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Cogs in the Great Machine: Modron Hierarchs, Rogues, and Patron

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Die Tyrant Presents

Cogs in the Great Machine

A Modron-Centric Supplement

Little in the multiverse remains more a mystery than the goals of Primus' creations, the babbling, biomechanical Modrons. Yet none can deny the god's inscrutable genius when faced with the implacable power of their leaders and generals, the mighty hierarchs!

Join the Great Modron March with this supplement, designed to expand Mechanus-related options for any campaign. Enclosed you will find detailed stats and lore for every modron hierarch that serves the will of Primus, from the CR 7 Decaton to the CR 22 Secundus, and a number of variant rules for making them truly terrifying foes for your players. You will also find a number of new magic items, stats and lore for a new Rogue Modron PC race, and a new Patron for Warlock characters - a pact with a powerful hierarch or Primus itself, drawing power from The Great Machine.

Rating and reviewing is much appreciated! Feel free to check out my other title as well, The Code Duello: Duels, Contests, and Competitions!


The Code Duello

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Reviews (3)
Discussions (2)
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David E December 27, 2020 1:20 am UTC
PURCHASER
I do like this book, although I must add a note: Modrons do require air, food, water, and sleep, unlike what you put in the rouge modron section. If you read the Monster Manual, it doesn't actually give a "constructed nature" trait in the description like you see in other constructs. The Great Modron March adventure module talks about this issue more, but here's the deal: Modrons need air and water. They also need food and sleep, although the simpler the modron, the less picky they are on that front. Simpler modrons can eat just about anything and need very little sleep, but more advanced modrons need sleep almost at a human level and need to eat things that are more digestable.
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Michael C January 29, 2021 6:26 pm UTC
CREATOR
Hi Jack! I'm glad you like it! And I totally agree with your feedback. Could you be a bit more explicit on where you found that reference in the Rogue Modron section? The only thing I found was this trait for Rogue Modrons: "Made, Not Born: Your creature type is Living Construct, a construct that is a living creature. You still need to eat, sleep,and breathe." This does reinforce that modrons need to eat, sleep, and breathe, and it is only included to remind people about it when playing a Rogue Modron (it is still true for non-rogues as well, the trait just has its own name when playing as one for clarity.)

I hope that helps, and thanks for the additional info! I'd forgotten TGMM goes into that, and it's interesting that the more advanced a modron gets the more sophisticated their requirements.
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David E March 25, 2021 1:32 am UTC
PURCHASER
My apologies, I thought I read the opposite. Additionally, I'd like to mention that quinton seems to have a higher intelligence than the higher ranking quarton. I'm actually running a Great Modron March campaign, and you book has helped. It's a real shame they didn't include more modrons in Mordenkainen's Tome of Foes?
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Michael C March 29, 2021 11:27 pm UTC
CREATOR
I'm so glad my content has helped your campaign! That's awesome to hear. I did have the Quintons with a higher Int than the Quarton, mostly just for flavor reasons from their descriptions - Quintons are the more bookish, "wizard-librarian" type of hierarch, which to me said they should have higher Int, vs Quartons that are more like generals and bureaucrats. (And in general I think Primus would only give their hierarchs however much they need to do their jobs - which for any hierarch is still substantial of course!)

I agree it's a real shame they didn't include more in MToF! The Marut is a fascinating example of their thought process though, I love it personally, so I hope to see more of them in a later official book!
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RJ R January 01, 2019 3:37 pm UTC
PURCHASER
If modrons are only able to communicate with those of their own rank or of one rank higher or lower (MM 224), then why in the variant rule for modron summoning do hierarchs simply summon any combination of other modrons adding up to 10? For the mechanics of a fight, it makes enough sense compared to the random summons from wild magic, but most of these combinations would be unable to communicate which makes it seem pointless and out of character from a narrative perspective since it would presumably have this ability for the sake of amassing modrons for a new task.
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Michael C January 06, 2019 7:16 pm UTC
CREATOR
I agree! The nature of modron communication in the MM makes things like mixed encounters with modrons (and the Summoning variant) tricky to implement. That's why I added a *slight* modification to their lore in this supplement: "While any hierarch can give orders to a modron below it in rank, only those orders communicated from a modron directly above or below them in rank can truly be understood."

The intent of this is to allow things like the Summoning variant to make for interesting encounters and be fun to use, without discarding modron communication issues completely or be limited to one modron of a rank directly below their own (which wouldn't work as well with some of the hierarch's traits which are meant for commanding larger groups, and would be more limiting tactically).

In practice, it means the hierarch can summon weaker modrons and issue orders, but those orders are interpreted as coming from a being barely comprehensible to them, like a modron demigod - so the...See more
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File Last Updated:
June 26, 2018
This title was added to our catalog on June 26, 2018.