[plots] Modron problem

there might possibly be an expedition from Mechanus finally seeking thelost Modron Division. Then the PCs have the quandry of meeting live modrons in a fortress full of 'dead' ones. They then might have to decide if waking up the 'dead' modrons is worth the possible trouble they might unleash.

A portion of the Modrons could have become corrupted by Chaos on its way through the rift, when they arrives the corruption germinated and finally a Modron Civil War erupted. THe chaosdrons won and now control the fortress but only the deactivated Modrons know the secret the PCs seek. In a similar way perhaps there are two portions of gods essence within the fortress, one each exerting control over factions of Modrons (while exploring their new environs they found them)---->Modron Civil War---->winning faction now controls the fortress (the winners are obviously not the Modrons the PCs want to talk to)---->A rival group seeks both essences -one for themselves and the one the PCs seek to sacrifice to a rival deity or some such---> The PCs now have contend with both the Modron Faction (who are not going to give up their essence) A rival group (seeking the Live Modron essence and the Dead Modron essence) and have to reactivate the Dead Modrons to find the essence they seek.

Thullgrim
 

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If you've played Morrowind, you could get some inspiration from the Dwemer ruins for these decrepit modron enclaves...
 

FireLance said:
Have them enter the city and realise that the laws of the universe have changed:

1. They are only allowed to travel and attack along the cardinal directions: North, South, East and West. It is impossible to move or attack diagonally.

2. When they interact with NPCs, they are only allowed to say a single word, e.g. "truth", "love", "courage", etc. Every NPC (maybe they are all modrons) is keyed to provide information in response to certain specific words, but not to others ("I cannot help you with that").

3. Every time they win a battle, a funny piece of music plays ("Hmmm Hmmm Hmmm Hmmmmmm").

4. All monsters carry their treasure around with them in chests.

In order to retrieve the object of their quest, the PCs have to find four cards and insert them into four slots in the correct order.

Have fun!

Yeah, and the boss Modron would be named . . . hmmm, what's a good name? I know, Exodus!

--G
 

Yes, not bad. And that does go back to my original idea that Spyscribe was referring to - of having two leaders giving contradictory orders to the minions. I mean, imagine what kind of inherent chaos would result if you had two leader modrons doling out orders. Not pretty.

I do like the idea of a modron civil war brought about by the chaos that would have instilled. And the PCs get the task of figuring out which faction is the right one - and it might just be a simple matter of killing *one* of the leaders.

Yes, very nice. I need to still throw a rust dragon in there, just to give me an excuse to vaporize some of the PCs gear. ;)
 

die_kluge said:
Rust dragon, huh? That sounds nasty. Not sure I want to buy Draconomicon for that, though, but I could probably work up something on my own. Wow. Not bad.

Yes, I do have a Story Hour. Check my sig, thanks for asking.

Rustdragons are the perfect way to get rid of PC goodies! :D All metal objects caught in their cone-shaped breathweapon must save or be destroyed! Armors, weapons, rings, belt buckles...

Any metal weapon that strikes it immediately rusts away, unless the weapon is +5 or better. Then it get's a save (DC=breathweapon DC) first... :D

If the dragon bites a character wearing metal armor, the armor is dedtroyed, unless it's +5 or better (same as with weapons).

(Noticed your story hour link right after I posted! :rolleyes: Great reading so far!)
 

I'm working on the map to the place now. Gonna be awesome when I get done with it. I'll be sure to post when I get through with it. It's complex, to be sure.

I'll have to stop by my FLGS and jot some mental notes down on the rust monster. Definitely planning on using that with several rust monster minions.

My other plan is to have two camps of modrons in a civil war, but both side have barracked themselves into far corners, and each complains that the other "just isn't right". So, the PCs will have to figure out which one *is* right. On top of that, a vampire just happens to have snuck in somewhere in the past, and with powerful magic, summons up a rust dragon from acheron so that he can get to a pool of godsblood that the modrons built the place around in the first place. But, conveniently, the rust dragon guards the stuff now, not the modrons.
 

die_kluge said:
...My other plan is to have two camps of modrons in a civil war, but both side have barracked themselves into far corners, and each complains that the other "just isn't right". So, the PCs will have to figure out which one *is* right. On top of that, a vampire just happens to have snuck in somewhere in the past, and with powerful magic, summons up a rust dragon from acheron so that he can get to a pool of godsblood that the modrons built the place around in the first place. But, conveniently, the rust dragon guards the stuff now, not the modrons.

You could also consider using the metallivore template from BoTD, or the original ferrovore template from BoT.

Have you ever read Code of the Lifemaker by James Hogan? The basic premise is an automated factory on a lifeless planet was damaged, producing damaged robots. The robots developed a society based on their imperfections. Thousands of years later, one robot claimed to be receiving "messages from god" - actually, radio transmissions from humans heading toward to the planet. Perhaps your modrons were touched by chaos and one or both leaders is receiving "messages" or some such. Just a thought.
 


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