Modron is a product from Judges Guild for the Wilderlands. It was published in 1977 and was written by Bob Bledsaw and Gary Adams. It is not truly an adventure. It offers a few new maps and a walled city for use in the campaign. It also offers a new goddess along with her statistics. Additionally it offers new rules regarding holding breath and swimming. It is written for Original Dungeons and Dragons.
What I like about Modron
I love the new goddess. That is a really nice part of this product. The walled town is a decent little place that could be the source of adventures. Modron offers a simple little walled town on a river with it’s own Goddess in which the city is named after. That makes for an interesting setting for future explorations.
What I do not like about Modron
When I began reading this I expected an adventure within the pages like most of the other Judges Guild products. Even the other Wilderlands supplements almost all offer a specific adventure within the areas presented. This one is limited to offering a new walled town. The town is nice though. Don’t get me wrong about that. But I was a little disappointed not to find an adventure as well.
Would I recommend Modron to others?
If you are running, or intend to run, a Wilderlands campaign then why wouldn’t I recommend it? But of course….I would probably recommend other Judges Guild products with adventures in them first.
Would I run this adventure with my own group?
I have never run a group through a Wilderlands campaign. At this point I am not sure that I ever will. I certainly have nothing against that campaign setting. I have my own. And that is the one I use. I have considered running a campaign in Greyhawk or the Forgotten Realms and may still do so at some point. That is not to say…however…that I would not consider running some of the Judges Guild adventures set in that campaign. I may very well do so.
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