A few years ago, I picked up a PDF of the
Great Modron March from the DMs Guild and then was busy running other games. Then, early last year I opened it and was immediately dreaming of getting to run it. Since I’d been playing in a 2nd Edition AD&D al-Qadim game, I decided that I wanted to run it with the 2nd edition rules it was originally intended for. A quick poll of my local players showed that I was going to struggle to get a consistent group to run in person, so I turned to Roll20 and haven’t looked back.
I’ve now run 15 sessions of the campaign, using Great Modron March as the backbone and weaving in other classic Planescape modules as well, notably The Eternal Boundary, Harbinger House and The Well of Worlds, and I would re-run this campaign in a heartbeat. I’ll review more of Great Modron March, as well as the other modules but this post will focus on an overview of the module and its first chapter.
Introduction and Background
As a Planescape fiend (pun intended), it was hard not to get sucked in by the allure of the Great Modron March… Eleven linked adventures that span from level 1 to 10 that take the PCs around the Great Wheel of the Outer Planes? Just that sounds fantastic, and that’s before diving deeper in. One thing I’ve noticed that sets the Planescape modules apart from other 1st and 2nd edition modules I’ve read is their organization. Most of them have a DM introduction, a synopsis and other bits that just make prepping much easier, and Great Modron March definitely benefits from these things. There is a great introductory chapter, a separate story prologue and then each chapter starts with a section called “Just the Facts, Berk” that lays out the Number of PCs, Levels, PCs Preferred, Factions involved and a Synopsis. This makes each chapter easy to run with relatively minimal prep.
One thing that I noticed as I read the entire module before beginning the campaign was the numerous hooks that a canny DM could seed, and so I put together a list of hooks for the players to choose hooks for their PCs that were interesting to them. Below is an abbreviated list of the hooks I pulled from the Great Modron March.
Hooks
- Ydemi Jysson - a clerk at the Hall of Speakers in Sigil (Contact)
- Hearth’s Faith, a small town on the plane of Mount Celestia
- Sir Vaimish Crasad - a Paladin lord of the gatetown of Excelsior (Contact/Mentor)
- The Tacharim - an evil order of nomadic knights that plagues the Outlands (Antagonist)
- Lil’z Rou - Githzerai Sensate namer. (Contact)
- Xaldra Miloni - Tiefling Indep and well-lanned party girl. (Contact)
- Bachalis - Half-elf Indep Wizard – (Contact/Mentor)
- Erinos Vail - Athar Mage in Rigus – (Contact/Mentor)
Another enticing prospect was the episodic nature of the module, where each chapter is reasonably self-contained and allows for other adventures to take place between the chapters of the Modron March. This has let me easily weave the other modules in, resulting in the chronology below.
Session |
- Module (Sessions are approximately 4-5 hours long) |
1 |
Great Modron March Chapter 1 |
2 |
Eternal Boundary |
3 |
Eternal Boundary |
4 |
Eternal Boundary |
5 |
Great Modron March Chapter 2 |
6 |
Great Modron March Chapter 3 |
7 |
Great Modron March Chapter 3 |
8 |
Well of Worlds Hard Time |
9 |
Harbinger House |
10 |
Harbinger House |
11 |
Harbinger House |
12 |
Harbinger House |
13 |
Harbinger House |
14 |
Harbinger House |
15 |
Harbinger House |
16 |
Great Modron March Chapter 4 |
More Spoilers for Great Modron March follow…