Modron March and Dead Gods Campaign

Post/Author/DateTimePost
#1

ranaghast

Oct 17, 2003 11:51:34
Has anyone of you tried to play Modron March and Dead Gods in the same campaign? I am worried about the character levels' issue. I know that in the Dead Gods it says it isn't much of a problem, but I would like the opinion of people who have seen it in action. Also I would like to hear if they work well in the same campaign (concerning storytelling) from your experience.
I just want desperatelly to play these adventures as they give me the impression that they will rock!
#2

zombiegleemax

Oct 17, 2003 16:21:21
I'll try to not spoil anything ...

I am actually working this campaign up.

The adventures of TGMM are ok and are really different from each other. You'll find dungeons as diplomacy as recurent villains as investigations.

Dead Gods is separated into two campaigns : one that is the second part of the campaign (i'm just begining to read this part) that is directly related to the great modron march and a little bonus campaign that is not and can even be played if you desire during the events of TGMM.

If you are playing in 3rd Edition, you'll have to rebuild some NPC sheets however, so you'll directly be able to make adjustements for the level of your characters.

I'll say that travel is a big part of TGMM and DG. So you'll just have to populate the areas accordingly.

Most of the adventures are exposing to the PCs events and situations (more than 'encounters') that need more use of the brain than hack and slash. So i think you do not have to worry about it.

This beeing said, according to the writtings, PCs can start TGMM (by the Ad&d 2nd Ed rules) from level 1 and progress through level 10. And DG maybe need at least characters from level 6, but can by played virtually at any level.
#3

kilamar

Oct 18, 2003 6:25:08
We play TGMM and DG at the same time. As our DM said, these adventures were made to be intermixed.
We finished the last Modron March part just yesterday and are half trough the DG adventure.
We started at first or second level (cannot remember) roughly four years ago (2E) and now reached level 12 (3E).
With a few exceptions the challenges were always appropriate and the few exceptions were probably a courtesy from our lunatic DM.

I can say this campaign is THE best I have ever played.
Be prepared for lots of fun!

Kilamar
#4

ranaghast

Oct 20, 2003 7:24:04
So the adventures are supposed to be played intermixed and not begin DG after the end of TGMM?
#5

kilamar

Oct 20, 2003 9:58:45
Originally posted by Ranaghast
So the adventures are supposed to be played intermixed and not begin DG after the end of TGMM?

I do not know, that is the opinion of our DM.
But from what we learned during the TGMM, these adventures are definitely linked.

Kilamar
#6

factol_rhys_dup

Oct 20, 2003 16:27:43
If I remember correctly, Dead Gods is supposed to build on events which occur during The Great Modron March. I never played TGMM, so I don't know what those events would be, but DG definitely said that somewhere. It also said it wasn't necessary to play TGMM first, they were just linked.
#7

zombiegleemax

Oct 21, 2003 3:15:52
warning spoil.. bah, if you're reading this thread, you probably don't care anyway.


The Great Modron March is an adventure anthology that takes the players across the great ring in persuit of... you guessed it, the Modron March. During the course of the adventure, there are two basic storylines:
  • Follow the modron march The modrons cause trouble, which the PC's have to solve
  • Save the modrons from a sadistic evil wizard A wizard is trying to graft modron parts to various subjects in order to create a super army and probable conquer... well something anyway.

The second storyline is mainly a filler. The first gives the players various clues allong the way. Mainly, something is wrong with this march. It's too early, its path somewhat eratic and turns out more rogues than earlier marches.

In the final adventure, the PC's find a rogue modron named '8' (why does that remind me of a volkswagen beatle?). In exchange for rescueing '8' and saving the march, he tells the PC's that primus is dead.

What happened in the background is that primus was destroyed by tenebreus. Apparently, the modrons that went rogue tumbled to the dark that something is wrong with Primus.

And that's where the anthology links with Dead Gods. This particular anthology follows Tenebreus' path (in an erratic manner) after his awakening, all the way to his strugle to retrieve his staff. The PC's do not learn of a connection between the events in TGMM and DG until the final chapters of Dead Gods. And even then, the reference might be lost on them.

The connection is vague on purpose. Which means the modules can overlap to a certain extent. The first chapters (up to the gathering of Tenebreus' miniouns in Cruch (sp?) can certainly be played before the final adventure in TGMM. As a matter of fact, it even fits together better that way. You see, some time has to elapse before the players return to Cruch a second time. And you can use that time to run the final adventure(s) of TGMM. Giving you a nice continuous storyline.

I'm using some parts of TGMM and running dead gods at the moment. Because I've had to do a great deal of conversion anyway, level issues aren't that big of a problem. Of course, only using parts of TGMM also means the PC's fall behind experience wise.
I've managed to link in some other adventures you might find interesting:
faction war: The labyrinth stone and the staff of orcus are somehow connected. They are located close enough to eachother that finding one will open a path to the other (as happens in the prelude of faction war).
In the abyss: The doomguard want the ship of chaos for a specific goal: to stop the march. If the PC's manage to capture and return the ship, they become part of the force trying to stop the march (and you have a great hook for your final adventure)

another note: try getting the factions involved. It's one of the things I found lacking in bothe adventures. Factions hardly play a part in the entire storyline. The events are so huge, almost every one of them should have an angle to the adventures. Spending some time working out how factions figure into your version of the adventures is definitely worthwhile.
#8

stclax_26

Oct 21, 2003 17:22:18
Tales From The Infinite Staircase is also linked to TGMM and DG.
#9

incenjucar

Oct 21, 2003 17:48:47
It's the great wheel, cutters, its -all- connected.
#10

bonemage

Mar 10, 2004 15:03:34
How is Tales from the Infinite Staircase linked to the other two?
#11

primemover003

Mar 11, 2004 15:42:15
Staircase isn't connected to DG or tGMM anymore than any PS product was tied together in the metaplot.
#12

bonemage

Mar 11, 2004 18:02:42
Yeah I really didn't think so but I am just starting to read through the staircase adventures right now.
#13

zombiegleemax

Mar 19, 2004 18:12:05
I'm running TGMM and DG at the moment. One of the probems with TGMM is that the modrons take a very long time to get around the Outer Planes. If your campaign features 'down time' when the adveturers are not actively wroking to complete quests, then this is OK. But if not, then this could lead to the PCs being very high level when they start DG.

Hence the reason why I am planning on mixing adventures from DG in to TGMM. It can be tricky and my players almost guessed the secrets behind both adventures, but fortunately for me they got distracted with other adventures. The story hour link in my sig details happenings in the camapigns so far (only the 2nd adventure in TGMM). Thanks,

Simmo