Quests

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**Quests** are room events that have choice-based outcomes. The outcomes can be anything from choosing between several slightly bad outcomes, a chance-based outcome, a fight that leads to a reward, or simply a choice between several mostly positive outcomes.

Fights can be a prerequisite to a choice based reward, a choice may start a fight for a reward, there can be a choice to avoid a fight for an alternate or no reward, or simply no fight at all.

## Quests

### **Floor 1:**

#### **A Great Chasm**

As you strive to return to the surface you encounter something that gives you pause. A great chasm, seemingly bottomless, blocks the paths of your undead host. There are no other routes nearby, so the only path is forward.

1. Forge a bridge using bones from your stockpile.[*Lose bones*]. *Lose 5 bones (safe)*
2. Levitate your minions across with an expensive spell.[*Lose mana*]. *Lose 25 mana (safe)*
3. Teleport your minions with risky magic.[*Put minions in danger*]. *Minions take ~18 - ~36 damage*

#### **Patrol**

Undead are at home in darkness, their vision piercing the black veil with ease. Right now, your undead host has spotted a living patrol. They do not seem aware of you yet, so this might be your best chance for an ambush.

1. Proceed with the attack.[*This will initiate battle*]. *Reward: 200% exp for Iratus and your party receives 3 stat points each*
2. Avoid the group.[*Nothing happens*]

#### **Guarded Stash**

banIt's seems you have stumbled across a guarded stash. A pack of humans is patrolling what looks to be a makeshift shed built into a cave. Thus far they have not noticed you, which means that it is entirely up to you if you wish to engage. Then again, what possible valuables could they that interest you? The best they can likely offer is their cold, dead bodies. Still...you are curious.

1. Attack them![*This will initiate battle*]. *A battle against 4 conscripts. Reward: buff Attack for 2 or buff Vigor for 5 (Permanently for both. It's a global buff, it buffs ALL minions.)*
2. Retreat![*Nothing happens*]
3. They look scared of the dark... let a banshee handle this.[*This requires a banshee*]. *Reward: same as first option.*

#### **Congregation of Orb worshipers**

You encounter a congregation of humans that worship a huge orb made of what looks like thousands of maggots. You get three options:

1. Kill the worshipers, which gives resources (6 random common parts).
2. Have a minion touch the orb, which gives 1 non-consumable artifact, but the minion takes ~47-~67 damage
3. Study the orb with magic, which gives 250 exp for 25 mana.

#### **Dwarf Taskmaster**

As you progress upon your journey toward your rightful dominance, you encounter an impressive mustering of resistance. A massive shuffling of feet and your undead host comes across an even larger host of human slaves. A single dwarf Taskmaster is at the head, grinning with darkened teeth as he whips his thralls against you.

For the first time in a long time, you realize that you are outnumbered.

1. Attack them no matter how bleak the odds. *[This will initiate battle]. Face elite Dwarf Warrior from Floor 2 and 3 level 1 minions. Reward: two minions.*
2. Retreat! *[Even if you run now it will be painful]. You will take ~15 - ~20 damage*
3. Let a skeleton assassinate the dwarf. *[Requires skeleton]. Reward: 5 body parts and 1 non-consumable artifact*

#### **Ancient Maze**

What looked like a ordinary passage is soon revealed to be part of an ancient maze. You do not recognize the architecture, so it must have been built after you were defeated in ages past. Nevertheless, it looks almost pristine, save for the piles of bones littering the hallway. Upon closer inspection you realize that passage is trapped - and the way to disarm it is on the other side!

1. Have your least valuable minions walk first.[*Risk your minions*]. *Kills random minion*
2. Find a longer way around the passage.[*75% success, 25% failure*]. *Success results in safe progression, failure results in first option being forced*
3. Have a minion float over the trapped floors.[*Requires a Banshee, Shade, Blood Phantasm, Wraith, Lost Soul*]. *Reward: safe progression*

#### **Gruesome Monster**

The unmistakable sound of a human being rended apart draws your group's attention to a small cavern where a gruesome monster is feasting upon its prey in a bout of carnivorous gluttony. It has a face and shape of a lion, but its eyes are grown over by flesh and eye stalks protrude from where its mane should be. Rather then paws, creature has human-like hands that it uses to handle its food.

1. Order the beast killed![*50% success, 50% failure*]. *If successful gives 3 parts and 100% exp for Iratus and wastes 25 mana. If failed damages minions for ~18 - ~36 vigor*
2. Retreat back without alerting the creature.[*Nothing happens*]

#### **Field of Mushrooms**

Your minions stumble upon a field of mushrooms littered with human bones. You can't recall ever having seen this particular variety, but you can already tell that it produces a powerful poison. While your minions are quickly gathering any usable remains for your stockpiles, you wonder what would be the best way to use this discovery.

1. Study them.[*75% success, 25% failure*]. *Success restores mana and you get 4 bones, failure results in getting 4 bones and a debuff making you waste twice as much mana on a spell, it lasts 1 battle*
2. Let your undead poison their weapons.[*Strengthen your minions*]. *4 bones and a buff for 25% more damage for minions for 2 battles*
3. Let a Shade drop a few mushrooms into the water supply.[*Weaken your opponents*]. *Requires a Shade, results in 4 bones and enemies lose 33% of theirs attack for 2 battles*

### **Floor 2:**

#### **Dwarf Mushrooms**

How do the dwarves eat underground? The anwser is mushrooms. Dwarves long ago learned the secret of their cultivation, and it is the key to their underground life. They are used for alchemy, medicine, beer and regular meals. You had always thought it a misirable way to live... which is why libirating the dwarves of their chief food sorce...

Well, you'd be doing them a favor! They won't need to eat once they are dead, anyway. As your army stands on the edge of the local dwarven fungal farms, you order the attack.

1. Focus on destroying the medicinal mushrooms [This will make them easier to kill] In battles, all enemies lose 20% vigor. Duration: 2 battles
2. Focus on destroying the food mushrooms [This will shake their sanity]In battles, all enemies lose 20% sanity. Duration: 2 battles

#### **Secret Workshop**

When the dwarves collapse a section of the underground tunnels in a effort to slow you, you are forced to dig until another way is found.

It is here that you make an intresting discovery: in a collapsed section of the cavern you come across an array of tables litterd with strange runes. Inside are dozens of machines both mundane and magical, the look of an experiment abandoned mid-way. What is more curious is that these devices do not bear the mark of the Alchemists' Guild.

While this discovery is not immediately useful, you wonder what the dwarves were studying here... and what caused them to abandon it.

1. Spend time to figure out what was happening here [This will make you lose the initiative in your advance] Your party losses 2 initiative for 2 battles but your minions gain +8 to accuracy permamently
2. Drain the magic from apparatuses [A quick procedure to gain Mana] You restore some Mana
3. Try to blindly reactivate the experiments [You think you recognize the rune for vitality among those stones...] Your minions regain health

#### **Dwarves in a tavern with high-value alcohol kegs**

You enter the tavern with only one choice that starts a fight. After winning the fight, you get two options:

1. Poison the kegs and give them back. This debuffs the enemies for 2 fights.
2. Ransom the kegs back to the dwarves. This gives you 2 weapons of uncommon quality, 2 armors of rare quality, and 1 non-consumable artifact (from 1 test, please confirm).

#### **Dwarven factory**

You get 4 options.

1. Face the reinforcements (battle 4 enemies, then new battle with 3 additional enemies (1 of them elite). Reward: 10 common parts, 1 of each type.
2. Kill him with Head-Hunter (battle 3 enemies, Musketeer is dead. Reward: ?)
3. Kill him with Bride of Iratus (battle 3 enemies, Musketeer is dead. Reward: ?)
4. Retreat (some minions will be damaged)

#### **Dwarven crematorium**

As you advance closer toward your goal you feel an odd rise in temperature. Here and there you start seeing various hissing pipes protruding from stone recently worked.

Suddenly you come across a much more open cavern, thick smoke polluting the air as a great fiery furnace burns with blinding intensity. You realize what you have discovered-this is a dwarven crematorium! This is how they get rid of their dead!

Your intrusion has not gone undetected, as a group of dwarven flamethrowers move in to give you a warm welcome. You only have a few seconds to react!

1. Fight! [This will initiate combat] (2 Berserker, 1 flamethrower) You get 4 parts and Iratus recives a bouns 25% chance to gain parts after battle. Duration: 1 floor
2. Withdraw! [Some may not survive the retreat] 1 minion dies

### **Floor 3:**

#### **Mages elite vanguard hit-squad**

You encounter a hit-squad sent by the mages guild. You get two options:

1. Fight, which is a standard battle with standard rewards. The only bonus is that you regain  mana.
2. Parley, which lets you pass for a price (a minion, or all your  mana).

#### **Vampire covens**

Whenever you gather a large enough group of sweaty males, all manner of prostitutes and courtesans are not far behind. What the mortals don't know is that these groups often serve as a wonderful mask for particularly carnal Vampire covens.

However, Vampires are a rather unique undead...and simply being a necromancer will not make them swear fealty to you. They are selfish and so need something truly captivating to motivate them into abandoning their debaucherous lifestyle. You will parley with the coven in person.

1. Show them that you are a friend of their kind. [With them will come blood... a lot of blood!] You get 2 blood and vimpire
2. Begin diplomacy. [*50% success, 50% failure]* If you succeed *you get a vimpire*
3. Starve them out. Kill their food source. [This will initiate combat!] (*Fight Shield Maiden, 2x Rogues, Crossbowman) If you succeed you get a vimpire*
4. Abandon this pursuit. [End this encounter]

#### **The Holy Man**

You soon find that there is among your enemies a certain "holy man” who is becoming quite a thorn in your side. He is relentless and fanatical, performing raid after raid against your dark legion and, at the same time, giving zealous speeches and bolstering moral of the rabble that oppose you. He has been particularly hard to corner, but you need to find a way to deal with him before he becomes a much bigger problem. Soon enough, you discover that this is the right-hand man of the Grand Inquisitor.

1. Scout out his location personally and attack him and his escort (requires  50 mana.). *Fight 2x Elite Shield Maiden, Swordsman, Elite Bard. [Reward: 150% Iratus XP, artifact, lose  -50 Mana]*
2. Avoid this matter (He will hinder you, but you need to focus on your ultimate goals for now)

#### **Unhappy Mercenaries**

Most of your current opponents are mercenaries and would be heroes looking to kill you and take your things. Wretched hobos-you will do them a favor by turning them into more Skeletons and Zombies! Ugh... Well, at the very least it will serve to teach them some loyalty, a lack of which you can abuse.

A bunch of mercenaries are gathered ahead, and you know for a fact that they are unhappy with the pay they are being provided. Question is...who will do the negotiations?

1. Let a Vampire handle this.
2. Let a Dark Knight speak.
3. Maybe a Banshee?
4. This is pointless-just kill them all. *Fight Barbarian, Elite Rogue, 2x Elite Crossbowman. [Reward: 200% Iratus experience]*

#### **Merchant**

You continue to advance through the castle corridors, getting an unexpected but welcome reprieve from the constant combat.

Progress is slow, but the thoughts of victory drive you on until you suddenly stumble across a distubing scene. A lone, withered old man is sitting upon a fresh body. The head is chopped off and the man is holding it in his hands, carefully peeling away the flesh with a knife. He gives your undead a mad smile and then waves toward the ground in front of him.

There, among other things, are items crafted from human bone.

1. Purchase some of his wares. [Reward: 2 Amulets, one minion 50% damage]
2. Kill him and take his wares. [Reward: 2 Amulets or ???]
3. Hire Him [Reward: One item]

### **Floor 4:**

#### **A Hidden Research Outpost**

Your scouts managed to locate a hidden research outpost, still fully functional and quite well-guarded. Fortunately, you are under no obligation to attack since it does not impede your progress, but you could always use more corpses, and there might be some benefit to getting your hands on whatever they are studying.

1. Order the attack. *[This will initiate combat!] (Fight Elite Warden, Golden Golem, Elite Conjuress, Elite Sorceress) Reward: Your undead hordes were able to overwhelm the defenders in short order, giving you access to their outpost. While your skeletons got to work moving bodies around, you dedicate your attention to the documents they left behind. After studying the equipment and the papers, you come to the conclusion that this place was likely studying illness. Both to cause it and cure it. This could be useful...*
	1. Employ necromancy *[Animate their dead subjects] Reward: 2 Infested*
	2. Take what you can of their research for more in-depth study. *[Perhaps, it would be best to continue their research personally] Reward: 150% Iratus experience.*
2. Avoid the place

#### **The Abandoned Experiments**

You encounter a rather peculiar scene consisting of several discarded bodies stretched over an operating table, with signs of experiments quickly abandoned. Even though they are obviously dead (being a necromancer, you know such things), some of the muscles and veins still twitch and pulsate with unnatural energy. You don't fully understand the magic that these mortal sorcerers employed, but it might be a good chance to employ it against them.

1. Attempt to reanimate the bodies. *[There is a risk of things going wrong] Reward: 2 zombies and 6 rare parts. (from one test.)*
2. Just butcher the bodies for parts. *[The safe option]*

#### **Magical Cages**

Ever since you slaughtered your way through the underground, you have been wondering where the humans were putting their convicts and prisoners now. Today, it seems your question is partially answered, as you stumble upon a bunch of magical cages with raving wizards locked away inside. Potential future experiments, then? You consider your options carefully. You could just continue on, but maube you can find a use for this unexpected find... provided you are willing to free a bunch of lunatic spellcasters.

1. Have a Blood Phantasm influence them before you open the cages. *[They can be used against your enemies] Reward: All enemies lose 20% Vigor/Sanity for 2 battles*
2. Free them. *[This will initiate battle!] Reward: 5 Parts & 20% damage for 2 battles*
3. Leave them there. *[End this encounter]*

#### **Magical Barrier**

While the embrace of undeath has dulled your mortal senses slightly, your magical perception has not waned one bit. This allowed you to detect the presence of mana fairly early; you feel it infusing the corridors ahead. You sense no enemies, but the volume of mana alone is enough to make your teeth itch, as it flows uncontrollably and, unfortunately, blocks your way.

1. Absorb the mana
2. Tame the mana
3. Continue through the magical maelstrom. [First test: The first minion receives 10% more damage for 2 battles. The second minion receives 31 damage. The third minion receives 15% more damage for 3 battles. The fourth minion restored 0 health.]

#### **Trial Grounds**

As your undead continue their slow, grinding progress toward the surface, they happen across a rather strange architectural arrangement: a circular room carved into the floor, making it look almost like an arena from above. You notice four doors that you soon realize are portals, each tied to a primal element, and everything clicks. This is a trial ground! Mages normally test their skills here by fighting elemental incarnations for rewards. You could use it as well, but you only have time for one.

1. Trial by fire *[Damage] Reward: 25% more damage for 3 battles*
2. Trial by earth *[Defense] Reward: 15% less damage received for 3 battles*
3. Trial by air *[Initiative] Reward: 5 initiative for 3 battles*
4. Trial by water *[Agility] Reward: 15 accuracy and 15 evasion for 3 battles*

### **Floor 5:**

#### **All you can eat**

A mortal army can't fight without food, another of the many advantages of undeath. After stumbling across an undefended storage room, you see several ways in which you can exploit this opportunity. But you will need to do so quickly, before the guards that were supposed to protect this stash return.

1. Have a Black Widow poison the food. *[This will drain their Vigor]*
2. Have a Lost Soul curse the food. *[This will cripple their minds]*
3. Spend time to sabotage the rations personally. *[This will be slow and the guards will likely return]\*. Fight 2 Elites/2 Standard faced. Reward: Enemies lose 20 Vigor & 20 Sanity for 2 battles.*
4. Retreat. *[Nothing will be lost and nothing will be gained]*

#### **Reveal the secrets**

While you have been focusing most of your attention on the moment-to-moment decisions that shape you campaign, you have not neglected you personal development. Delving into the dark arts has great allure and there is much new power still to be uncovered. Faced with many heavily armored, holy foes, you feel that you are on the verge of a breakthrough.

1. Reveal the secrets of rust. *[This will negate the protection of their Armor] (loses  40 mana.)* Enemies lose all Armor for 3 battles.
2. Reveal the secrets of corruption. *[This will negate their holy Resistance] (loses  40 mana.)*
3. You don't have time*. [Nothing will be lost and nothing will be gained]*

#### **Private lodgings of the Grand Magister**

You had not thought yourself to be blessed by fortune any more than any other creature, but today lucky has smiled upon you. In this part of the castle, the humans have evacuated, leaving most of their possessions behind.
One of the empty rooms turned out to be the private lodgings of the Grand Magister. Varios statues line the walls, along with finely crafted wooden furniture and a bed fit for a king. Fresh food lies on a gold plate, waiting for a mouth to eat it.

While this room is likely only used for relaxation, there is no doubt something valuable among the items here.

1. Find out more about his current plans. *[Knowing what his plans for the future are will let you be one step ahead of him] Reward: ?*
2. Anything you can learn about the man himself? *[Every mortal has flaws that make them vulnerable] Reward: In battle, Grand Magister loses all Blocks and Wards.*
3. Anything you can learn about his combat abilities?*. [Better to learn about his strengths and his weapons so you can mitigate them] Reward: Grand Magister does 20% less damage*

### **Floor 6:**

#### **The gravestone offerings**

Amidst the constant battles you've fought upon these hallowed cemetery grounds, this is a rare moment of peace where only the march of the walking dead breaks the silence of the night. Only the towering gravestones and edifices stand as mute witnesses to your progress...but you can't help but notice that some of them have offerings placed at their bases. A small alcove especially seems to radiate magic. It might hold useful items-but you wonder why they have not been taken by grave robbers.

1. Order your troops to take whatever they can carry! [What's the worst that can happen?]. -> While collection efforts proceed smoothly at first, the stone edifices suddenly start to shudder and move. In a few moments they have assembled into fully formed gargoyles and advance upon your minions, fully intent on punishing those who have dared touch their offerings! You could run...or face these creatures to get at the rest of the loot.
	1. You will take everything for your stockpiles! *Fight 4 Elite Gargoyles. Reward: Uncommon and Rare items.*
	2. Retreat!
2. Leave the offerings. You have a bad feeling about this... [Nothing will be gained and nothing will be lost]

#### **The place of your last stand**

As you slaughter your way through the risen armies you feel a simmering hate at the core of your being. Not only had your victory been denied, but this wretched place is not unlike where you made your last stand against the band of heroes that initially defeated you all those millennia ago! This time, fate will be different – this time, nothing can deny you!

1. Give in to Ire! [This will initiate the battle] *Fight 2 Elite Monks, Elite Plague Doctor, Healer. Reward: Quest Effect: Iratus gains  50 Wrath at the start of each battle. Duration: 3 battles*
2. Resist the temptation. [Quelling your rage might focus your mind, but it comes at a price.]

#### **The Mad Necromancer**

Any sufficiently large graveyard has a gravedigger, but you did not expect to stumble upon this decrepit shell of a man, someone who is both blind and deaf, crawling on the ground with a shovel in his grasp and hands and knees so black with dirt they seem like they have been dunked in ink. You were about to simply pass the old fool by in disgust when among his incoherent mumbling you hear him mutter something resembling necromantic incantations. You decide to investigate this broken creature, and you discover that the local gravedigger is a mad necromancer, forced to live like this after losing everything else in his life. While his mind may be gone, there is still knowledge to be gleaned.

Try communicating with him. [It is hard to say if this will b e worth your while.] Reward: *500% Iratus Experience \*OR\* common skull.*

Dissect him for parts.[All necromancers sooner or later replace parts of their living bodies with unliving flesh.] Reward: Rare Bones & Skull

Feed him to your minions. [A quick and easy way to expend a necromancer for a temporary benefit] Reward: +15 Vigor for 2 battles