The Great Modron March (Inactive)

Game Master bookrat

In which the heroes must try to save a town from the unswerving march.

Scenes of the March (modern 5e art)
Scenes of the March (original 2e art)
Scenes of the March (deviantart, inside Mechanus)
Heart's Faith Map


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The monodrones and duodrones march on around you in formations and ranks, and you have to actively move out of their way to avoid being trampled. But around the higher ranking modrons there is a layer of modrons so thick that you cannot wade past them.

With Duncan crying out to speak with their leader, a nearby quadrone alters its path to approach him.

modron language:
Only components of the March may speak with other components of the March.

Going to bot some actions to move the story forward

Soolam first mind melds with the quadrone to understand it, and figures out that in order to speak with any higher ranking modron, you have to join the March and walk along with them. Once you do, word spreads up the ranks, from lower ranking modrons up to the higher ranking modrons - as the quadrone tells its immediate superior that you wish to speak with the leadership, and the pentadrone does the same up to the octon, and so on up the ranks.

Zethaya mentions along with the fact that they have their own language, that each modron can only communicate with other modrons of equal rank, one ranks below, or one ranks above.

You're escorted through the ranks to the Quinton; the process takes several hours. Once close enough, Soolam performs his ability to communicate directly to the Quinton.

You may now start to ask it direct questions.


INACTIVE - GAME DIED

Zan seems pleased at the orderly fashion in which communication starts to take place.


Anyone can ask a question and have it sent through Soolam's link. Not just Duncan.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

During the beginning of the several hour process of working our way up the chain, Duncan addresses his comrades, clearly weary with the slow progress.
I don't think Duncan has heard of or experienced Soolam's mind link, so this is all assuming Soolam mentions it during our attempts to speak with the higher ups
"Friends, this could take much time, time we don't have. What say you to splitting up here? Half of us stay and try to divert the Modrons, the other half make for Heart's Faith and prepare to evacuate the town. Aerin, Wyaph, Zan, I believe you would be best suited to getting those people to safety. Soolam, Zethaya, and I will stay and do what we can here."
Hours later, using Soolam to relay the message (unless Soolam can link the modron and Duncan), Duncan figures these creatures do not dabble in small talk, so he cuts to the point.
"My name is Duncan Stone, I come with my companions Zethaya and Soolam as envoys from the Sword Archons of Mount Celestia. We come here today to tell you that we were not expecting you for another one hundred fifty-seven years, and we understand that you Modrons follow the same route every time you march. Unfortunately, there are some people that have built a town right in the line of your march, and that is the reason we are here before you. We humbly ask that you please change your course and avoid this town. We understand you are beings of law, order, and tradition, but your adherence to your laws is about to cause chaos, ruin, and death if you don't make an exception this one time."
Gods I hope there are no other towns built along this path.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam will relay whatever they say to each other, to the word as it is being said.


Your group has formed its own unit as a sort of ambassador block, walking in line, if not in step, with the modrons.

It feels odd communicating this way, locked in with the modrons and not directly speaking to, or even directly looking at the Quinton - as they will not allow you to get so close, but it works. Soolam relates the thoughts and images directly to the mind of the Quinton - the modron in charge of the entire march. And then the Quinton speaks aloud, so everyone can hear.

Duncan Stone wrote:


"My name is Duncan Stone, I come with my companions Zethaya and Soolam as envoys from the Sword Archons of Mount Celestia. We come here today to tell you that we were not expecting you for another one hundred fifty-seven years,

The Quinton interjects at specific moments - it's first interject here.

Nonsense. We march exactly as agreed by the accords set forth at the end of the previous March, exactly 17 cycles ago.

Even as the words are spoken, you know it is not true.

Quote:
and we understand that you Modrons follow the same route every time you march.

Again, the Quinton interjects, Of course. We are Perfect Law.

Quote:
Unfortunately, there are some people that have built a town right in the line of your march, and that is the reason we are here before you. We humbly ask that you please change your course and avoid this town.

Nonsense. We have the maps. The route is set. The town is the only way to the gate. We must go through the gate. Therefore we must go through the town. The route is set. We have the maps.

Quote:
We understand you are beings of law, order, and tradition, but your adherence to your laws is about to cause chaos, ruin, and death if you don't make an exception this one time."

If the residents had wished to avoid this, they should not have wrought Chaos. The town was not here when the maps were drawn. The existence of the town is proof of Chaos. If the town is to be ruined by the March, then our March will restore order to the town.

Further questions and comments may be asked or stated by anyone.

Zethaya:
This is not normal modron behavior.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

How long until the modrons arrive at Heart's Faith?
Duncan's anger starts to rise, but he remains polite as he can.
"If you were marching as per the accords you set exactly 17 cycles ago, the town would already have been relocated, or at least evacuated, and we would not be before you today. The only reason the Sword Archons are not approaching you themselves is because they fear, since you are marching 157 years early, that you and your kind have been infected by chaos, chaos they fear may be contagious."


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Just saying, if this doesn't work, probably nothing will work, and we should cut our losses and just get everyone out of the town.


female Human Warlock 3 | AC 15 | HP 23/23 | PassPerc 9 | Saves: STR+0 DEX +3 CON +1 INT +2 WIS +1 CHA +5 | Spells 1/2; Spell Save DC 13 | [x] Inspiration

"This isn't normal, modrons don't normally act like this." Zethaya says. The little imp on her shoulder rubs its chin.

"Ask them at what date the accords were set. I wonder if they were really set 17 cycles ago. Whether the accord was already set early or only the march is early."


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Do all the Modrons travel on foot or by flying, or are there any type of vehicles that they travel with?
Duncan leans towards Zethaya, and speaks to her in a low whisper.
"Is there anything that the Modrons need to march, something they cannot march without?"


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

"They are beings of pure law, and have existed for much longer than our races. They do this about twice a millennium. I think they have it set up for them to be able to follow their laws and do whatever they want." Soolam says. He jumps on to his horse. "I'm going to go catch up with Zan and Wyaph. Do what you must." He rides off to the town, as fast as can be managed without damaging the horse.


Duncan Stone wrote:
How long until the modrons arrive at Heart's Faith?

They're about six hours out. It will take you less than an hour to get back to the town. Current time is approximately 3am.

Duncan wrote:
"If you were marching as per the accords you set exactly 17 cycles ago, the town would already have been relocated, or at least evacuated, and we would not be before you today. The only reason the Sword Archons are not approaching you themselves is because they fear, since you are marching 157 years early,

Nonsense. The town was not there when the map was drawn and the path was set, unswerving.

True to this, you recall the words of the Sword Archon about his Heart's Faith used to be a gate town that became so aligned with the plane, that it literally shifted and relocated into the plane. Those who are familiar with the Planes know that when a gate town becomes perfectly aligned with the plane's belief system (aka alignment), the entire town shifts onto the plane and a new gatetown starts to get built.

Duncan wrote:
That you and your kind have been infected by chaos, chaos they fear may be contagious."

We do not contain chaos. We repel chaos. To speak otherwise is to invite disaster. It is unthinkable to posit inherent chaos in the modron mind.

Zethaya wrote:

"This isn't normal, modrons don't normally act like this." Zethaya says. The little imp on her shoulder rubs its chin.

"Ask them at what date the accords were set. I wonder if they were really set 17 cycles ago. Whether the accord was already set early or only the march is early."

The modron replies, it's voice just as booming as before, The dates were set precisely... It then starts to twitch a bit before continuing. The dates were set precisely... It twitches again.

Then it yields a different response, though not new.

We are the ultimate law. All other law is tainted when compared to us. We are order. All other order disappears when held to our light. We are structure. All other structure crumbles when brought against us.

We are perfect law.

With Soolam leaving, your mental connection is cut off. If you wish to continue to communicate, you must find an alternate method.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Do any of them travel by vehicle?


Duncan Stone wrote:
Do any of them travel by vehicle?

No. They are all marching by foot at about half the pace as a normal human can walk.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

As Soolam sets off, Duncan agrees. "Yeah, this has been a wash, lets head to town, hope Aerin, Zan, and Wyaph have made some progress."
He takes once last glance at the Modrons, then gets his horse into a trot.


Duncan Stone wrote:

As Soolam sets off, Duncan agrees. "Yeah, this has been a wash, lets head to town, hope Aerin, Zan, and Wyaph have made some progress."

He takes once last glance at the Modrons, then gets his horse into a trot.

Despite your request that half the party head back to warn Heart's Faith, none of them actually said anything about leaving. They're all still with you now. Only Soolam has made any mention of heading back.

To everyone: what are your plans upon arriving at the town?


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam immediatly tries to get directions to whoever is in charge of Heart's Faith. "Keep a watchful eye." He says to the guards at the gate. "The Modron march is coming."

Proficiency in persuasion because of Conquering Mind. Persuasion to not look like a raving lunatic: 1d20 + 3 ⇒ (4) + 3 = 7


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13
GM Bookrat wrote:
Despite your request that half the party head back to warn Heart's Faith, none of them actually said anything about leaving. They're all still with you now. Only Soolam has made any mention of heading back.

Can I use the hours spent waiting to see the Quinton to repeatedly stab the 3? XD

My plans depend on how much time is left, and how large the town is. Either way, first order of business is to find the mayor, Couldronborn, then organize any guards there may be to get the town evacuated as soon as possible, once everyone is out, do a building by building sweep. If there is time before the evacuation, gather the citizens and give them 20 mins to an hour (depending on how much time there is left) to gather any possessions they don't want trampled, but limit it to only what they can carry.


Built into a steep cliffside by the shores of Lunia's ocean, the town of Heart's Faith is a place of love and trust that welcomes all visitors. It's an important burg because it's near the gate that leads to Excelsior on the Outlands; the Gate hovers 20 feet offshore like a bobbing light.

Wharfs on the shore berth ships that can take a traveler to the other Upper Planes or to the Outlands gate. The streets of Heart's Faith climb the mountain and wind through the small valleys of the city. The greater lammasu Lebes, the town's Leader, takes great joy in keeping Heart's Faith carefree.

Ordinarily, the town'd be defended by the Winged Lions, a pride of lesser lammasu who serve as the militia. Unfortunately, they've gathered far away for the White-moon, the conclave of lammasu, and by the time they can get back to Heart's Faith the damage will have already been done.

A huge wooden pier with numerous floating docks sits at the base of the mountain, filled with ships and occasionally visited by the whalelike balaena. At the shoreline and the docks, the buildings stand on marble columns and in the day the merchants in their collapsible tents hawk their wares.

Immediately exiting the wharf area, a body enters the central plaza, "The Dome of the Skies," where the bazaar's located when high tide hasn't flooded the plaza. At its highest point, the tide rises as far as the steps of the temple of Mitra, which also happens to be the central court of town. Three major Streets lead out of the central plaza. Two of them, Glory's Way and Taruman's Gait, head along the shoreline in opposite directions, while the third, the Ascension, climbs through the rest of the town and into the Mount itself.

Beyond the shoreline, three tiers rise into the city. Roads connect tier to tier, but the best and largest avenue is the Ascension. Large silver fences ward anyone who may inadvertently stumble toward the edges of the tiers, and gates provide passage through the fences.

In the first layer, Merchants' Tier, the city offers its services to the highest bidders and those in need. Banks, guilds, inns, musicians, an occasional tavern, clothing stores, shops catering to pilgrims traveling to the higher reaches of the Mount, and such fill this tier. This tier is also home to the Heart of the Mended Trust, one of the most highly respected orphanages on the planes.

The second tier, Citizens' Rest, comprises the main residential block of the city. All the houses and apartments here are beautifully maintained. Though some houses may be smaller than others, all are in equally pristine condition, The residents of the burg do their best to make sure that even the poorest of their number live in comfort and joy, and there's said to be no crime in the city at all. The cobbled strrets that run through the tier are in perfect condition, and some've said that they've ridden on bumpier ice.

Flowers and trees are planted throughout this level. The third level, Lions' Pride, houses and serves the lawmakers and the law enforcers. The Winged Lions make their cases here, as do those who advise the ruler Lebes and the guards who watch the walls of the city against invasion. This tier appears more functional than the others, but in its own way, it's equally as beautiful in its symmetry and magnificent facade. From the arrhitecture, a body gets the feeling that the third tier is a proud lion watching over its territory, and that's precisely the response it's supposed to invoke. From the outside, it presents a fierce demeanor to those who mean the town harm; from the inside, it simply seems paternalistic and watchful.

When you arrive at the gates, you see that the city gates are manned not by the usual lammasu guardians but by human guards. Soolam runs up to them and feared the Modrons are coming. The guards look at him uneasily, and then look at each other.

Sir, if you are in need of mental healing, we have some fine establishments here that may be able to help you. What sort of aid do you require?

The rest of the party arrives at the city gates only a short time after Soolam.

Current time is 4am; fishermen are preparing their boats, and some of the shops on the wharf are already open. The March will arrive at approximately 9am.


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

"I need to see the mayor. There is a great calamity coming, and it is essential that Heart's Faith be warned."

The others hear voices in their heads. Back me up.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
Duncan Stone wrote:
GM Bookrat wrote:
Despite your request that half the party head back to warn Heart's Faith, none of them actually said anything about leaving. They're all still with you now. Only Soolam has made any mention of heading back.

Can I use the hours spent waiting to see the Quinton to repeatedly stab the 3? XD

Sorry, I didn't mean for Aerin to be inactive all those hours, I was just letting those speaking with the modrons have their turn in the spotlight.

But, if it makes Duncan feel better to stab us repeatedly, Aerin is cool with that :)


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13
Soolam wrote:
"I need to see the mayor. There is a great calamity coming, and it is essential that Heart's Faith be warned."

Duncan dismounts, and strides over to guards.

"Gentlemen, my name is Duncan Stone, former officer of the City Watch of Waterdeep, and these are my companions. This one, Soolam, speaks the truth, the Modrons have begun their march early, and march for the gate past your city. We have spoken with them, and they intend to march through the city. There will be damage, and we need to evacuate the city as soon as possible. I need you to show us to the mayor with all haste. We were also told by the Sword Archons of Mount Celistia to seek out one named Couldronborn."
Aerin Whispersson wrote:
Duncan Stone wrote:
GM Bookrat wrote:
Despite your request that half the party head back to warn Heart's Faith, none of them actually said anything about leaving. They're all still with you now. Only Soolam has made any mention of heading back.

Can I use the hours spent waiting to see the Quinton to repeatedly stab the 3? XD

Sorry, I didn't mean for Aerin to be inactive all those hours, I was just letting those speaking with the modrons have their turn in the spotlight.

But, if it makes Duncan feel better to stab us repeatedly, Aerin is cool with that :)

Stabbings it is =D


INACTIVE - GAME DIED

I don't know that I had much to add to the current set of events - let's see where things go!

Zan nods excitedly at Duncan's comments. She gestures back over her shoulder and, wide-eyed, holds her hands on the sides of her head, pantomiming that this is both a surprise and a potential disaster.


The guards look at Duncan with a modicum of respect - almost an opposite look to the pathetic sympathy for Soolam.

Just follow this road until you reach the central plaza, and ask for Cauldronborn. one says.

When you arrive at the central plaza, the first thing you see is the great temple of Mitra rising above the rest of the buildings. The high tide's just flowing out, and dawn lends a pink tint to the Silver Sea. Merchants hurry to set up their tents on the wet cobbles of the plaza, but unlike businessfolk in most towns, they have nothing but kind words for each other. Though they compete for customers, they hold each other in high regard.

A golden aasimar lounges on the steps of the temple of Mitra. This is Cauldronborn, the child of an aasimon who's reputed to have slept in the Great Cauldron of
Arawn, on the Gray Waste. He rises languidly as you approach and asks, Can I help you?


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Duncan extends a hand in greeting to the aasimar.
"My name is Duncan Stone, and these are my companions. I apologize to rush this along, but time is running out. A Sword Archon by the name of Alziel sent us to you. The Modrons make their march early and intend to march through this town, possibly trampling everything and everyone in their path. We've already spoken to them, and they have no interest in changing their course. My companion here, Zethaya," he says motioning to her,"has mentioned that they are acting unusual. Their unusual behavior can wait, what needs to be done now is to evacuate the city."


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Wyaph will awkwardly get off his mount on the side of town facing the modrons. He will see which roads/paths lead in from that side and if any are relatively large and/or seem to have a clear path through to the other side.

Sorry for vanishing, but I'm back now.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Welcome back! =D


Oh dear! The Aasimar exclaims. We must try to divert them as quickly as we can't. I don't think we can evacuate the town in time.

But upon hearing your story of how you tried to divert them, he agrees to sound the alarm and has the town bell rung. The next several hours are frantic, as he gives authority to various individuals to ensure different streets and neighborhoods are evacuating people in proper order. Emergency committees are formed, which direct organizers to specific locations. For evacuees to meet. By the time the modrons arrive, the town is well prepared to meet them with minimal injury, if not destruction.

A seemingly inexhaustible flood of modrons pours into the town, breaking into three groups as they spill along the third tier. They march, of come, in perfect synchronization, breaking their formations at right angles as they split into groups to file through town. And just as expected, they start going through houses, their march oblivious to the buildings as the start to fall around them.

The modrons move along in a preset path (see the map). As they head towards one particularly old tavern, you see a ground of greybeards headed straight for the march, planting themelves between the modrons and the tavern.

At the Temple of Mitra, a group of twenty guards stands ready to defend the building.

As one building starts to collapse, you hear cries of help from inside. It seems not everyone was evacuated.

In front of the library, there is a single old woman with a Tome in her hands, shouting at the modrons, But think of all the knowledge that will be lost! Upon hearing those words, one pentadrone stops (and his surrounding modrons stop as well), as he starts to consider.

Lastly, you overhear someone shout, Oh no! The orphanage was never evacuated! There's got to be over 30 children in there!


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam curses. "Wyaph! Can you go start evacuating the orphanage!? I'll try to slow them down a little, so you have some time!" He runs up to the Pentadrone. "There is little effort in a slight diversion of course." He says, pleadingly. "Perhaps, you could go through the library instead?"

The old Librarian:
Open the doors, and clear as much as you can out of any pathways. Their course should be as straight as possible.

Duncan:
Do what you can to save the lives of the villagers. I will try to slow them for now.


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Aerin had been thinking hard, trying to come up with a way to coax the marching horde to alter its course, but to no avail. He helped as be could with the evacuation arrangements, but with great distraction as he continued to ponder how their could divert an inexhaustible stream of unreasonable machinefolk.

He watched with frustration as the modrons piled into town, trampling random buildings. He was suddenly intrigued, however, that the modrons seemed to pause as the sight of one book wielding woman and hurried over to the scene.

Listening as the woman seemed to sway them, Aerin nodded along. "There is a vast store of knowledge contained here," the genasi said, not sure if it was even true. "Primus has great interest in such things, does he not? I would not want to be the pentadrone that had to tell Primus I was responsible for destroying that which he values."

What is the third tier?


Sorry, I pull the description of the town straight from the book, and it didn't specifically call out Third Tier. But it's the area labeled Lion's Pride on the map, or the third level in the town description.

Merchant's Tier is Tier 1, and is the lowest point of elevation outside of the harbor.

Citizen's Rest is Tier 2, and is above Tier 1 in elevation.

Lion's Pride is Tier 3, and the highest section in the town, except for the gate into town.

All three tiers extend the entire width of the town.

If you look at the map, the lines represent the path the modrons take. There's also some letters (A-G) and numbers (1-3).

A: Modrons entry into town
B: The Philosopher's Tavern
C: Mitra's Prophet Kalina's old home
D: The cries of people in a building
E: The Library
F: The Orphanage
G: The Harbor

The numbers are locations I described in the text for the town, in my earlier post.

1: The largest wooden pier in the harbor.
2: The Dome of Skies
3: The Temple of Mitra

There are events at locations B, C, D, E,and F.

Also, a correction to my last post: the twenty guards are not at the Temple of Mitra (3), they are at the Prophet Kalina's old home (C), defending it as a historical site important to the history of their religion.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

As soon as I saw that there was an orphanage, I thought to myself "That is so getting trampled" XD
Duncan spurs his horse to the cries of the people in the building. Once outside, he leaps off his horse and rushes to help the people trapped inside.
What checks do I need to make?


The old librarian gasps at the thought of her library being ruined. Heavens no! I shall not have them rampaging through my library! Find another way!

The pentadrone, on the other hand, finds Aerins argument highly convincing. Knowledge needs to be preserved. That is of the highest paramount. The primary order: collect and preserve knowledge.

This line of modrons bypasses the library and tramples through the building next to it.

Duncan:
There are three floors to check.

Make three wisdom or intelligence (investigation) checks. DC 9.

For each check you pass, you clear a floor in one round. For each check you fail, it takes two rounds to clear the floor.

The children and elderly crying for help are on the top floor.

You have 7 rounds to rescue them, and it takes two rounds to get them to safety, which means you have five rounds of searching.

This means you have to succeed on at least two checks to rescue them. If you do not get at least two successes, the building collapses and everyone takes 4d6 damage. This is enough to kill the civilians. And maybe you, too, if you're unlucky enough.

The greybeards who tried to interject themselves into the march to stop it from destroying a building.

Obey the law! We have a treaty with your kind that you leave this structure alone! The advance leader pauses and states, We are not aware of any such treaty. We shall proceed.

The old man says, I've got the contract somewhere around here. Don't you break that law until I can prove it to you.

The monodrones and duodrones wait while their modrone commander confers with the section leader.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Here goes nothing
Duncan rushes in and starts searching the collapsing building.
Wis 1st floor 1st round: 1d20 + 1 ⇒ (10) + 1 = 11
Wis 2nd floor 2nd round: 1d20 + 1 ⇒ (1) + 1 = 2
Burning Inspiration to roll that with advantage.
Wis 2nd floor Inspiration: 1d20 + 1 ⇒ (7) + 1 = 8
Crap baskets
Wis 3rd floor 4th round: 1d20 + 1 ⇒ (19) + 1 = 20
Made it!
After saving the trapped people and getting them to safety, Duncan mounts up and rides for the orphanage as fast as he can.


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]
Soolam wrote:
Soolam curses. "Wyaph! Can you go start evacuating the orphanage!? I'll try to slow them down a little, so you have some time!"

Wyaph rushes over to the orphanage - and quickly realizes he has little experience dealing with children. Not wanting to waste any time, he kicks in the door and bursts in. He does his best to smile widely and put excitement in his voice, "Hey children! Everyone come quick! Do you want to see thousands of modrons?! There's a WHOLE LOT OF THEM marching this way and I know I GREAT place to see them from - a safe distance away. Come on, LET'S GO!! Yay!!"

Door kicking: 1d20 + 3 ⇒ (14) + 3 = 17

Charisma check I suppose: 1d20 + 1 ⇒ (12) + 1 = 13
Hmm... he'd be better at intimidating them, but he will try nice first, even if it probably is going to terrify the children. ;)


INACTIVE - GAME DIED

Zan rushes after Wyaph as fast as she can, which is probably not as fast as a racing bariaur. Nevertheless, she nods enthusiastically and gestures for the children to come along, too.


1d50 ⇒ 46

A large group of the kids seem rather excited the prospect of seeing the modrons.

DC 15 Perception:
There are still 4 kids hiding, too afraid to leave on their own.

As you get the kids out, Duncan shows up.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
"Well done friends! You have it handled here, I'm going to go see what I can do to help the others."
Duncan then rides to 1= Tavern, 2= Mithra: 1d2 ⇒ 2


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |

Pleased that the library would be spared--and more than a little surprised that the modrons were able to be persuaded to alter their march, Aerin dusted his hands off and looked around to see if there was anything else to be done. He scanned the immediate area, and then rose up on a column of air to get a bird's eye view of the situation, hoping to spot another situation where he could lend a hand.

mingle with the wind to get a top down view. He'll proceed to the next closest location where he can see trouble


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Perception: 1d20 - 1 ⇒ (9) - 1 = 8

Umm.... Zan?

Wyaph starts to lead the children to what should be a very safe distance away, if possible. "There are going to be SO many modrons, you would never believe it! Just keep an eye on each other and stick together, we don't want anyone to miss out!"

"Oh, and... uh... the modrons are helping to remove some old buildings so that we can make new ones! Do you think they might remove the orphanage so that you can get a new one? Wouldn't that... uh... be so exciting having a new home? I wish they would crush my home so that I could get a new one. So lucky."

CHA check: 1d20 + 1 ⇒ (13) + 1 = 14

I'm guessing "Isn't it wonderful that your home is about to be destroyed?" warrants a deception check. :)


INACTIVE - GAME DIED

Zan scouts ahead and gestures to Wyaph every time she spots a place to move.

I'll do the scouting to aid Wyaph's Perception, which should give you advantage (and thus a reroll).


Male Bariaur Barbarian 3 | AC 13 | HP 32/32 | Init 0 | Saves: STR +5 DEX 0 CON +5 INT +1 WIS -1 CHA +1 | Perception -1 (9) | Inspiration: [ ]

Not sure advantage will help, Wyaph is pretty oblivious. but here goes!

Perception: 1d20 - 1 ⇒ (9) - 1 = 8

Seriously? Ug. 4th "9" in a row between 3 different PCs in separate games. :)


Male Human (Variant) Warlock 1 Passive perception 13. AC 16. Hp 10/10. HD 1/1. Init +7 Spell slots: 1/1, save DC 13. Curse 1/1
Saves:
STR 0 DEX +2 CON +2 INT +1 WIS +3 CHA +5

Soolam, having convinced the modrons to move around, runs by the orphanage. Seeing nothing of interest, he runs on to the old men. "Move ya barmy fools!"

Perception: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Damn, those kids are dead =( unless we want to try to persuade the modrons that an orphanage carries knowledge lol


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
Soolam wrote:

Soolam, having convinced the modrons to move around,

[dice=Perception]1d20+2

He did? By suggesting they march through the library? lol


Male Air Genasi Bard 3 | HP 25/25 | AC 14 | Init +4 | Passive Perception 11 | Melee +4 (rapier, 1d8) | Ranged +4 (shortbow, 1d6) | Saves S0, D4, C2, I0, W0, Ch4 | Spells: DC 12, Slots 1st: 4/4 2nd: 2/2 | Inspiration [No] |
Wyaph Cloudrunner wrote:

wish they would crush my home so that I could get a new one. So lucky."[/b]

[dice=CHA check]1d20 + 1

I'm guessing "Isn't it wonderful that your home is about to be destroyed?" warrants a deception check. :)

This, by the way, is awesome! :)


Wyaph and Zan manage to get most of the kids out of the building before the modrons march through and destroy the building. Their attempts at convincing them of the grand sight seemed to have worked.

DC 8 Perception:
You hear the muffled cries of pain as the remaining children get crushed under the heavy weight of the building.

Aerin flies up into the sky to see what's remaining:

There are three elderly gentlemen who managed to stop a group of modrons for a short period of time, and one of them is arguing with a modron leader. Soolam is headed their way.

There are a group of 20 guards engaged in battle with a group of modrons in front of an old house. Duncan is making his way towards them on his horse and will arrive shortly.

Lastly, the modrons look to have started to arrive at the harbor. They're stopping there analyzing the situation. There's no path for them to get from the city to the gate that leads to the Outlands.

Duncan: You arrive at the Mithran guards actively engaged in combat with two squads of modrons. Eight of the guards are already dead. It's clear that they will lose if they don't get back up or convinced to back down. On the bright side, it seems as if the modrons only dispatched the two squads and aren't sending any reinforcements, and it seems as if they've succeeded in diverting the rest of the march around the building they were trying to save.

Soolam: When you get to the old men, you could hear the discussion they were having with the modron. It seems as if he claimed to have documentation stating the modrons weren't allowed to be in the town, and the modrons weren't waiting for them to provide the proof. As soon as you arrive, the lead modrons says, No such treaty exists. Attempting to disrupt the march by sowing chaos has a penalty of death.

It dispatches five modrons to execute the old men, and orders the rest to continue the march.


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

Damn, the book is pretty brutal. "Beat a perception dc, or THE CHILDREN DIE!"
Duncan spurs his horse, and rides right into the fight, crying out to get the attention of both sides.
"Friends! There is no need for this! Look!" He points to the river of modrons making their way through the town. He then looks down to the modron in charge of the small group here. "Almost all of your kind are avoiding this building, aren't you few straying from your march just to trample a building? Rejoin the march before I report you to your superior for disrupting the march!"
Should have held on to the inspiration. Persuasion?
Persuasion: 1d20 + 4 ⇒ (19) + 4 = 23
Ooo maybe I didn't need it =D


Naw, that was me who set the DC. The book says you can rescue 20 out of 50, or some other amount depending on the DM and player actions. You guys rescued 46!


Male Human (Illuskan) | Battle Master Fighter 3 | Inspiration (-) | AC 18 | HP: 28/28 | Init: +0 | Saves: Str +5 Con +4 Dex +0 Int +0 Wis +1 Cha +2 | Perception +3 - Passive: 13

20 out of 50?! Jesus that book is messed up lol

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