Zeshion (3.5e Quest)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Zeshion[edit]

Intended for four level 3-10 adventurers.

This quest is meant for a campaign in which there is an interest for army warfare as well as delving deeper into such organizations. This is a good quest to start off with after your characters reach about level 3 and getting them prepared to work with a lot of NPCs and behind the scenes action. This quest keeps things manageable but on a larger scale than most quests only dealing with the party and a single goal. Any campaign that could contain an army or an organization working to eliminate a threat to defend their country could easily integrate this quest.

  • Prep Time {{{preparation time}}}
  • Play Time {{{play time}}}

Quest Introduction[edit]

This quest is a combination of getting a player's feet wet with large scale battles not just involving the party, and delving deeper into the story beyond just completing tasks and allowing for many different choices as to the path they choose to go. Beyond the introduction the majority of the quests consists of accomplishing missions for the army (ranging from dungeon crawl to urban settings)as well as large-scale battles with an opposing army. As the story progresses the party will discover more and more about the army's dark past as well as obvious corruption.

History[edit]

In this campaign the players will start out as hired hands for a small militia that is part of a larger “army” of sorts which belongs exclusively to their country. The main part of the army consists of, well…what a normal army would be like except at the very top and “hidden” within are members of an elite group known as the Axxess. In essence they are the ones that carry out the more difficult missions or, on certain occasions, participate in the battles themselves to increase the country’s chances of winning. For the most part the Axxess members range from having some sort of interesting ability that the group finds useful to some of the most powerful people in the world, however most of them are casters of some sort. Typically the Axxess see barbarians, fighters, or anyone without magical abilities as lesser people and that can be seen in how they interact with many of the “melee” members they employ. They do realize, however, that it is necessary to have a large scale army made up of such members. Typically magic users are rewarded better than melee users in advancement and rank but there are a few cases of non-magic users existing high up within the organization and attempt to look out for “their own” when they can.

Hook[edit]

The first hook is that an opposing army destroyed the player's homes and/or family. At young ages they were raised to fight and they all have ambition to join the join the army or use any means to get revenge.

MUCH later in the story, once more is discovered about the army, you find that high-ranking officials in your army has been doing some dark dealings

Toward the very end you discover that previously stated dark dealings are actually directly involved with opposing army and actually are purposely causing these two sides to fight for a bigger goal in mind. (need to figure out what that goal is still)

Background[edit]

The player's will first start out as part of a small militia that gets involved into a large battle. They act as leaders in the battle and are scouted out by an officer that suggests they join the army, which they do. Once in the army they are given tasks to accomplish with will vary greatly. In between tasks they will discover more about the army's past and their continued corruption. Soon they players will be invited to join Axxess which gives them greater privileges to information. While working with their fellow Axxess members they discover the root of all the corruption, the both armies are being manipulated to fight for a greater goal (not yet determined) by some of the highest ranking officials in the army. In the end the players will team up with huge forces at their control to stop the last high-ranking official which has been overcome by some power (still up in the air).

NPCs[edit]

1.) Male Orc Barbarian- He is not very bright but short tempered. Things he does not understand make him furious. He is a “smash now, ask questions later” kind of person.

2.) Female Gnome Bard- She has a compulsion in which almost everything she says she will sing it or try to make a tune out of it. Also, almost everything reminds her of a song. If people tell her to stop she gets upset and runs away.

3.) Female Half-Elf Cleric- She is quite beautiful and has a very nice personality, but as a healing cleric she is sometimes not that good at her job. She will often heal a person incorrectly or diagnose the problem. Everything is “well, I’ll get it right next time”.

4.) Female Gnome Druid- She is somewhat of a hippy and often expresses her options on anything that is not natural. She is normally very laid back but if you make fun of her size or disrespect nature she will not hesitate to wild shape into something big.

5.) Male Dwarf Fighter- He acts like a sergeant/drill instructor kind of person and is very strict about the army protocol and chain of command. He is a very fast talker and is quick to give out punishment for insubordination.

6.) Female Human Monk- She is actually very tall and muscular for a female. She even acts very manly at times and is a tomboy. She will often challenge males to feats of physical strength to prove she is better than them.

7.) Male Human Paladin- He is a very friendly person, sometimes even too friendly. He is always talking about his deity even more so than clerics usually do. He wants everyone to know about his deity and worship it. He also wants everyone to be friends and be friendly to each other.

8.) Female Elf Ranger- She is a deadly accurate archer however she has a very bad sense of direction. She will often be late because she gets lost, even in a place she is familiar with. She will also make excuses as to why she was late, sometimes outrageous.

9.) Male Halfling Rogue- A very mysterious and secretive person he tends to keep to himself. He also acts very paranoid, always saying that he thinks he hears something and etc. Whenever possible he tries to hide or act stealthy when it is not even needed.

10.) Male Elf Wizard- He is a very proper and strict person and a bit of a neat freak. He often looks down upon others and can be very sarcastic at times. He will also sometimes take credit for the accomplishments of others.

Items[edit]

{{{items}}}

Stage One: Army of 5[edit]

The players will begin at level 3 as part of a small militia rebuilding and overseeing their destroyed hometown. It is not long before they see signs of another battle brewing but this time they are ready to fight. The players and the rest of the militia go to battle, but they find it is more than they anticipated. The rest of the militia flee while the party is left to assist the dwindling forces of the army. Each player will take command of a unit of 10 level 1 basic warriors (rolling a mass initiative) to face the opposing army (undetermined higher-level mobs). If the DM sees they are having too much trouble or all their HP is reduced to 0, a high level Paladin officer will come and assist them, taking care of what is left over. He will then introduce himself, commend them on their battle prowess, and suggest they join the army. If the players decide to say yes there, he will tell them to go home, gather what they can, and go to (undetermined city name) to ship off for service.

On the ship they encounter some sort of sea-born monster OR a mutiny by some of the new recruits, in which case you will be asked by the captain to help him out. If it is just a monster you will be aided by other recruits in defeating it. If it is a mutiny the player will have the choice of joining the mutineers or assisting the captain. If the players assist the captain the mutineers will be killed/subdued for punishment when they arrive and the players will receive commendations by they captain resulting in better pay or experience. If the players decide to mutiny with the others they will kill/subdue the captain and certain crew members and plot a course away from their initial destination. If they do not check what the crew members do or kill the navigator then they will end up drifting to unknown ends. The only other option that the players will have at that point is to make successful survival rolls to see how many attempts they have to find somewhere they can land or to see how long they can keep on sailing before they die.


If the players follow the storyline they will arrive at a dock owned by the army. There they will see many other recruits filing by squads into a large building where their squad will check in, be assigned a number, and assigned a supervisor. Depending on how the players roll or the squad makeup they will have a different supervisor. Each basic class and race will be represented, each with their own personality and character flaws:


1.) Male Orc Barbarian- He is not very bright but short tempered. Things he does not understand make him furious. He is a “smash now, ask questions later” kind of person.

2.) Female Gnome Bard- She has a compulsion in which almost everything she says she will sing it or try to make a tune out of it. Also, almost everything reminds her of a song. If people tell her to stop she gets upset and runs away.

3.) Female Half-Elf Cleric- She is quite beautiful and has a very nice personality, but as a healing cleric she is sometimes not that good at her job. She will often heal a person incorrectly or diagnose the problem. Everything is “well, I’ll get it right next time”.

4.) Female Gnome Druid- She is somewhat of a hippy and often expresses her options on anything that is not natural. She is normally very laid back but if you make fun of her size or disrespect nature she will not hesitate to wild shape into something big.

5.) Male Dwarf Fighter- He acts like a sergeant/drill instructor kind of person and is very strict about the army protocol and chain of command. He is a very fast talker and is quick to give out punishment for insubordination.

6.) Female Human Monk- She is actually very tall and muscular for a female. She even acts very manly at times and is a tomboy. She will often challenge males to feats of physical strength to prove she is better than them.

7.) Male Human Paladin- He is a very friendly person, sometimes even too friendly. He is always talking about his deity even more so than clerics usually do. He wants everyone to know about his deity and worship it. He also wants everyone to be friends and be friendly to each other.

8.) Female Elf Ranger- She is a deadly accurate archer however she has a very bad sense of direction. She will often be late because she gets lost, even in a place she is familiar with. She will also make excuses as to why she was late, sometimes outrageous.

9.) Male Halfling Rogue- A very mysterious and secretive person he tends to keep to himself. He also acts very paranoid, always saying that he thinks he hears something and etc. Whenever possible he tries to hide or act stealthy when it is not even needed.

10.) Male Elf Wizard- He is a very proper and strict person and a bit of a neat freak. He often looks down upon others and can be very sarcastic at times. He will also sometimes take credit for the accomplishments of others.


The players must now go through a boot camp and through a series of tests. In the boot camp they will each go through the same obstacles at the same time and will have to pass certain skill checks, all the while a drill sergeant will be yelling at them. The party will roll initiative check to see who gets off the line fastest. The obstacles are:


1.) 100 foot dash to the mud-pit (Speed).

2.) Jumping over a mud-pit with a large gap (Jump/Str).

3.) Shoot targets with bow and arrow (Dex).

4.) Climbing wall (Climb/Strength).

5.) (undetermined)


The player who reaches the end of the obstacle course first will receive bonus experience while whoever gets last place is given an embarrassing task and a penalty of some sort. At the end they will be tested one last time in group combat against (undetermined foe) and they graduate from boot camp and begin taking missions from their supervisor.

Stage Two: {{{stage-two name}}}[edit]

{{{stage-two details}}}

Stage Three: {{{stage-three name}}}[edit]

{{{stage-three details}}}

Stage Four: {{{stage-four name}}}[edit]

{{{stage-four details}}}



Back to Main Page3.5e HomebrewQuests

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors