembered but
alive modrons hung suspended from the ceiling by hooks and pits filled with even
more. Unfortunately, the cultists had left behind some additional knights and the
party was forced to deal with them. The party was even forced to kill workers
scattered throughout the area. After dispatching all visible cultists, the knights

sister, emaciated and bloodied, was found in one of the pits and rescued.
Attempting to determine more about the cult and their aims, the party
explored the upstairs. When they came upon two workers they tried to interrogate,
one leapt to his death and the other retreated into an operating room. When Omega
gave chase, he found a monstrous bariaur with Modron pieces grafted onto its
body. The monster ripped its chains off and picked up the worker, splitting his
head in half.
Everyone makes a hasty retreat, down the stairs and out the front, the
monster hot on their trail. Before long, the monster catches up enough to force the
party to fight. Belven immediately jumps towards the monster, swinging wildly to
buy time for the rest of the group to organize. Salvir and Omega keep the pressure
on while Leila heals Tueur. Belven falls back and the monster rushes forward, just
missing Salvir before Tueur flies into a rage to help finish off the beast. The
monster dies, and the party continues their retreat, avoiding returning cultists as
they do.
Upon their return, the party warns the knight of the cultists' location and the
details of their operation. The knight dispatches soldiers to clear the place out.
When presented with his haggard but alive sister, the knight is overcome with
relief and gratitude, offering a selection from his treasury as a reward. The party
collects their spoils and returns to the Gilded Eye to lick their wounds, no doubt
shaken by the horrible things they have seen.

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.

Heiron Lifegiver
AFTER THE PLAYERS FOUND HEIRON'S SECRET HIDING SPACE, HE
WAS FORCED TO RELOCATE. A wizard of great power, Heiron
owned a shop in Automata. That was until he found himself in
trouble with the law in Automata and decided to find a hiding place.
After returning the book to Heiron and escaping, he helped some of
the party return to Sigil before going his separate way.

Cauldronborn
TEMPORARY RULER OF HEART'S FAITH DURING THE MISTIMED
MODRON MARCH. Although he stood up to the Modrons, he was
ultimately ineffective at preventing, reducing the damage, or
helping the party during the destruction of his city. Left feeling
awe-struck and humiliated by the freak occurrence, it is unsure
what will become of him after the party took their leave.

Sir Vaimish Crassad


A KNIGHT WHO WAS HIRING ADVENTURERS TO HELP PROTECT THE
MODRON MARCH ON THEIR JOURNEY FROM EXCELSIOR TO
TRADEGATE IN THE OUTLANDS. His sister, Grier, was taken
hostage by the cult known as the Tacharim. The party was able to
find Sir Vaimish's sister and return her safely. In exchange, the party
was about to choose an item from his treasury.

LOCATIONS
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.

Hearts Faith, Port City of Mount Celstia


PREVIOUSLY A GATE-TOWN TO TO MOUNT
CELESTIA, HEART'S FAITH EVENTUALLY SLIPPED
OVER THE EDGE TO BECOME A GLORIOUS PORT CITY
IN MOUNT CELESTIA. Heart's Faith Is the first point

of entry to most who travel to the plane, located just


a few dozen feet from the portal to Excelsior.
Located conveniently near to Trishina's realm, and
within easy distance to Nemmiron, it's only grown in
prominence over the years since its transition. A major fire some 50 years back led
the ruling body of lammasu to again rebuild the city nearly anew, as a shining gem
to Mitra.

The Outlands, Plane of Concordant Opposition


OF ALL THE OUTER PLANES, THE OUTLANDS IS
THE MOST "NATURAL"; THAT IS, THE MOST LIKE
THE PRIME. Apart from most of the troubles of the
planes, with an exemplar race that keeps to the
furthest regions, even the untamed areas tend to be
far less extraordinary than on most of the Outer
Planes, and the magic-annulling rings doing much
to encourage this. As a result, when one moves
away from the gate-towns, one runs into many regions almost as Clueless as the
Prime, some barely even aware of the larger multiverse but for the occasional
caravan. It's perhaps the most important plane, however, for its location provides it
with easy access to the entirety of the Great Ring, and as such it's never entirely
free of the influence of those that surround it.

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