Quickleaf
Legend
[MENTION=6775160]wwanno[/MENTION]
I'd be a little wary of the plot device you mentioned where their prime good has no value in Sigil. First, that directly contradicts the source material (gold is gold, cutter!). Second, it is hardly motive to stick around on the planes. After all, they've just made it thru Baator! They're probably eager to return home! What keeps them in Sigil? Maybe the portal back home is locked, cycles every year, or requires an exceedingly rare component (all opportunities to tie into the GMM)? And, from a Player's perspective, it might be nice if you let them know up front that this will be a planar campaign, just so they aren't fighting you tooth & nail the whole time trying to get back home.
The Great Modron March, like most of the 2e adventures, while it has a great premise, suffers from railroading. One of the best changes you can make to that adventure is to give the players a choice about which adventure sites to visit and how to resolve the situations they encounter. Also, GMM is meant to lead directly into Dead Gods and facing Orcus, so if you plan to do the 2 together, definitely incorporate more hints about Orcus in GMM.
As far as reasons to get involved after delivering the magic book to Heiron in Automata, the whole idea of camp followers for the GMM is kind of bizarre and without any real point. GMM's "The Unswerving Path" assumes the PCs are drawn to investigating by their factions. However, you said your players will be running primes... Maybe hint that the modrons might have a way for the PCs to return home? Or from the start allude to the fact that this is an abnormal Great Modron March and their prime home world is on the modrons' path.
I'd be a little wary of the plot device you mentioned where their prime good has no value in Sigil. First, that directly contradicts the source material (gold is gold, cutter!). Second, it is hardly motive to stick around on the planes. After all, they've just made it thru Baator! They're probably eager to return home! What keeps them in Sigil? Maybe the portal back home is locked, cycles every year, or requires an exceedingly rare component (all opportunities to tie into the GMM)? And, from a Player's perspective, it might be nice if you let them know up front that this will be a planar campaign, just so they aren't fighting you tooth & nail the whole time trying to get back home.
The Great Modron March, like most of the 2e adventures, while it has a great premise, suffers from railroading. One of the best changes you can make to that adventure is to give the players a choice about which adventure sites to visit and how to resolve the situations they encounter. Also, GMM is meant to lead directly into Dead Gods and facing Orcus, so if you plan to do the 2 together, definitely incorporate more hints about Orcus in GMM.
As far as reasons to get involved after delivering the magic book to Heiron in Automata, the whole idea of camp followers for the GMM is kind of bizarre and without any real point. GMM's "The Unswerving Path" assumes the PCs are drawn to investigating by their factions. However, you said your players will be running primes... Maybe hint that the modrons might have a way for the PCs to return home? Or from the start allude to the fact that this is an abnormal Great Modron March and their prime home world is on the modrons' path.