The Great Modron March

The Great Modron March is a 2-edition Advanced Dungeons & Dragons adventure module. It is part of the Planescape campaign setting.

"THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separately or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due? "

Description
The Great Modron March was written by Monte Cook and was first published by TSR, Inc. in 1997.

The adventure revolves around the players' participation in the titular Modron March, a massive migration of mechanical beings known as modrons. The modrons are orderly creatures that live in the plane of Mechanus and follow a strict hierarchy and schedule. However, something has gone wrong with the March, and the players are tasked with helping the modrons get back on track.

The adventure is divided into several different chapters, each of which presents a different challenge or obstacle for the players to overcome. These challenges include navigating the complex and alien bureaucracy of the modrons, dealing with various factions that have an interest in the Modron March, and uncovering the source of the problem that is causing the modrons to deviate from their schedule.

One of the key features of The Great Modron March is its emphasis on the unusual and unique setting of Mechanus and the modrons. The adventure explores various aspects of the plane, such as its clockwork nature and the strict rules that govern the modrons' behavior. These themes are woven into the plot and characters of the adventure, providing a rich and immersive experience for players.

Contents

 * Introduction
 * Prologue
 * Chapter 1: The March Begins
 * Chapter 2: The Unswerving Path
 * Chapter 3: Ambushed!
 * Chapter 4: Politics of the Beast
 * Chapter 5: Modron Madness
 * Chapter 6: Law in Chaos
 * Chapter 7: The Modron Judge
 * Chapter 8: Camp Followers
 * Chapter 9: Sidetracked
 * Chapter 10: The Flower Infernal
 * Chapter 11: The Last Leg
 * Epilogue
 * Appendix

Credits

 * Designers: Monte Cook and Colin McComb
 * Editor: Michele Carter
 * Cover Artist: Randy Post
 * Interior Artist: Randy Post, Adam Rex, and Ray Nadeu
 * Cartographer: Rob Lazzaretti
 * Typography: Angelika Lokotz
 * Border Artist: Robert Repp
 * Art Direction: Dawn Murin, Stephen A. Daniele
 * Graphic Design: Dawn Murin
 * Electronic Prepress Coordination: Dave Conant
 * Proofreaders: Dave Wise, Ray Vallese