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Page 1: CEDN+EN+SPLANESCAPE MONSTROUS COMPENDIUM APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can …

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Page 2: CEDN+EN+SPLANESCAPE MONSTROUS COMPENDIUM APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can …

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Page 3: CEDN+EN+SPLANESCAPE MONSTROUS COMPENDIUM APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can …

CEDN+EN+S

AN I ODUCTIO .........•••............••.....••.•..••.••....••.•••••••••...••...• 4 Including notes on Preparing for Play, the Format of each Adventure, the Places and Personalities contained herein, and intimate details of modron Life.

PROLOGUE .•..•..••...•.•.••.••....•......•••.••...•••...••.••...•..••••••.••..•• 12

In which Order falls to Chaos, and no one witnesses the Death of a God.

CHAPTER I: THE MARCH BEGINS •......•...............•••.•.••••••••••..•••.•...•.••••• 14

Wh~in the heroes make their way to the ordered city of Automata to right an old wrong on behalf of a Boo It and a Cat, only to witness the start of the Modron March.

PTER II: THE UN WERVI G PATH ••.••.•••.••.•••.•.•••..••..•....••.................. 22

In which our Heroes discover that although the Modrons are lawful, their passage may produce unwelcome Chaos.

CtlAPTLR III: AMBUSHED! ...........•....•.......•......•.•..•.•• , .................••• 32 In which the Heroes learn that no place is Safe, and that there's more than one use for a Modron.

IIAPIER IV: POLITICS 0~ TIIE BEASTS ................................•••.....•........... 42 In which our Heroes discover that innocent Favors sometimes create unforeseen Consequences and experience a lesson in the Unity of Rings.

CRAl'TI R V: MODRON MAD F .......•.....•....•...•......••.••..•..••............... 52 In which the Heroes, relaxing in Sylvania, encounter some Experiments of a peculiar nature and possibly acquire a lasting Enemy.

CHAPTER VI: L w I CIIAOS ...................................•....•.................. 62 In which the modrons face the biggest threat to the March - the chaotic soup of Limbo - and the heroes must serve both Law and Chaos to get them through.

CHAPTER VlJ: TIIE MODRON JUDGE ...........................••....•.................... 68 In which our Heroes discover that the Modron March creates all manner of castoffs, and they free a lost Child from captivity.

CHAl'T~R VIII: CAMI' FOLLOWERS ..................•.•••••...•.........•................ 80 In which our Heroes discover the dangers of Spells cast on the plains of the Abyss.

CHAPTER IX: IDITRACKED ........•.••.••...•..•.•..•....••.••••••.•.................. 90 In which the modrons take an old Path on their March and stir up new Trouble for the heroes.

CHAPTER X: TIIC FLOWER I ~ERNAL .............•..••.•...............•................. 102

In which our Heroes encounter some old Enemies and clean up some loose Ends.

1 R XI: T11E LAs, Lrc, ..................................................•....... 112

In which the Heroes pursue a rumored Artifact, but find a Truth worth far more.

El'ILOGUL .................................•....•..........••.................... 124 In which Order is restored, only a bit Worse for wear.

APPENDIX .........•.....................................•...................... 126 Including the statistics on all Modron types encountered along the Great March.

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Page 4: CEDN+EN+SPLANESCAPE MONSTROUS COMPENDIUM APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can …

Including notes on Preparing for Play, the Format of each Adventure, the Places and Personalities contained herein, and intimate details of modron Life.

Somebody real canny once said, "One thing's for cer­

tain about all of the planes - no matter where you go, you'll always find plenty to do." While that may not always seem to be the case, experienced bloods know it's true. Adventures

abound everywhere, whether a body's in tumultuous Limbo or placid Elysium. Op-portunities for knowledge, jink, and power appear in every place, at any time.

But once in a while, something comes along that makes all those other op­portunities seem trivial, something that captures the attention of the en­

tire multiverse. Something like the Great Modron March.

See, once every Grand Cycle (that's 17 cycles, each of which is about 17 years - the time it takes for the largest gear on Mechanus to

tum once), a horde of modrons spills out of Mechanus through the gate-town of Automata and parades around the Great Ring. Why? No­body knows for sure, although it sure seems like they're gathering in­

formation as they march. It's a long way to go just to pick up the chant, but who can figure the modron mind?

Anyway, when the modrons march through a plane, they cause all kinds of havoc. They don't stop for anyone or anything; they'll trample

right through a town and over the inhabitants if the berks are too slow to get out of the way. It's pretty ironic that the lawful automatons are the cause

of this much conflict. 'Course, when the modrons reach the Lower Planes, the conflict really begins as the fiends attack the clockwork marchers

every step of the way. Despite all this, folks around the planes are used to the idea of the

March. (Planars can get used to anything.) Previous Marches are fairly well documented, and bloods have roughed out a few probable mo­

dron routes. Besides, since the March occurs only about every 300 years and the last one was just over 100 years ago, most bashers fig­ure that they probably won't be alive to see the next one. And if they

are, they'll still have plenty of time to prepare. They're wrong.

Without warning, reason, or order, the modrons begin pouring

out of the gate in Automata and commence their march through the planes. It's years early. The

modrons aren't following the usual paths. And some folks say

that the modrons just out of Automata have a crazed look in their eyes. No one knows what's

going on, but plenty of bloods want to learn.

The planes just got a little wilder. Sample

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Page 5: CEDN+EN+SPLANESCAPE MONSTROUS COMPENDIUM APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can …

The Great Modron March is a collection of adventures that deals with the latest Modron March, which has seemingly gone out of control. In some circumstances the modrons appear malevolent as they trample over anything in their path. In others, they seem more sympathetic, like when they suf­fer fiendish attacks on the Lower Planes. The modrons don't care how others view them; they simply march.

This book follows the modrons as they make the trip around the Great Ring, so each adventure takes place in a wildly different setting. Involvement with the March brings the player characters (PCs) in contact with distinctive places, diverse personalities, and unique goals_- both their own and those of their opponents.

These adventures can be inserted into any PLANESCAPE~ campaign. With a little modification by the Dungeon Master (DM) or the inclusion of a few side adventures (perhaps from Well of Worlds [2604) or other published PLANESCAPE products), the scenarios can serve as a complete campaign on their own.

♦ PJ..ANESCAPE ADVEN+URES ♦

DMs unfamiliar with PLANESCAPE® adventure have to ke p a few thjngs in mind. Simply put, planar adventuring ain't about laughtering mon ters or crawling though dungeon . Sure, there'r pl nty of opportunitie for such things on the planes, but planewalkers have their eye on more important goal .

Canny cutter know that they can't get ahead on the plane by bashing everything in sight. Why? 'Cause no matt r how pow rful a body b com , th r 's alway something out there that can bash back harder. Fiend , aa imon, laadi ... the Ii t of powerful planar creature goes on and on. None of 'em are worth taking on just for the ake of a good fight. Fact i , top- helf planewalldng ad­venturers are tho e blood who can think or talk their way out of a situation a well a fight their way out. Here's a good rule of thumb: If a body find h r If battling her way out of Gehenna with a dozen yugoloth creaming for her blood, chanc are fairly good that om wh r along the way h did som thing totally wrong.

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Page 6: CEDN+EN+SPLANESCAPE MONSTROUS COMPENDIUM APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can …

Likewise, DMs should design and run planar adven­tlires so that bloods who use skill, wit, and charm have a chance to escape situations that seem impossible. This doesn't mean things are always easy for the player charac­ters, but a body has to realize that adventurers can't be ex­pected to fight off an army of githyanki or fiends - and on the planes, such encounters are possible and even likely.

Further, the tone of a PLANESCAPE adventure should re­flect its planar surroundings. Nothing should be exactly as it appears. Planewalkers need to keep an open mind about everyone and everything. Enemies might lurk at every turn - but those same opponents could become allies if a basher plays his cards right. Nothing's seen in simple shades of black and white or good and evil. One minute a planewalker's fighting against the baatezu - and the next minute, for them against their mutual tanar'ri foes.

To planewalkers, it matters less who and what a cutter is than what he believes. Planar events are governed as much or more by belief as anything else. Belief literally is power, and the strength of a body's convictions is often the dividing factor between success and failure. Sigil's fractious factions know this. Each faction tries to answer the big questions about how the multiverse works and the why behind everything. Because they've successfully gath­ered together large groups of people who believe in the same ideas, the factions've taken their place among the most important organizations on the planes. Factions fig­ure into virtually any planar adventure as both allies and enemies, whether they're trying to further their overall ambitions or because membership and adherence to fac­tion tenets may dictate (or at least sway) the actions of planewalkers.

Finally, don't forget the impor­

tance of Sigil, the City of Doors. Even though no adven­tures in this book actually take

place here, it's still the most obvious place for a group of planewalkers to estab­lish themselves. Here, in

the city that's said to be at the center of every­thing, one can find the current chant, a wide selection of equipment, important contacts and allies, and virtually everything else necessary for a planewalking career. Addi­tionally, the portals that lead into and out of the Cage offer transport to nearly any place that the PCs'II need to go. DMs should encourage players to have their characters es­tablish permanent (or semipermanent) residences here. Many of the adventures in this and other PLANESCAPE prod­ucts are written with the assumption that the characters hail from Sigil. The Cage is where the action is - or at the very least, it's the best place to hear about it.

♦ PREPARING f$R PLAY ♦

To run these adventures, the DM must be familiar with the basic information about the planes as detailed in the PLANESCAPE Campaign Setting boxed set (2600). Other sources mentioned throughout this book will prove helpful as well, but none are essential. In particular, the PLANESCAPE MONSTROUS COMPENDIUM• APPENDIX I and II are very valuable resources for expanding the adventures and suggesting alternate foes that can hinder the PCs.

The DM's most important job (after familiarizing him­self with the adventures) will be to gauge the difficulty of each adventure against the PCs' abilities and power. Each scenario was designed for a particular level and number of characters, but if the PCs involved are of higher or lower levels (or are particularly strong or weak), the DM must modify the adventure to compensate. Simply increasing or decreasing the number of enemies the PCs face isn't al­ways a satisfactory solution. DMs must remember that an iron door which might be an impenetrable barrier to low­level planewalkers is probably a negligible irritation to high-level bloods. Likewise, while a high-up wizard might be able to read a foe's mind, low-level cutters have to un­cover the chant some other way. In short, the DM should be aware of differences in power beyond just tougher or easier monsters to fight.

♦ ADVEN+URE f$RfflA+ ♦

Naturally, the DM must be familiar with any adventure be­fore running it. Italicized text should be read or para­phrased to the players, but the rest of the information is for the DM's eyes only.

General information on the nature of modrons and specific notes about running the Modron March adventures can be found below, under the heading "The Modron March." These clockwork creatures are the focus, impetus, or at least backdrop of every scenario, so a good deal of in­formation - never before presented - has been provided. Full statistics for all modron types present on the March can be found in the Appendix, starting on page 126.

Each adventure is divided up into sections for ease of play as follows.

JU S+ +HE FAC+S, BE R.K

For quick reference, look for important details on the first page of each adventure in these categories:

♦ NUMBER OF PC : The appropriate (and approximate) number of PCs that should participate in the ad­venture. This number can be adjusted for more or less powerful PC groups.

♦ LEVEL : The best range of experience levels for characters in the adventure. This range should be modified for larger or smaller PC groups.

♦ 6 ♦

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