The Great Modron March

The Great Modron March

Updated 7 June 2015: Added Chapter VI: Law in Chaos

The final Planescape adventure released before Faction War, The Great Modron March is an 11 adventure anthology focusing on the modrons’ eponymous march around the Great Ring.

TGMM is one of the better adventure anthologies, with a strong theme and a sensible connection between each stand-alone adventure. The adventures increase in difficulty as the modrons make their way around the Great Ring, and the anthology nature allows the march to be a background event for an entire Planescape campaign, with the GM able to leave weeks or even months of game time in between each encounter with the walking polygons.

The Great Modron March also includes a call-back to an NPC first encountered in Well of Worlds, and is itself a lead-in to the Dead Gods mega-adventure.

Stats for all of the modrons can be found here.

Chapter I: The March Begins

Climax

Automata City Guardsman      CR ⅓

XP 135
Male or female planar human warrior 1 (Fraternity of Order)
LN Medium humanoid (human)
Init +4; Senses Perception +2

DEFENCE
AC 15, touch 10, flat-footed 15 (+4 armour, +1 shield)
hp 8 (1d10+2)
Fort +3, Ref +0, Will +0

OFFENCE
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
Spell-Like Abilities (CL 1st; concentration +0)
1/day–comprehend languages

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Alertness, Improved Initiative
Skills Linguistics +1, Perception +3, Sense Motive +3
Faction Traits Intuit Pattern, Letter of the Law
Languages Common
Gear longsword, light steel shield, chain shirt, guard tabard

Heiron Lifegiver      CR 13

XP 25,600
Male planar half-elf wizard (arcane crafter) 14 (Inner Sea Primer 28)
N Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +3

DEFENCE
AC 20, touch 15, flat-footed 18 (+5 armour, +3 deflection, +2 Dex)
hp 58 (14d6)
Fort +8, Ref +10, Will +14; +2 vs. enchantments
Immune sleep

OFFENCE
Speed 30 ft.
Melee +1 dagger +7/+2 (1d4/19-20)
Special Attacks metamagic mastery 4/day
Spells Prepared (CL 14th; concentration +19)
7th–greater arcane sight, mage’s magnificent mansion
6th–analyze dweomer, antimagic field, disintegrate (DC 21)
5th–fabricate, feeblemind, passwall, telekinesis
4th–arcane eye, detect scrying, dimension door, solid fog, stoneskin
3rd–dispel magic, fly, lightning bolt (DC 18), nondetection, shrink item
2nd–acid arrow, arcane lock, blur, fog cloud, invisibility
1st–alarm, disguise self, hold portal, identify, magic missile, shield
0 (at will)–arcane mark, detect magic, mending, read magic

STATISTICS
Str 8, Dex 14, Con 10, Int 20, Wis 13, Cha 12
Base Atk +7; CMB +6; CMD 21
Feats Brew Potion, Craft Magic Arms and ArmourB, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous ItemB, Forge Ring, Scribe ScrollB, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft)
Discoveries Arcane Builder (arms and armour)UM, Arcane Builder (wondrous items)UM
Skills Appraise +19, Craft (alchemy) +19, Fly +16, Knowledge (arcana) +22, Knowledge (engineering) +19, Knowledge (planes) +19, Linguistics +19, Perception +3, Spellcraft +22
Languages Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Modron, Orc, Sylvan, Terran
SQ arcane bond (ring of protection +3), cantrips, keen senses, metacharge
Gear +1 dagger, bracers of armour +5, ring of protection +3, cloak of resistance +4, portable hole, spell component pouch, 1,000 gp in gems, spellbook (contains all cantrips and currently prepared spells, plus every spell of 1st through 7th level that is a required spell for making any magical item [the PCs won’t be able to get their hands on his spellbook, anyways})

Jezrene the Quickeye      CR 12

XP 19,200
Female elf rogue 3/wizard 3/arcane trickster 7
NE Medium humanoid (elf, extraplanar)
Init +5; Senses low-light vision; Perception +14

DEFENCE
AC 22, touch 18, flat-footed 16 (+4 armour, +2 deflection, +1 dodge, +5 Dex)
hp 56 (13 HD; 3d8+10d6)
Fort +4, Ref +13, Will +9; +2 vs. enchantment
Defensive Abilities evasion, trap sense +1; Immune sleep

OFFENCE
Speed 30 ft.
Melee +2 short sword +13/+8 (1d6+2/19-20)
Special Attacks hand of the apprentice 6/day, impromptu sneak attack 2/day, ranged legerdemain, sneak attack +5d6, tricky spells 4/day
Spells Prepared (CL 10th; concentration +13)
5th–dominate person (DC 18), teleport
4th–charm monster (DC 17), confusion (DC 17), greater invisibility
3rd–dispel magic, displacement, hold person (DC 16), lightning bolt (DC 16)
2nd–alter self, blindness/deafness (DC 15), mirror image, misdirection, see invisibility
1st–charm person (DC 14), magic missile, ray of enfeeblement (DC 14), shocking grasp (DC 14), true strike
0 (at will)–detect magic, flare (DC 13), mage hand, prestidigitation

STATISTICS
Str 10, Dex 20, Con 10, Int 16, Wis 13, Cha 8
Base Atk +6; CMB +11; CMD 24
Feats Agile Manoeuvres, Combat Casting, Combat Reflexes, Deft Hands, Dodge, Scribe ScrollB, Stand Still, Stealthy, Weapon FinesseB
Skills Acrobatics +23, Appraise +9, Climb +6, Disable Device +27, Escape Artist +16, Knowledge (arcana) +19, Knowledge (local) +9, Perception +14, Sense Motive +7, Sleight of Hand +25, Spellcraft +16 (+19 identify magic items), Stealth +25
Languages Common, Draconic, Elven, Gnome, Orc
SQ arcane bond (ring of protection +2), cantrips, elven magic, keen senses, rogue talents (finesse rogue), trapfinding
Gear +2 short sword, bracers of armour +4, ring of protection +2, boots of elvenkind, spell component pouch, spellbook (contains all cantrips and currently prepared spells), masterwork thieves’ tools

Fighter Thug      CR ½

XP 200
Male or female planar human fighter (cad) 1 (Ultimate Combat 45)
N or CN Medium humanoid (human)
Init +2; Senses Perception +0

DEFENCE
AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0

OFFENCE
Speed 30 ft.
Melee longsword +5 (1d8+4/19-20 wielded two-handed) or dagger +4 (1d4+3/19-20)

STATISTICS
Str 17, Dex 14, Con 13, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Intimidating Prowess, Power Attack, Weapon Focus (longsword)B
Skills Acrobatics +6, Bluff +3, Intimidate +6, Sleight of Hand +6
Languages Common
Gear longsword, dagger, studded leather armour

Thief Thug      CR ½

XP 200
Male or female planar human rogue (thug) 1 (Advanced Player’s Guide 135)
N or CN Medium humanoid (human)
Init +3; Senses Perception +5

DEFENCE
AC 15, touch 13, flat-footed 12 (+2 armour, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will -1

OFFENCE
Speed 30 ft.
Melee short sword +3 (1d6+1/19-20) or dagger +3 (1d4+1/19-20)
Special Attacks frightening, sneak attack +1d6

STATISTICS
Str 12, Dex 17, Con 13, Int 14, Wis 8, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Alertness, Weapon Finesse
Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +5, Diplomacy +4, Intimidate +4, Knowledge (local) +5, Perception +5, Sense Motive +5, Sleight of Hand +7, Stealth +7
Languages Common, Halfling
Gear short sword, dagger, leather armour

Chapter II: The Unswerving Path

Build-Up

Arriving in Town

Cauldronborn      CR 3

XP 800
Male aasimar (angelkin) fighter 3 (Blood of Angels 21)
LG Medium humanoid (planetouched)
Init +2; Senses darkvision 60 ft.; Perception +8

DEFENCE
AC 18, touch 13, flat-footed 15 (+5 armour, +2 Dex, +1 dodge)
hp 28 (3d10+6)
Fort +4, Ref +3, Will +2; +1 vs. fear
Resist acid 5, cold 5, electricity 5

OFFENCE
Speed 30 ft.
Melee mwk short sword +8 (1d6+3/19-20)
Spell-Like Abilities (CL 3rd; concentration +5)
1/day–alter self

STATISTICS
Str 17, Dex 14, Con 12, Int 14, Wis 13, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats Alertness, Combat ExpertiseB, Dodge, Weapons Focus (short sword)B
Skills Diplomacy +5, Heal +3, Knowledge (local) +5, Knowledge (planes) +7, Perception +8, Sense Motive +8
Languages Common, Celestial, Draconic
SQ armour training 1, bravery +1
Gear +1 chain shirt, masterwork short sword

SPECIAL ABILITIES
Exceptional Stats (Ex) Cauldronborn is exceptional, and his ability scores were generated using 25 points rather than the standard 15-point buy used to create most NPCs. This modification increases his total CR by +1.

Chapter III: Ambushed!

Build-Up

The First Attack

Tacharim Knights      CR 3

XP 800
Male planar human fighter (roughrider) 4 (Tacharim) (Advanced Player’s Guide 106)
NE Medium humanoid (human)
Init +1; Senses Perception +0

DEFENCE
AC 19, touch 11, flat-footed 18 (+8 armour, +1 Dex)
hp 40 (4d10+12)
Fort +5, Ref +2, Will +1
Immune fear

OFFENCE
Speed 20 ft.
Melee mwk bastard sword +10 (1d10+6/19-20)
Ranged mwk light crossbow +6 (1d8/19-20)

STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Exotic Weapon Proficiency (bastard sword), Mounted CombatB, Ride-By Attack, Spirited Charge, Weapon Focus (bastard sword)B, Weapon Specialization (bastard sword)B
Skills Handle Animal +6, Intimidate +6, Ride +8
Sect Abilities Fearless, Obviously Evil
Languages Common
SQ armoured charger, steadfast mount
Gear masterwork half-plate, masterwork bastard sword, masterwork light crossbow, 10 bolts

SPECIAL ABILITIES
Fearless (Ex) The training undergone by Tacharim knights is so brutal and unspeakable that they become immune to all fear effects.
Obviously Evil (Ex) The Tacharim are so obviously, nearly laughably evil that any good-aligned creature feels uncomfortable just being in their presence. They must roll twice and use the lower result for all Charisma-based checks against good-aligned creatures.

Yeth Hounds (4)      CR 3

XP 800
hp 30 (Pathfinder RPG Bestiary 286)

The Rendering Works

Guards      CR ½

XP 200
Male planar human warrior 2
NE Medium humanoid (human)
Init +0; Senses Perception +2

DEFENCE
AC 17, touch 10, flat-footed 17 (+6 armour, +1 shield)
hp 16 (2d10+4)
Fort +4, Ref +0, Will +0

OFFENCE
Speed 20 ft.
Melee shortspear +5 (1d6+2)

STATISTICS
Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Skill Focus (Perception), Weapon Focus (shortspear)
Skills Intimidate +4, Perception +5
Languages Common
Gear chainmail, light steel shield, shortspear

Tacharim Workers      CR ⅓

XP 135
Male and female planar human expert 1
NE Medium humanoid (human)
Init +0; Senses Perception +0

DEFENCE
AC 10, touch 10, flat-footed 10
hp 7 (1d8+2)
Fort +1, Ref +0, Will +2

OFFENCE
Speed 30 ft.
Melee cutting tool -1 (1d6-1)

STATISTICS
Str 9, Dex 10, Con 12, Int 15, Wis 11, Cha 8
Base Atk +0; CMB -1; CMD 9
Feats Skill Focus (Disable Device), Skill Focus (Knowledge [planes])
Skills Craft (alchemy) +8, Craft (blacksmithing) +8, Disable Device +9, Heal +4, Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (planes) +9, Linguistics +6, Perception +4, Spellcraft +6
Languages Common, Abyssal, Draconic, Infernal
Gear cutting tool
Note: Tacharim workers have all the tools at their disposal to perform their duties, and therefore do not have penalties to their skill checks for not carrying artisan’s or thieves’ tools. The masterwork quality of the tools gives them a +2 bonus to all Craft skills, and Disable Device.

Alchemists      CR 1

XP 400
Male planar human expert 3
NE Medium humanoid (human)
Init +0; Senses Perception +0

DEFENCE
AC 10, touch 10, flat-footed 10
hp 21 (3d8+6)
Fort +2, Ref +1, Will +3

OFFENCE
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)

STATISTICS
Str 9, Dex 10, Con 12, Int 15, Wis 11, Cha 8
Base Atk +2; CMB +1; CMD 11
Feats Skill Focus (Craft [alchemy]), Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [planes])
Skills Craft (alchemy) +13, Craft (blacksmithing) +10, Disable Device +8, Heal +6, Knowledge (arcana) +12, Knowledge (engineering) +9, Knowledge (planes) +12, Linguistics +9, Perception +6, Spellcraft +8
Languages Common, Abyssal, Draconic, Gnoll, Infernal, Orc
Gear dagger
Note: Tacharim alchemists have all the tools at their disposal to perform their duties, and therefore do not have penalties to their skill checks for not carrying artisan’s or thieves’ tools. The masterwork quality of the tools gives them a +2 bonus to all Craft skills, and Disable Device.

Denrac Grundarein      CR 6

XP 2,400
Male half-modron bariaur commoner 7
N Medium outsider (augmented monstrous humanoid, extraplanar, lawful)
Init +0; Senses darkvision 120 ft.; Perception +19

DEFENCE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 70 (7d8+35)
Fort +6, Ref +2, Will +0 (+2 vs. spells and spell-like effects); +4 vs. mind-affecting effects
DR 5/adamantine; Immune poison, disease; Resist acid 5, cold 5, fire 5, considered Large when determining death from massive damage, half damage from subdual attacks; SR 14
Weaknesses rust vulnerability

OFFENCE
Speed 40 ft.
Melee club +7 (1d6+4)
Special Attacks powerful charge 2d6+6

STATISTICS
Str 19, Dex 11, Con 18, Int 10, Wis 6, Cha 9
Base Atk +3; CMB +7; CMD 17 (21 vs. trip)
Feats Skill Focus (Handle Animal), Skill Focus (Perception), Skill Focus (Profession [goat herd]), Toughness
Skills Climb +12, Handle Animal +12, Perception +19, Profession (goat herd) +11
Languages Celestial, Common
SQ damage reduction, energy resistance (cold), partial construct, quadruped, shielded mind, spell resistance
Gear club

SPECIAL ABILITIES
Rust Vulnerability (Ex) All half-modrons are affected by rust attacks, such as that of the rust monster or a rusting grasp spell.

Yissa Nyclar      CR 5

XP 1,600
Female bariaur expert 7
N Medium monstrous humanoid (extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 35 (7d8)
Fort +2, Ref +3, Will +7 (+9 vs. spells and spell-like effects)

OFFENCE
Speed 40 ft.
Melee dagger +5 (1d4/19-20)

STATISTICS
Str 10, Dex 12, Con 11, Int 16, Wis 10, Cha 9
Base Atk +5; CMB +5; CMD 16 (20 vs. trip)
Feats Iron Will, Skill Focus (Heal), Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [planes])
Skills Craft (alchemy) +13, Diplomacy +9, Disable Device +13, Heal +13, Knowledge (arcana) +16, Knowledge (planes) +16, Linguistics +13, Perception +9, Spellcraft +13
Languages Celestial, Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Modron
SQ quadruped
Gear dagger
Note: Nyclar has all the tools at her disposal to perform her experiments, and therefore does not have penalties to her skill checks for not carrying artisan’s or thieves’ tools. The masterwork quality of the tools gives her a +2 bonus to Craft (alchemy) and Disable Device.

Sethetis      CR 9

XP 6,400
Male planar human cleric 10 (Dustmen)
NE Medium humanoid (human)
Init +2; Senses Perception +4

DEFENCE
AC 22, touch 13, flat-footed 20 (+7 armour, +1 deflection, +2 Dex, +2 shield)
hp 53 (10d8)
Fort +7, Ref +5, Will +10

OFFENCE
Speed 30 ft.
Melee +1 spear +7/+2 (1d8/×3 plus poison) or dagger +6/+1 (1d4-1/19-20 plus poison)
Special Attacks channel negative energy 6/day (DC 18 [DC 22 command undead], 5d6), destructive aura 10 rounds/day, destructive smite 7/day, scythe of evil 1/day, spontaneous casting (inflict spells)
Domain Spell-Like Abilities (CL 10th; concentration +14)
7/day–touch of evil
Spells Prepared (CL 10th; concentration +14)
5th–dispel goodD, insect plague
4th–dismissal, unholy blightD
3rd–animate dead, dispel magic, magic circle against goodD
2nd–align weaponD (evil only), silence (DC 16), spiritual weapon
1st–bane (DC 15), bless, cure light wounds (2), true strikeD
0 (at will)–detect magic, guidance, read magic, resistance
D domain spell; Domains Destruction, Evil

STATISTICS
Str 8, Dex 15, Con 10, Int 12, Wis 18, Cha 13
Base Atk +7; CMB +6; CMD 18
Feats Alignment Channel (lawful), Command Undead, Extra Channel, Improved Channel, Iron Will, Selective Channelling
Skills Heal +17, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (planes) +14, Spellcraft +14
Languages Common, Abyssal
Faction Traits Dead Truce, Toward True Death
SQ aura of chaos, aura of evil, orisons
Combat Gear potion of beast shape I, potion of cure light wounds, potion of haste; Other Gear +1 elven chain, +1 spear, dagger, ring of force shield, ring of protection +1, 4 doses of deathblade poison, silver holy symbol, spell component pouch
Note: Spell slots not prepared are consumed by magical requirements of the Rendering Works.

Kr’klckl      CR 2

XP 600
Male harginn (fire grue) (Complete Arcane 154)
NE Medium outsider (elemental, evil, extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +1
Defensive Abilities blur, spell disruption; Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENCE
Speed 40 ft.
Melee scimitar +2 (1d6/18-20) or slam +5 (1d4 plus 1d6 fire)
Ranged +1 flaming light crossbow +6 (1d8 plus 1d6 fire/19-20)
Special Attacks fire spray

STATISTICS
Str 11, Dex 16, Con 12, Int 9, Wis 11, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +9, Climb +6, Escape Artist +9, Intimidate +5, Knowledge (planes) +5, Perception +9, Survival +6
Languages Ignan
Gear scimitar, +1 flaming light crossbow, 20 bolts, spell object (d%: 01-70, flaming sphere; 70-100, haste)

SPECIAL ABILITIES
Blur (Sp) Fire grues naturally flicker and waver continuously as if under the effect of a blur spell (caster level 10th). They have concealment against all attacks by creatures that rely on sight.
Fire Spray (Sp) As a standard action, a fire grue can create a 30-foot cone of fire, dealing 2d6 points of fire damage (Reflex DC 11 half). This ability is the equivalent of a 2nd-level spell.
Spell Disruption (Su) The very presence of a fire grue interferes with fire spells. Any caster within 40 feet of a harginn who casts a spell with the fire descriptor must succeed on a DC 15 caster level check or have the spell fail. Within the same area of any such spell currently in effect, a fire grue has a chance to dispel the effect as a free action, as if casting a targeted dispel magic (caster level 10th).

Chapter IV: Politics of the Beasts

It Begins

Pristine Lake

Alisiphone      CR 7

XP 3,200
Nymph
hp 30 (Pathfinder RPG Bestiary 217)
Note: Alisiphone cannot use her druid spells, spell-like abilities, blinding beauty, stunning glance, unearthly grace, or wild empathy effects until her lake is returned to its pristine state.

Build-Up

The Dogs and the Druids

Dogs (wild) (200)      CR ⅓

XP 135
hp 6 (Pathfinder RPG Bestiary 87)

Following the Chain

Wemics (200)      CR 3

XP 800
Monster Compendium: Monsters of Faerûn 84
N Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +9

DEFENCE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 32 (5d10+5)
Fort +2, Ref +5, Will +4

OFFENCE
Speed 40 ft.
Melee 2 claws +8 (1d6+4)
Space 10 ft; Reach 5 ft.

STATISTICS
Str 18, Dex 12, Con 12, Int 11, Wis 11, Cha 9
Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
Feats Skill Focus (Perception), Skill Focus (Stealth), Skill Focus (Survival)
Skills Acrobatics +1 (+9 jumping), Perception +9, Stealth +10, Survival +10; Racial Modifiers +8 Acrobatics when jumping
Languages Sylvan, Common

Ilifar-in-the-Wind

Avariel (1,000)      CR ½

XP 200
Male or female avariel warrior (Races of Faerûn 31)
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4

DEFENCE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d10)
Fort +2, Ref +2, Will +0 (+2 vs. enchantment)
Immune sleep

OFFENCE
Speed 30 ft., fly 50 ft. (average)
Melee rapier +3 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks dive attack

STATISTICS
Str 13, Dex 15, Con 10, Int 10, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +2 (+6 jumping), Fly +6, Intimidate +4, Perception +4, Survival +4; Racial Modifiers +4 Acrobatics when jumping, +4 Perception
Languages Common, Elven
Gear rapier, light crossbow, 10 bolts

SPECIAL ABILITIES
Dive Attack (Ex) A dive attack works just like a charge, but the avariel must descend a minimum of 30 feet and attack with a piercing weapon; if she hits, she deals double damage.

Breath of Life

Breath of Life      CR 28

XP 4,915,200
Mortai
NG Colossal outsider (air, good)
Init +11; Senses darkvision 5 miles, extended senses; Perception +27

DEFENCE
AC 25, touch 16, flat-footed 18 (+7 deflection, +7 Dex, +9 natural, -8 size)
hp 375 (30d10+210)
Fort +18, Ref +24, Will +26
Defensive Abilities air mastery, gaseous form, power core; Immune weapon damage; SR 39

OFFENCE
Speed fly 120 ft. (perfect)
Space 30 ft.; Reach 0 ft.
Special Attacks legendary lightning
Spell-Like Abilities (CL 20th; concentration +27)
At will–acid fog, air walk (targets another creature), call lightning (bestowed upon another creature) (DC 20), chain lightning (DC 23), control winds (DC 22), fog cloud, gust of wind (DC 19), ice storm, rainbow pattern (DC 21), summon monster IX (air elementals and outsiders only), whispering wind, wind walk, wind wall
7/day–cloudkill (DC 22)
3/day–control weather, quickened control winds (DC 22), quickened gust of wind (DC 19), whirlwind (DC 25), extended wind wall
1/day–elemental swarm (cast as an air spell only)

STATISTICS
Str —, Dex 24, Con 24, Int 23, Wis 25, Cha 25
Base Atk +30; CMB —; CMD
Feats Alertness, Extend Spell-Like Ability (wind wall), Great Fortitude, Improved Initiative, Improved Iron Will, Iron Will, Persuasive, Quicken Spell-Like Ability (control winds), Quicken Spell-Like Ability (gust of wind), Skill Focus (Knowledge [any]) ×5, Skill Focus (Stealth)
Skills Diplomacy +39, Disguise +7 (+17 among clouds), Intimidate +39, Knowledge (arcana) +45, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (nature) +45, Knowledge (planes) +45, Perception +44, Sense Motive +44, Spellcraft +36, Survival +37, Stealth +46 (+62 among clouds); Racial Modifiers +16 Stealth when among clouds, +10 Disguise when among clouds
Languages all
SQ cloud form, legend lore

SPECIAL ABILITIES
Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against a mortai.
Cloud Form (Ex) A mortai is able to shift its cloudy shape to nearly any size and shape (Colossal only), and can even appear as a dark storm cloud. As such, a mortai has a +10 racial bonus on Disguise checks and a +16 racial bonus on Stealth checks when among clouds.
Extended Senses (Ex) A mortai sees and hears up to 5 miles away. It also has darkvision out to the same distance.
Gaseous Form (Ex) A mortai’s insubstantial form grants it immunity to critical hits and flanking. A mortai cannot run, but it can fly, and it is subject to winds. It cannot ever wear armour, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.
Legend Lore (Su) A mortai can duplicate the effects of a legend lore spell, as a free action. A mortai receives this information instantly, and the information is always accurate as if the mortai had the person or thing at hand or was in the place in question.
Legendary Lightning (Ex) Once per round, a mortai is able to unleash an awesome lightning bolt that is 10-feet square in diameter, and affects everything in its path. This bolt always strikes the ground where the mortai directs it, and can be miles in length. All creatures and objects in the path of this bolt suffer 10d6 points of electricity damage (Reflex DC 32 for half). Any creature standing on the ground when struck by this bolt must also succeed on a DC 32 Fortitude save or be stunned for 2d10 rounds. The save DCs are Constitution-based.
Power Core (Ex) A mortai has a secret core where its power is collected in one spot. This is a glowing nimbus of light no more than 10 feet across in the heart of the cloud. A creature can make a DC 25 Knowledge (planes) check to realize that the mortai has this vulnerable place. A successful DC 30 Perception check is needed to actually search out the core.
This core can be attacked with and damaged by physical weapons, and has AC 25 and damage reduction 20/magic. Damage dealt to the core of a mortai deals damage to the mortai’s normal hit point total. The core is still subject to the mortai’s gaseous form ability.

Chapter V: Modron Madness

Build-Up

Modronoid Xaldra      CR 3

XP 800
Female half-modron tiefling fighter 3 (Pathfinder RPG Bestiary 264) (Free League)
CG Medium outsider (augmented humanoid, lawful, planetouched)
Init +1; Senses darkvision 120 ft.; Perception +0

DEFENCE
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 29 (3d10+12)
Fort +6, Ref +3, Will +1; +6 vs. mind-affecting effects, +1 vs. fear
Immune disease, poison; Resist acid 5, cold 5, electricity 5, fire 5, considered one size larger when determining death from massive damage, half damage from subdual attacks
Weaknesses rust vulnerability

OFFENCE
Speed 40 ft.
Melee 2 arm blades +5 (1d6+4/19-20)
Spell-Like Abilities (CL 3rd; concentration +4)
1/day–darkness

STATISTICS
Str 18, Dex 14, Con 17, Int 10, Wis 10, Cha 13
Base Atk +3; CMB +7; CMD 20
Feats Combat Reflexes, Dodge, Two-Weapon FightingB, Weapon Focus (longsword)B
Skills Bluff +3, Climb +16, Perception +8, Sense Motive +2, Stealth +4, Swim +8; Racial Modifiers +2 Bluff, +2 Stealth; Template Modifiers +8 Climb, +8 Perception
Faction Traits Free Will, On Our Own, One of Us
Languages Common, Abyssal
SQ armour training 1, bravery +1, fast movement

SPECIAL ABILITIES
Rust Vulnerability (Ex) All half-modrons are affected by rust attacks, such as that of the rust monster or a rusting grasp spell.

Guile’s Note: For best results, customize Xaldra’s feats and skills (and ability scores and class if you’re adventurous), and use her as a contact or associate of the players prior to running this adventure. For instance, in one of my campaigns Xaldra was a Lawful Neutral member of the Fraternity of Order who served as Estevan’s secretary, whom the party met during the events of Doors to the Unknown. Since the party had gotten to know her, when she was captured and subsequently attacked them it hit them hard.

The Brigand Camp

Brigands      CR 1

XP 400
Male planar human warrior 3 (Bleak Cabal)
CN Medium humanoid (human)
Init +1; Senses Perception -1

DEFENCE
AC 14, touch 11, flat-footed 13 (+3 armour, +1 Dex)
hp 21 (3d10+3)
Fort +3, Ref +2, Will +0
SR 15 vs. spells causing insanity

OFFENCE
Speed 30 ft.
Melee longsword +5 (1d8+1/19-20)

STATISTICS
Str 12, Dex 12, Con 11, Int 13, Wis 9, Cha 8
Base Atk +3; CMB +4 (+6 disarm); CMD 15 (17 vs. disarm)
Feats Combat Expertise, Improved Disarm, Weapon Focus (longsword)
Skills Climb +7, Heal +1, Intimidate +5, Ride +7, Swim +7
Faction Traits Already Mad, Melancholia, Shortened Lifespan
Languages Common, 1 additional language
Gear studded leather, longsword

Ildurn Grimm      CR 4

XP 1,200
Male planar half-elf rogue (bandit) 5 (Bleak Cabal) (Ultimate Combat 71)
CN Medium humanoid (elf, human)
Init +3; Senses low-light vision, Perception +11

DEFENCE
AC 16, touch 13, flat-footed 16 (+2 armour, +3 Dex, +1 shield)
hp 28 (5d8)
Fort +1, Ref +7, Will +2; +2 vs. enchantment
Defensive Abilities evasion, trap sense +1; Immune sleep; SR 12 vs. spells causing insanity

OFFENCE
Speed 30 ft.
Melee 2 +1 short swords +5 (1d6+1/19-20)
Special Attacks ambush, sneak attack +3d6

STATISTICS
Str 10, Dex 16, Con 10, Int 14, Wis 13, Cha 12
Base Atk +3; CMB +6; CMD 16
Feats Agile Manoeuvres, Skill Focus (Diplomacy), Two-Weapon DefenceB, Two-Weapon Fighting, Weapon FinesseB
Skills Acrobatics +11, Appraise +10, Diplomacy +12, Disable Device +15, Knowledge (history) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +11 (+13 locate traps), Sense Motive +9, Sleight of Hand +11, Stealth +11
Faction Traits Already Mad, Melancholia, Shortened Lifespan
Languages Common, Abyssal, Elven
SQ keen senses, rogue talents (combat trick, finesse rogue), trapfinding +2
Gear leather armour, 2 +1 short swords, masterwork thieves’ tools

In the Home of the Wizard

Modronoids (7)      CR ½

XP 200
Male or female half-modron planar human commoner 1
CN Medium outsider (augmented humanoid, lawful)
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENCE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 5 (1d6+2)
Fort +1, Ref +0, Will +0; +4 vs. mind-affecting effects
DR 5/adamantine; Immune disease, poison; Resist acid 5, cold 5, fire 5, considered one size larger when determining death from massive damage, half damage from subdual attacks
Weaknesses rust vulnerability

OFFENCE
Speed 30 ft.
Melee arm blade +1 (1d6+1)

STATISTICS
Str 13, Dex 11, Con 12, Int 10, Wis 10, Cha 9
Base Atk +0; CMB +1; CMD 11
Feats any 2 Skill Focus feats
Skills any 3 Craft or Profession skills
Languages Common

Climax

Valran Stonefist      CR 3

XP 800
Male planar human wizard 7 (Society of Sensation)
CN Medium humanoid (human)
Init +2; Senses Perception +2

DEFENCE
AC 14, touch 12, flat-footed 12 (+1 armour, +2 Dex, +1 natural)
hp 37 (7d6+7)
Fort +3, Ref +4, Will +5

OFFENCE
Speed 30 ft.
Melee mwk quarterstaff +3 (1d6-1) or dagger +2 (1d4-1/19-20)
Special Attacks hand of the apprentice 7/day
Spells Prepared (CL 7th; concentration +11)
4th—charm monster (DC 20), stoneskin
3rd—dispel magic, gaseous form, suggestion (DC 19)
2nd—animate rope, invisibility, see invisibility, web (DC 16)
1st—alarm, charm person (DC 17), hypnotism (DC 17), shield, shocking grasp
0 (at will)—arcane mark, detect magic, mending, prestidigitation

STATISTICS
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Arcane Strike, Craft Wondrous ItemB, Greater Spell Focus (enchantment), Scribe ScrollB, Skill Focus (Knowledge [planes]), Skill Focus (Spellcraft), Spell Focus (enchantment)
Skills Craft (alchemy) +14, Disable Device +18, Knowledge (arcana) +14, Knowledge (nature) +11, Knowledge (planes) +17, Knowledge (religion) +14, Linguistics +14 (+19 understand messages written in incomplete, archaic, or exotic forms), Perception +2, Spellcraft +17
Faction Traits Membership Has Its Privileges, New Sensations
Languages Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Modron, Slaad; read and understand any language
SQ arcane bond (masterwork quarterstaff), cantrips
Gear bracers of armour +1, dagger, masterwork quarterstaff, amulet of natural armour +1, goggles of minute seeing, helm of comprehend languages and read magic, spell component pouch, spellbook (contains all cantrips and currently prepared spells), masterwork thieves’ tools

Chapter VI: Law in Chaos

Build-Up

On the March

Red Slaad (one per PC)      CR 7

XP 3,200
Monster Manual 228
CN Large outsider (chaotic, extraplanar, slaad)
Init +2; Senses darkvision 60 ft.; Perception +8


DEFENCE
AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size)
hp 59 (7d10+14), fast healing 5
Fort +8, Ref +7, Will +0
Immune sonic; Resist acid 5, cold 5, electricity 5, fire 5


OFFENCE
Speed 30 ft.
Melee bite +11 (2d8+5), 2 claws +9 (1d4+2 plus implant)
Space 10 ft.; Reach 10 ft.
Special Attacks implant, pounce, stunning croak
Spell-Like Abilities (CL 7th; concentration +6)
1/day—summon (level 3, 1 red slaad, 40%)


STATISTICS
Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Base Atk +7; CMB +13; CMD 25
Feats Dodge, Intimidating Prowess, Mobility, Power Attack
Skills Acrobatics +2 (+7 jumping), Climb +15, Intimidate +14, Perception +8, Stealth +12; Racial Modifiers +5 Acrobatics when jumping
Languages Slaad


SPECIAL ABILITIES
Implant (Ex) A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 16 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (-10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su) Once per day a red slaad can emit a loud croak. Every creature (except other slaadi) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.

Yet Another Attack

Blue Slaad (one per PC)      CR 8

XP 4,800
Monster Manual 229
CN Large outsider (chaotic, extraplanar, slaad)
Init +2; Senses darkvision 60 ft.; Perception +9


DEFENCE
AC 21, touch 12, flat-footed 18 (+2 Dex, +1 dodge, +9 natural, -1 size)
hp 76 (8d10+32), fast healing 5
Fort +10, Ref +8, Will +0
Immune sonic; Resist acid 5, cold 5, electricity 5, fire 5


OFFENCE
Speed 30 ft.
Melee 4 claws +13 (2d6+6), bite +13 (2d8+6 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks implant, pounce, stunning croak
Spell-Like Abilities (CL 8th; concentration +8)
At will—hold person (DC 13), passwall, telekinesis (DC 15)
1/day—chaos hammer (DC 14), summon (level 4, blue slaad, 40%)


STATISTICS
Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Base Atk +8; CMB +15; CMD 28
Feats Dodge, Intimidating Prowess, Mobility, Power Attack
Skills Acrobatics +2 (+7 jumping), Climb +17, Intimidate +17, Perception +9, Stealth +9; Racial Modifiers +5 Acrobatics when jumping
Languages Slaad


SPECIAL ABILITIES
Disease (Su) Slaad Fever: Bite—injury; save Fort DC 18, onset 1 day, frequency 1/day, effect 1d3 Dex damage and 1d3 Cha damage, cure 2 consecutive saves. The save DC is Constitution-based. An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects. If the infected being is an arcane spellcaster, the disease instead produces a green slaad.

Climax

Assassin

Torrenth      CR 9

XP 6,400
Female githyanki magus 10 (Monster Manual 127)
CE Medium humanoid (extraplanar, githyanki)
Init +2; Senses darkvision 60 ft.; Perception +1


DEFENCE
AC 22, touch 14, flat-footed 19 (+8 armour, +1 deflection, +2 Dex, +1 dodge)
hp 83 (10d8+30)
Fort +8, Ref +5, Will +8
SR 15


OFFENCE
Speed 20 ft.
Melee +2 longsword +12/+7 (1d8+5/19-20 wielded two-handed)
Special Attacks improved spell combat, spellstrike
Psionics (ECL 10th; concentration +10)
3/day—daze (DC 10), dimension door, mage hand, telekinesis (DC 15)
1/day—plane shift (DC 17)
Spells Prepared (CL 10th; concentration +13)
4th—black tentacles
3rd—dispel magic, gaseous form, lightning bolt (DC 16), stinking cloud (DC 16)
2nd—glitterdust (DC 15), mirror image, scorching ray, summon monster II, web (DC 15)
1st—burning hands (DC 14), colour spray (DC 14), magic missile, obscuring mist, ray of enfeeblement (DC 14), true strike
0 (at will)—acid splash, daze (DC 13), detect magic, ray of frost, read magic


STATISTICS
Str 14, Dex 14, Con 12, Int 16, Wis 12, Cha 10
Base Atk +7; CMB +9; CMD 23
Feats Cleave, Combat Casting, DodgeB, Power Attack, Toughness, Weapon Focus (longsword)
Skills Intimidate +13, Knowledge (arcana) +16, Knowledge (planes) +16, Linguistics +6, Spellcraft +16, Survival +11
Languages Common, Abyssal, Draconic, Githyanki, Infernal, Slaadi
SQ arcane pool (8), cantrips, fighter training, knowledge pool, magus arcana (arcane accuracy, close range, spell shield), medium armour, spell recall
Gear +2 longsword, +2 breastplate, belt of mighty Constitution +2, brooch of shielding, ring of protection +1, spell component pouch, spellbook (contains all cantrips and currently prepared spells)

Chaos Imps (2d4)      CR 2

XP 600
CE Tiny outsider (chaotic, extraplanar, incorporeal)
Init +3; Senses darkvision 60 ft.; Perception +7


DEFENCE
AC 18, touch 18, flat-footed 14 (+2 deflection, +3 Dex, +1 dodge, +2 size)
hp 16 (3d10)
Fort +3, Ref +6, Will +4
Defensive Abilities incorporeal


OFFENCE
Speed 20 ft., fly 30 ft. (good)
Melee 2 claws +8 incorporeal touch (1d2)
Space 2-½ ft.; Reach 0 ft.
Special Attacks infest object, transform host


STATISTICS
Str —, Dex 17, Con 11, Int 10, Wis 12, Cha 15
Base Atk +3; CMB —; CMD
Feats Ability Focus (infest object), Dodge
Skills Acrobatics +9, Bluff +8, Diplomacy +8 Knowledge (planes) +6, Perception +7, Sense Motive +7, Stealth +15; Racial Modifiers +4 Stealth
Languages Common


SPECIAL ABILITIES
Infest Object (Su) A chaos imp can meld into any non-sentient, inanimate object it touches as a standard action. The object cannot be formed by controlled or stabilized Limbo (Manual of the Planes pp 93-94). An attended object receives a Cha-based DC 15 Will save to negate. Unattended objects are automatically infested. Any weapon striking a chaos imp may also be infested, requiring a Will save with +2 circumstance bonus. Infestation does not radiate magic. A chaos imp can speak from within an item. If the object is destroyed, the chaos imp is expelled. An area dispel magic expels all chaos imps in the area.
Transform Host (Su) A chaos imp can transform its infested object as a standard action at will. The new form cannot be a living creature and must be of the same size. It otherwise functions as a polymorph any object spell.

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