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Modron clash - need some ideas
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<blockquote data-quote="der_kluge" data-source="post: 1164144" data-attributes="member: 945"><p>A bit of backstory will be needed to explain where I'm going with this...</p><p></p><p>IMC, the PCs have landed on an unexplored continent. Unbeknownst to them, a great battle once took place on this continent - a battle between chaos and law. This battle, in which a great and powerful god of chaos and destruction was slain, also took the life of a god of law and nature (an odd combination to be sure). However, this battle scarred the land permanently, and even created a slight rift in the plane of law - Mechanus. As such, to this day (some 200,000 years later), there is a small (200+) contingent of modrons still living on this continent. Because the rift was imperfect, the structure of the modron order torn did not form a perfect hierarchy, and as such, there are two high-ranking modrons that are vying for control of the group.</p><p></p><p>Because modron society is rigid, and caste-like, all subordinate modrons follow the orders as presented by their superiors - unfailingly. Except there's a catch: the two modrons have diametrically opposed plans. One of the modrons was slightly tainted by the chaos during the rift, and though it is undetectable by magic, his logic has become slightly flawed.</p><p></p><p></p><p>Here's where I need some ideas. My thinking was that these modrons live in a valley of gears - gears of all sizes and shapes are scattered about the field and the modrons that are here are constantly working to try to mesh them together to form some sort of machine of law - a clock, perhaps. Tainted modron leader A believes that the clock should rotate counter-clockwise, but non-tainted perfect modron leader B believes that it should rotate (correctly) clockwise.</p><p></p><p>It doesn't have to be a clock, and where they differ doesn't have to be as simple as clockwise/counter-clockwise. But, I'm looking for something that the PCs will have to piece together, and eventually figure out that one of them is not "perfect" in some way, and that the solution will be to destroy the non-perfect modron. The modrons here have been doing and redoing whatever it is they disagree on for millenia now, and with the corrupt leader out of the way, the perfect leader will be able to finally set things right and restore the land to its harmonious ways.</p><p></p><p>But, whatever it is, should not be obvious (this modron wants this gear to turn this way, and that modron wants to turn this gear that way - which one is right?) That kind of thing.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1164144, member: 945"] A bit of backstory will be needed to explain where I'm going with this... IMC, the PCs have landed on an unexplored continent. Unbeknownst to them, a great battle once took place on this continent - a battle between chaos and law. This battle, in which a great and powerful god of chaos and destruction was slain, also took the life of a god of law and nature (an odd combination to be sure). However, this battle scarred the land permanently, and even created a slight rift in the plane of law - Mechanus. As such, to this day (some 200,000 years later), there is a small (200+) contingent of modrons still living on this continent. Because the rift was imperfect, the structure of the modron order torn did not form a perfect hierarchy, and as such, there are two high-ranking modrons that are vying for control of the group. Because modron society is rigid, and caste-like, all subordinate modrons follow the orders as presented by their superiors - unfailingly. Except there's a catch: the two modrons have diametrically opposed plans. One of the modrons was slightly tainted by the chaos during the rift, and though it is undetectable by magic, his logic has become slightly flawed. Here's where I need some ideas. My thinking was that these modrons live in a valley of gears - gears of all sizes and shapes are scattered about the field and the modrons that are here are constantly working to try to mesh them together to form some sort of machine of law - a clock, perhaps. Tainted modron leader A believes that the clock should rotate counter-clockwise, but non-tainted perfect modron leader B believes that it should rotate (correctly) clockwise. It doesn't have to be a clock, and where they differ doesn't have to be as simple as clockwise/counter-clockwise. But, I'm looking for something that the PCs will have to piece together, and eventually figure out that one of them is not "perfect" in some way, and that the solution will be to destroy the non-perfect modron. The modrons here have been doing and redoing whatever it is they disagree on for millenia now, and with the corrupt leader out of the way, the perfect leader will be able to finally set things right and restore the land to its harmonious ways. But, whatever it is, should not be obvious (this modron wants this gear to turn this way, and that modron wants to turn this gear that way - which one is right?) That kind of thing. [/QUOTE]
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