Showing posts with label modron march. Show all posts
Showing posts with label modron march. Show all posts

Sunday, November 2, 2014

Limbo-ing with the Modron

After the summer long hiatus, Plane-atary Express is back! This break was both in game and out of game, so the characters were still gaining experience and wealth but we weren't "paying attention" to them. Now we're back and everyone has new (useful) trinkets and magic items! The reasons for both are up to the players to decide and tell the rest of the party over the course of adventure.

The session started off with all the players choosing their items, remembering the 2nd edition rules, and getting into character.

The party, along with their two subordinate teams, were meeting in the Plane-atary Express offices when a loud knocking on the door was heard. On the other side was the unlikely pair of a githzerai monk and an absolutely crazy looking homeless man. Turns out that the homeless man was Factol Karan, "leader" of the Xaiosect. Karan takes great pains to tell the party that he brought the monk, Haeronimil, as a favor to to the plane of Limbo. At this point Haeronimil interrupted and said that he was interested in hiring the party, and all their teams, to help the modron cross Limbo successfully. After some long negotiations, the party said "yes" and off they went.

The journey started at the boarder between Ysgard and Limbo, on one of the branches of Yggdrasil the World Ash. There, the modron had assembled while the githzerai attempted to break them apart into different groups.

The party found their group of modrons, and after convincing an octon that it was most logical to let the party lead them through the roiling chaos, they set off on their long journey.

Stepping into Limbo, Nearin took the lead on manifesting the terrain for everyone to travel on. After a few hours, the party was attacked by red slaad which swooped in over the pack of modrons. The red slaads were a pain in the ass for the players. They stun, gate in more slaad, and sometimes deposit eggs when they hit something. The combat took a long time, but through clever use of shaping the chaos of Limbo and some help from a pentadrone the party was able to route the slaad and keep safe. Bobby has eggs deposited in her now though.

After passing through a giant whirlpool of chaos, the party was then attacked again by slaad. This time blue ones. The combat was a lot faster than the first, with the players having learned a lot of tricks from the combat. And this time there were no eggs deposited!

This was most of the Law in Chaos from the Great Modron March.

Monday, June 2, 2014

Modron Madness Part 2

The second session of "Modron Madness" picked up exactly where the first had ended. The party was standing around modronoid Balial trying to figure out what to do with him. Do they kill him? Try and find a way to save him? The only thing for certain was that they were going to hunt down who ever did this to him and make them pay. Dearly.

Norbys was the first to come up with a solid plan. He suggested that the party put Balial out of his misery as it was clear that whatever act had been done to him had left him permanently damaged. Nearin and Kale both agreed, and so Norbys drew his misericorde and delivered the coup de grace on Balial. After that he prepared a small ceremony as befiting his god, Nerull.

After the ceremony, the party headed further away from Sylvania in the direction of the tracks. The party traveled under the cover of night until they reached a small cave opening from which light was pouring out. Two men were standing guard rather carelessly. The PCs were able to make out the Bleaker symbol on their clothing.

Unsure what was going on in the cave, the party decided to investigate around the mound to see if there was a way in. At the top of the mound was a small hole for the smoke from within to exit. When spying in, Kale was able to see that there was a group of humans sitting around eating and playing cards. There were no signs of any prisoners or modron parts.

Searching around the mound more, the PCs were able to find a hidden entrance into the cave. Sneaking in, they spied on the relaxing mercenaries. Kale, using his Cloak of Elvenkind, moved further into the cave and into another passage which led to a sleeping chamber. Content that these people were only mercenaries and not the actual culprits, the group moved on.

A little bit from the cave was the ruins of a fallen tower up against a hill. A set of stairs led up to the entrance to the refurbished base of the tower. The entrance to the dome appeared unguarded until the PCs keen senses revealed two hidden guards signaling each other with bird calls. The PCs decided to parlay and try and figure out what was going on.

The two guards were Bleakers and part of the mercenary company the group had already encountered. They were working for a man named Valran whom they didn't care much for but a job is a job. After a bit of back and forth, the PCs were able to gain entrance to Valran's home and were led straight to him in his laboratory.

The sight of Valran's lab was not for the weak of stomach. On two dissecting/operating tables sat the body of a dead human and a series of modron parts. Blood and oil stains abounded on the floor and almost every touchable surface. Valran looked up from his work and regarded the PCs with the face of madness, his smock covered in blood and oil.

The PCs began by talking to Valran to figure out what was going on. Long story short, he was a Sensate trying to figure out what it is like to be a modron. And as such, he was experimenting with combining man and machine. When his work is completed, he will fashion for himself an apparatus so that he can truly bind with the modron and feel what they feel. He also believed that nothing should interfere with his work and that Balial's death was all for the good of his work and offered the PCs a small sum of money.

Unappeased by the money, the group closed the door behind them and attacked Valran. The PCs opened with a series of brutal strikes against Valran, who's major defense was to use disabling spells like hold person and ray of enfeeblement. However, the combat seemed to much for him with out mercenary support, so he cast mistform on himself and escaped out through a chimney in his lab. This left the PCs furious.

At the same time, a loud commotion began in a nearby room. A group of modronoids, half-(demi)human half-modron, had escaped and were rampaging through the fallen tower. The few mercenaries on guard where fighting them in the hall as the players slipped out of the lab.

On the way out the PCs attempted to quickly explore the rooms they had passed on the way in before the modronoids killed the mercenaries. Most of the rooms were rather mundane, but the PCs were able to grab a small selection of sense stones.

Finally, before heading out, the PCs decided to gather all their flammables and light the tower on fire as a final act of retribution. They stood outside the door to make sure no one escaped. However, they weren't counting on their being other prisoners in the tower. The screams and pleadings of the mercenaries and prisoners, along with the insane screams of the modronoids continued for a long time until finally they all ceased. The PCs had accidentally burned a bunch of innocent people to death.

Back in Sylvania, the PCs investigated the sense stones. One of them in particular seemed to call out to all of them. It was Balial's sense stone that Valran had captured from him. All three of the present PCs placed their hands upon the stone and experienced the sensation together.

It was a memory of Balial at the previous modron march, over 1000 years ago. He was much younger then and was partying and having a wonderful time. As the memory faded, the very weak voice of Balial could be heard saying: "You were the best and I thank you for that. Plane-atary Express is now yours." At that, the sense stone fell dormant, never to work again. The PCs now owned the business!

This session was emotionally really rough. The PCs committed some seriously evil actions in their blood rage. Valran escaped and now represented a real villain for the team, which is awesome considering how organically it happened.

Apparently the burnings scarred Nearin's player so much that she spent the next week afraid of doing similar actions in her other RPG games.

All things considered, this two part adventure was amazing from a GMing perspective. Never before have things worked out so organically that the PCs would actually experience rage, heartbreak, and the discovery of a true villain. I'm not one for long running BBEG, but this has given me the opportunity to play with that. The tactic I'm taking is using Valran very rarely so that the PCs keep chomping at the bit to finally track him down and kill him.

Again, this was the adventure "Modron Madness" from The Great Modron March.

Wednesday, May 28, 2014

Modron Madness Part 1

The email hint for this campaign was that the party was going on vacation to Sylvania with Balial. This had also been revealed during the previous session.

Picking right up where the previous adventure had ended, with the PCs about to embark on "Spring Break" in Sylvania. The PCs spent a day or two gathering their supplies, feeding their plants and pets, and other random business around Sigil. Once that was all taken care of, the players all hopped onto Balial's wagon and headed off to Sylvania. PORTAL

Sylvania is in a constant state of celebration, with everyone partying and enjoying themselves in a very public fashion. You could imagine Sylvania as just one giant Bourbon Street or similar party location. Just a long strip of bars, restaurants and other places of pleasure. The PCs arrived just before the modrons were supposed to March through Sylvania, so it was even more excuse to party. The quote from the adventure in The Great Modron March sums it up nicely: "The modrons are coming? This calls for a drink. No...it calls for a party!"

The group guided their cart to the Druken Leaf, a large inn just off the main drag of Sylvania. Speaking to the proprietor, Allisanaa Boughbender, that Balial had apparently paid for individual rooms for each of the PCs as well had agreed to pay whatever their tab was at the Druken Lead. The PCs, elated at this news, promply ordered a round of drinks from the options listed below. Balial then parted from the group to go find his old friends and party it up.

Knowing that the Modron March wouldn't be arriving for 3 days, the PCs decided to live it up and explore what Sylvania had to offer them. They were not disappointed. Instead of trying to describe every detail over the session, I'm going to point out the locations and highlights and the awesome details that really made it all work.

The Druken Leaf - on tap day 1: Baurier Golden Draught, Olympic Gutbuster, Elven Slomead - on tap day 2: Elysian Fields Wheat Beer, Elven Dark Root Ale, Baurier Sour ("taste the hay")

The Dipping Dragon (A Player's Primer to the Outlands) - bar rocks back and forth, throwing its patrons around. awesome party.

Other random drink encounters - drinking constest: Slaad Shakes. Need to drink super fast before it tries to kill you. everyone took the first shot them woke up the next morning with no memory of the night.

Also in Sylvania is a Sensate Embassy, which Nearin insisted the PCs go experience. The embassy itself is an architectural wonder being a hollowed pyramid made of petrified wood (A Player's Primer to the Outlands) with a huge open pantheon taking up the entire first floor with random offices and quarters suspended in the air by connections to the pyramid. One pestles all around the main chamber are sense stones which let the user experience completely one recorded memory. Each of the present PCs (Norbys, Kale, Nearin) decided to touch a differen sense stone each. To represent the experiences, I read of randomly from a huge list of sense stones from Planeswalker (which seems to currently be down). It was awesome and the players got a huge kick out of it.

The party also at one point started the day by going on a picnic in the forests and glades surrounding Sylvania. While there, Norbys used his ability to talk to small woodland creatures to begin a conversation with a badger. The badger, responding only with "badger", "food", and gestures, became very friendly to the PCs when they gave him some of their lunch. He then led them to a small bush nearby and began digging, while chanting "badger badger". Eventually, he brought a small ring to Norbys. It was a ring of feather fall!

The party also visited in ogre craftsman named Glorfo who specialized in glass wear. After a little back and forth the party commissioned a set of pimp chalices for each of the members. On the pimp chalice would be a depiction of the entire party, including Xanros, riding on the back of a monodrone and a quadrone with a banner saying "Planeatary Express". This was a really fun moment for the group and was a continued realization about how well the entire group gets along and how well the campaign had been going.

The entire time the party was enjoying the three days before the March they would randomly encounter Balial in the center of an amazing party. For example, one time they ran into him leading a giant conga line out of a bar, another time leaving his suite at the Drunken Leaf with a gorgeous tiefling and half elf, and another time being carried around the streets with a whistle in his mouth and handing out beads and garland. When ever he would spot the players he would ask them if they were having fun and exclaim how much fun it was working with them as they always got the job done.

Eventually, the Modron March was scheduled to arrive. The entire town poured into the main drag in preparation, everyone excited and partying. The party joined them and pushed their way into the throng. The whole group was on edge in fear of something going wrong considering their last two encounters with the modrons. At that momment, the modrons appeared from the portal and began walking along the path out of Sylvania and into the rest of the Outlands. The revelers proceeded to run amongst the modrons, pouring paint over them or covering them in garlands. This proceeded for a number of hours.

During this grand revelry, the party had to make checks are get separated from each other for the duration of the March passing through town. Every one but Kale failed, meaning that virtually everyone was now lost in the throng of the crowd. When the party eventually regrouped, Balial was no where to be found.

Worried that they had lost Balial, the party headed back to the Drunken Leaf and began questioning people as to if they had seen Balial or not. No one had seen him recently, but a few of the patrons had seen him in the crowd. Apparently, he was being followed by some bashers, the same bashers someone else had seen carrying off some random unconscious people. No one seemed to mind, though, as they were too busy partying. The one clue the group got was that the thugs had been carrying the people off into the woods out side of Sylvania.

Under the cover of darkness, the group went out into the woods to try and find Balial. Using Kale's ranger senses the party able to find track ways indicating people dragging bodies, which they then followed. Keeping to the shadows, the party kept on the trail until eventually they heard the sound of a half-human/half-machine scream heading their way. They paused only to witness a horrible site: Balial, or at least a Balial like thing, was slowly walking the path back to Sylvania. His body appeared tourtered and half of it had been replaced with various modron parts. His eyes were wild, with no indication of the Balial the party had once known.

Realizing the Balial had gone mad, they party jumped on him and attempted to subdue him and figure out what was going on. Modronoid Balial, screaming incoherently, attacked the party viciously, trying to kill them with his now blade-like hands. Eventually, the group was able to disable both his arms and tie him up. The subdued modronoid Balial just kep gnashing his teeth, screaming, and foaming at the mouth while the PCs contemplated what they had to do. And how they would find whoever did this to their beloved friend.

At this point, I decided to call the end of session. What a cliffhanger!?

This was the first half of what became a two part session. The players were in game furious that their awesome boss and friend Balial had been kidnapped and tortured, which was really cool to see. Never before had I really been able to stir up vengeance or bloodlust in PCs in a seemingly organic manner. Apparently it really affected the players as well, as when I saw them between this and the next session they would exclaim how angry they were. I felt really proud.

Hilariously, these two sessions happened around Spring Break at my Uni.

The adventure was just a campaign specific adaptation of "Modron Madness" which is Chapter V of The Great Modron March. The major differences were that I spent a lot longer on partying phase of the adventure in order to build tension and I used an already existing NPC instead of introducing someone to just kill off. I skipped chapters 3 and 4 of The Great Modron March because I did not think I could fit them within the central conceit of the campaign. Additionally, they didn't really suit my play style or GM-ing desires.

Also, if you haven't noticed, I enjoy when I get to use Outlands locations in adventures because it is an excuse for the players to use the awesome Mimir recordings from A Player's Primer to the Outlands.

Monday, April 21, 2014

Archon's Mail and the Unswerving Path

This adventure was really complicated as I successfully pulled off an adventure inside an adventure. It also is rather long though it only took two sessions.

The party was sitting around Plane-atary Express talking to Balial when a beautiful trumpet archon walked in gracefully. She introduced her self as Zithere and wanted to hire Plane-atary Express to perform a series of simple deliveries for her with the utmost of speed, offering to pay them handsomely in return. Her and her friends were performing an item swap, primarily in Mount Celestia, and they needed a third party to help speed the process along.

After agreeing to perform the deliveries, Zithere produced a cracked and ancient lantern and explained that it once belonged to a legendary archon who used it to light the way up the Mountain. They party was to deliver this lantern to a man named Gandol in Excelsior, gate town to Mount Celestia. He would be found, most likely, at Pilgrim's Rest. She also pointed them in the direction to a portal to Excelsior and told them that when they return to please meet her at the Whole Note Inn in the Clerk's Ward.

The town of Excelsior shines bright with the color gold (A Player's Primer to the Outlands). The cobblestones and buildings are flecked in it, and the sun shines a bright golden hue across the entire town. Walking the streets are veritable droves of paladins, priests, aasimar, and other such good and/or lawful folk. Floating above the city are the Keeps of the Lord Protectors move back and forth with a constant vigil over the town.

The players quickly found Pilgrim's Rest after quickly asking one of the passing paladin's for directions. While most of the party was having quite a bit of trouble dealing with the various inhabitants of Excelsior, Xanros' lawful nature was providing invaluable in getting help about town.

The Pilgrim's Rest was rather quiet when the players entered with a hound archon standing behind the bar, two clerics arguing over the relative importance of law versus good, and a group of four pilgrims at a table. Approaching the bar the players asked the barkeep, Gyn, if he knew of Gandol. Replying in a hilariously nasally voice to the complete surprise of the party, he told them that it was one of the clerics they were looking for. After this there was brief verbal dispute with Xanros which ended in him being kicked out of the bar.

The rest of the party then approached Gandol, the cleric arguing the importance of good, and explained their business. Gandol happily accepted lantern and then presented the party with an old, cracked, and blackened trumpet. He explained that it belonged to a famed trumpet archon who carried it into battle with minions of the Lower Planes for millenia until he was finally struck down by a baatezu ambush. The trumpet was to be delivered to an old lammasu named Florain in Heart's Faith, the town on the other side of the gate to Mount Celestia.

Outside the bar, Xanros was met by the four pilgrims who used to be around a table in the bar earlier. They asked him about what he was doing in Excelsior, if he was preparing for a journey up the Mountain, and generally how he was doing. It was an odd encounter with Xanros confusing the pilgrims about what he worshiped and how he was doing. Great encounter.

While ascending the stair case inside the tower to the gate, the party was ambushed by the very same pilgrims from earlier. Turned out they were members of the Holy Shadow, a group of thieves and assassins who work to keep the law and goodness within Excelsior and diminish the ill effect of other forces. Obviously the non-good and non-law elements that pervaded the party has offended them to some degree. The fight was quick and each of the members of the Holy Shadow were dispatched.

Stepping through the gate, the players instantly fell into the vast Silver Sea of holy water. Carefully, they were all transported by the gentle zoveri which are large whale-like creatures and were deposited just up shore from Heart's Faith. They were on the layer of Lunia, the first layer of Mount Celestia, which is bathed in a perpetually calm night where stars twinkle above and a full moon illuminates the hills and Mountain side with a gentle glow.

The party entered Heart's Faith via the Petioner's Gate and asked the guards posted there where they could find Florain. The players learned that she lives in Citizen's Rest, just off the main path after the Archon's Gate (Planes of Law). The players also found out that she is the mother of the town's leader, Lebes, who is away on business.

Florain's house is rather modest though sized for a being of her size. Two levels, each about one and a half stories, rise up from the perfectly cobbled streets. The facade is reminiscent of the tudor-style, and the white paint between the tan wood is perfectly placed with no bit of out peeling. After knocking the door, large enough for a lammasu to pass through easily, opened for the PCs where they stepped into a large open common room with Florain lounging casually on a beautiful plush rug that was slightly worn with age. Stretching every so slightly, she politely asked the players business in her home.

The players presented Florain with the trumpet and explain they are a delivery service tasked with delivering the various packages from person to person. Florain nods with agreement, took the horn and placed it on her mantle, and grabbed for the players an old fishing net with shells, pearls and other small objects fixed in every knot. She explained to the players that this was the Twilight Net and it was to be delivered to Pethos, a dwarven blacksmith on the town of Nemmiron. Before departing, Nearin asked the lammasu if she might touch her paw. Amused at the Sensate's desire, she gladly lifted up her paw and held it up against Nearin's hand.

The journey to Nemmiron was mostly uneventful. Most of the characters had quite a bit of trouble finding their way around due their unfamiliarity with both good and law. Every short cut ended with their journey taking even longer. With Xanros' understanding of the great order of things, however, they were able to find a suitable path

Nemmiron is a small fishing town populated by humans, halflings, and dwarves. The chimney of the blacksmith shop lets off a small plume of grey-black smoke up into the twilight sky. Inside the shop the players found two dwarves working the forge with the walls of the shop covered in all manner of beautiful works, from religious symbols to dinner wear and beyond. After waiting for the dwarf to finish, he cheerfully approaches then and asks them their business. When presented with the net, his smile grows even wider and happily takes it saying that it will greatly help the town sustain itself. Whipping a grimy hand across his forehead, he scurried into the back room of the shop and delivers to the players a small black figurine of a beautiful throne archon. Saying it is stronger than they can imagine, he tossed it to them and asked them to deliver it to the Lampligher in Omyriel. Nearin commissioned from the dwarf a necklace depicting the Sensate symbol that would glow a different color with each new major emotion she felt. The dwarf agreed to this but stated it would take some time, but he would be happy to have it delivered to their home in Sigil. Mount Celestia is probably one of the few places in the Planes where such a promise would be fulfilled.

The PC's stayed the night in Nemmiron and then headed out to Omyriel. Along the way up the side of the Mountain, the players' journey was interrupted by a lantern archon bobbing up and down near their path asking them if they would follow it as one of it's superiors desires to speak to them. After a little bit of cajoling, the players eventually decide to follow the little bobbing light along a previously unseen path through the verdant hills. Bobby was frustrated with this decision as it distracted from the task at hand.

After following the lantern archon for a bit, the PCs found themselves standing before a silver terrace over looking the Sea. Standing on the terrace looking out at the coast stood a majestic sword archon clad in beautiful plate. Turning towards the players as they approached, the sword archon stated that she was Alziel and that she was hoping the players might help her save the town of Heart's Faith from the destruction Modron March. The modrons, though they represent pure law, seemed to be tainted with chaos given that they were marching out of sync. Because of this, the powers that be had requested that no archons make contact with the March. Alziel needed the players help to either divert the March or save the people of Heart's Faith from being crushed. Pointing to the shore, she indicated the path of the March and said it would reach the town in less than 10 hours. She also promised that the PCs would be rewarded 5000 gold pieces for their work if they wished.

The players deliberated for a long time and seemed to be split between helping the town or saying it wasn't their business and just keep delivering the various packages. Bobby was particularity against saving the town as it would distract them from their actual task and it made no sense to do anything else but keep going. In the end it came down to a vote and saving the town won, with Xanros being the tie breaking vote.

This ended the first session.

The next session picked up with the PCs splitting up, with half the party going to the March to see if they could divert it's path and the other half rushing to Heart's Faith to warn their townsfolk of the incoming destruction. However, Xanros' player wasn't in attendance, so both parties had a very difficult time traveling across the fields given their chaotic nature.

Eventually, the group heading to the March was able to catch up and follow along. The outer rim of the modrons was all monodrones, followed by duodrones, tridrones, and so on. Weaving their way in they were able to encounter a pentadrone who interrogates them about their business, asking all sorts of random and prying questions as to the histories and purposes of each of them. Eventually, the PCs got a turn to ask questions of the pentadrone after convincing it that they weren't completely barmy. However, all their efforts to sway the path of the pentadone were met with resistance. The pentadrone, with a strange insistence, refused to accept that the path the modrons were taking was anything but perfect. It was the agreed upon route and those must be followed exactly. Any changes to the layout of Heart's Faith was obviously an act of chaos and not in accord with the agreement regarding the modrons path. Realizing they were getting no where, the PCs decided to speed off to rejoin the group in Heart's Faith.

The other group arrived at the gates of Heart's Faith and desperately tried to hunt down whatever leader might be in place. Given that Lebes was away with his lammasu guard, the duty of town leader was bestowed temporarily on the aasimar Cauldronborn. Approaching him, the PCs were able to convince him of the incoming danger that could only be a matter of hours away. He then led them to the main entrance to Heart's Faith and gathered his troops. Under the guidance of the PCs, troops were dispatched through out the city to evacuate the populace, specifically to areas the March would avoid. They also asked that the troops might construct barricades or other structures that might slow the progression of the March. After a bit of time deliberating and planning a defense, the PCs who had gone to the March rejoined the group. The March just behind them.

Standing before the March, Cauldronborn demands that they halt. Confused by this, the monodrones and duodrones pause and await commands from above. Slowly, the sound of chatter goes back through the March and a quinton steps foward. It harshly questioned Cauldronborn as to the meaning of this interruption and questions the towns agreement with regards to the path of the March. Cauldronborn refuses to yield as the quinton raised its arms to smash him, declaring him a barrier to their progress. As none of the PCs reacted to help save him, the quinton slammed its arms down upon Cauldronborn, nearly killing him. In the confusion, the March continued on its way through Heart's Faith by breaking up into smaller bands each with it's own path.

The barriers helped slow the March and most of the populace had been evacuated, but there were still a few remaining locations that needed help: The Old Philosopher's Inn, the guards at a temple in center of town, people screaming from an apartment building in Citizen's Rest, the Library, and an Orphanage. The players decided to split up between the Inn, the apartment building, the library, and the orphanage.

At the Inn, an old man has stopped a group of modrons by saying that there is an ancient treaty which states that the Inn cannot be destroyed by the March. This confuses the modrons briefly, who relay this information back to their superior. Signaled with a wink, Nearin helped all the old men and women still inside the Inn escape and get to safety as the modrons deliberated over the existence of such a treaty. Eventually when a pentadrone stepped forward declaring such a treaty false, none of the townsfolk were there as they had all slipped away to safety.

Kale ran as fast as his goat legs would take him to the apartment building in an effort to save the people inside. As the March neared, Kale ran up the stairs and helped the people out of the now burning building. With the kids on his back, he made a few key jumps and was able to find a safe route out of the three story building just as the modrons ploughed into the side of it. As the dust settled, he sped off to see what else he could do to help.

Norbys ran to the library where a librarian was standing out front wailing to the modrons that they should avoid to the library because of how much knowledge would be lost. This was a very compelling argument for the modrons, who paused. With Norbys' help, an agreement was eventually reached and the modrons marched in neat, orderly lines through the various walk ways and between the book cases. Without destroying a single object, the modrons appeared out the other end of the library and continued on their way.

Bobby McAction Pants was in charge of the orphanage, where a number of the kids were trapped, scared, on the second floor. One of the collapsed building was leaning against the orphanage and it was threatening to collapse at any moment. Bobby, with the greatest of care, fashioned a rope ladder out one of the windows and carried some of the younger ones down and helped the older ones down some stairs by holding their hands. The entire orphanage was emptied just as Kale met up with her. Getting the kids to safety, they hurried off to the temple to see what they could do to help.

At the temple, a few guards were holding spears against the March and refused to let them trample the site of worship for one of their greatest heroes. Norbys and Nearin met with with Kale and Bobby and tried to convince the guards to stand down. After promising to rebuild the temple, the guards stepped to the side and the March continued on its way to the docks.

At the docks, the modrons proceeded to dismantle a number of ships and the docks themselves in order to build a massive bridge off into the middle of the air where it would meet with the Gate to Excelsior.

With the March's passing, the town rejoiced that there were no casualties. The town could be rebuild, but lives lost would have been a true tragedy. The PCs were lauded as heroes and told they were always welcome in Heart's Faith. Cauldronborn, barely regaining conciousness from the quiton's blows, thanked the PCs personally for their heroism and selflessness in the face of danger. At this, the sword archon appeared and thanked the PCs for their work and presented them with their rewards. She then directed them along the fastest route to Omyriel, where they had a package to deliver.

The journey to Omryiel was extremely fast, and they arrived their in the evening. They were able to quickly locate Lamplighter, a warden archon, and present him with the small, black figurine. Sighing heavily, he took the item from the PCs and took out from his stachel a small box. Opening the box, he showed the PCs a single, golden, glowing, perfect shard. A literal piece of the Positive Energy Plane. Anyone who looks into it witnesses a beautiful image of their heart's desire. The shard was to be delivered to Zithere, who had initially hired the PCs.

I had each of the PCs look into the Shard and describe their perfect moment. I can't recall what every one said, but hopefully I can have them remind me of them.

Observing that Lamplighter was sad to loose the Shard, the PCs offered to stay one night in Omyriel so he could spend one more day with it. Over joyed at this, Lamplighter showed the PCs to their lavish rooms, promising to reward their generosity.

The next morning, while handing the players the Shard, Lamplighter also presented each of the PCs with a simple trinket as a token of his happiness. He also directed them to the portal in the nearby Katsudarma that would take them back to the Clerk's Ward. I let each of the PCs decide what their trinket would do, stating that it only had to be a small but potentially useful magic item. For example, Kale chose to have his be jewelry for his horns that allowed them to change color.

The PCs made their way back to Sigil and met the archon at the Whole Note Inn to deliver her the Shard. Over joyed with their success, she gave each of the PCs a magic item which they might find useful for future jobs.

This was a really complicated adventure to run as it was truly an adventure inside of another adventure. I wrote the wrapper adventure, Archon's Mail, which seemed to work out really well. The "side-quest" was Chapter 2 of The Great Modron March titled "The Unswerving Path." The PCs seemed to really love this adventure and my fishing went over really well. Each player took a really long time deciding on their trinkets and then presented them to the rest of the group at the next session. This was also an example a group splitting the party (multiple times!) and it working out in the end. The inter-party conflict stuff over whether to help the sword archon with the modrons was very fun and provided a great opportunity for the players to really explore how their characters would react to that kind of a scenario. This would come up more and more with each subsequent adventure.

Sadly, this also represented Xanros' last adventure, declaring that "he needed to find himself." He is still remembered to this day as an extremely important member of Plane-atary Express.

Friday, April 11, 2014

The March Begins

For the second "episode" of Plane-atary Express, the PCs experienced a slightly different kind of "job."

At the beginning of the session, because of how well their first job went Balial gave the party a mimir. Mimir are magical creations which store information and can answer questions relating to it. This mimir is full of information pertinent to the Outlands. There is an awesome Planescape supplement called Player's Primer to the Outlands which comes with a CD representing the mimir. The tracks are available for download through the WotC website though I own a physical copy which is a lot of fun. The players really enjoy using it and the recordings are really cool.

While going about their daily business and shopping in the Great Bazaar all of the characters were suddenly struck with extremely painful headaches. Each step towards Plane-atary Express was met with increasing pain. The players decided to "follow" the direction of the lessening headache. The pain led the players to an abandoned shop just outside the Great Bazaar.

The door to the shop opened easily and inside was a dusty and trashed room with papers scattered about. On top of a table sat a large, leather bound book with a black cat sitting right next to it. When asked if the cat was responsible for the headache, it quickly responded in a very deep voice, "No."

Turns out that The Book was the one who had summoned the players. Many years ago it had been borrowed by Jysson, a clerk you used to work in the very shop where they were standing. Jysson died and became a petitioner on the Beastlands and was now the cat standing next to the book. The Book wanted to returned to it's owner, Heiron Lifegiver, a magician who most likely lives in Automata, the gate town to Mechanus. In return, The Book will tell them where a stash of gold and other valuables is in the shop.

After hemming and hawing for a bit, the party agreed to take The Book back the Heiron. They weren't much excited about this (in game) because of how rigid and lawful Automata is. Luckily The Book knew of a key and gate directly there.

Instantly, things were off to a fun start. The PCs decided to now file for street passes and register with the Office of Visitors and Temporary Entrants, and decided to just fun down where ever Heiron may have gotten to. The Book, remembering where Heiron used to live, led the players to a butcher's shop, Thandol's Smoked Meats. While sampling a selection of his wares (Bebelith legs where the daily special), the players inquired as to where Heiron was. Thandol told the PCs that Heiron moved out but can occasionally be seen at The Divine Machine, a nearby tavern.

Asking around at the Divine Machine didn't turn up any answers, but when the players left the tavern they were approached by a tiefling woman asking, "How'd you get the book?" The players were able to convince the woman, Muenscaal, to talk to them. She is a friend of Heiron and was able to tell the players where he is hiding: in the Council of Order building. In their closet. If the knock three times then whistles, he will open the door to his magnificent mansion.

The half the players walked right up the Council of Order building and asked if they could go to the closet. They were then presented with a long stack of forms to fill out, each requiring the signature of a different bureaucrat. Additionally, their permits of entry were requested. Failing to produce them, they were all fined 10 gp.

Being primarily chaotically aligned, the party decided that filling out paperwork was not the best option. Instead, Norbys decided to try sneaking into the Council of Order at night. This was not easy as there are 10 guards posted around and in the building at all hours of the night. In order to help him, the rest of the party created a distraction just up the block from the Council of Order. A bunch of ruckus and a well timed ghost sound from Nearin, and enough of the guards moved away from the building long enough to Norbys to slip in through a window.

Norbys hid in the closet under some random papers until the morning. Successfully hiding when a minor bureaucrat came in to get some paper, though just barely. At the same time, the rest of the party spent the entire morning filling out paperwork until they could finally reach the closet. Norbys knocked on the wall of the closet just as the rest of the players were walking down the hall way. Heiron opened the wall and looked out from his magnificent mansion. Initially confused to be staring at a black clad gnome, he became even more confused when a bunch of other misfits opened up the door and pilled in.

While explaining their desire to return The Book to Heiron, a pack of thugs from the Council of Anarchy shoved their way past the bureaucrats at the entrance by flashing their paperwork to commit acts of anarchy (Form U40a). Turns out they had been tailing the party and were looking for Heiron already. He owes them money for his acts of chaos in Automata. What is extra fun is that the Council of Anarchy had been mentioned by the mimir.

A fight breaks out, with the players trying to prevent Heiron from locking himself back in his mansion and beating back the Council of Anarchy Thugs. After a few rounds of pure chaos in the Council of Order, a cry erupts from the entrance and outside the building. The modrons were pouring forth from the gate to Mechanus! That wasn't supposed to happen for another few hundered years!

In the confusion, the players were able to escape with Heiron in tow and drag him a few blocks as everyone just stood their gobsmacked at the cascade of modrons pouring forth from the gate.

The players returned the book to Heiron who didn't provide them with much of a reaction and no reward. The Book, however, told the players where Jysson's stash of gold can be found in the shop. The Book and Jysson also informed the players that they are welcome to keep the shop for themselves, maybe as a home!

As is probably obvious, this adventure was another pre-written module titles "The March Begins" and is Chapter 1 of The Great Modron March by Monte Cook and Colin McComb. I found the set up to this adventure really intriguing and quite fun. I love that the main NPCs the players interact with are a book and a cat. However, this module was really week once the players arrived in Automata it really fell apart. I had to make up a lot as things were going along which is fine, but the story as written was shaky and without good transitions. Luckily the players enjoyed themselves enough and the introduction of the modron was well heralded.

The successes of the night were voice acting the cat and the book, the introduction of the mimir, and the players getting their own home.