Ascensions Quest Play

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Floor guides

Four floors of a hundred are authored end to end and open. Each has a written quest line, its own enemies and a boss, and each is trying to teach you something before the next one assumes you know it.

These are guides, not walkthroughs. Quest names and objectives are listed so you can tell where you are and what you have missed. The story is left for you to play.

The tutorial

Short, and it teaches the four things every floor above assumes you already know: how gear is identified, how attributes are spent, how quests point you, and what the Tower claims to be. The Watcher helps you through it, and then goes quiet for a long time.

Floor 1: the Forest

A quiet wood with one cottage and one old man in it. Four quests plus a side thread, eight monsters, and a boss. Its real job is teaching, and every reward is a lesson rather than a prize: an unidentified helmet teaches identifying, a harvester's hoe teaches that tools have jobs, and your first attribute point teaches that attributes are spent rather than earned.

Floor 1 quests
QuestAbout
The HermitMeeting the only permanent resident of the floor
A Bare LarderHis cupboard is empty and you are the first person to come by in a long time
More FoodIt was not enough food
The Forest's MasterThe Troll Leader. The floor's boss
Onward and UpwardEarning the way down into the caves
A Curious CrystalSide quest. He has no idea what these are, and neither do you yet

Floor 2: the Mines

The cave system under the forest, and the first place the Tower stops being pleasant. The corruption has arrived, the work has stopped, and the people still down here are sheltering at a fire instead of digging. Six quests, a side thread, seven monsters, the game's first boss and its only loot crate. It is also where you meet Elias and Rowan, the two characters who matter most to the early campaign.

Floor 2 quests
QuestAbout
Into the DarkArriving in the mines
A Strange GlowYour first contact with the purple
The CampsiteThe miners who stopped mining
EliasA young climber with more determination than talent
Eight LegsThe cave spiders
The CorruptWhat the glow is doing to the things down here
The Thing BelowRocky. The first fight that will genuinely kill you
Onward and DeeperThe way up
A Lost ApprenticeSide quest

Floor 3: the Corrupted Savanna

A savanna that rotted. The water crystallised, the wells were sealed, the animals were replaced by the corrupted, and everyone who lived here left. Except one person. Twelve quests, eighteen monsters, the game's only dungeon and its second boss. This is the first floor you change rather than clear, and it ends with clean water welling up out of the ground.

Floor 3 quests
QuestAbout
The Corrupted SavannaArriving on a floor that has already lost
A Familiar FaceSomebody you have met before is here
Nia's OfferThe one person who stayed
Tainted WatersWhat happened to the pond
Ease the NightThinning the walkers
Broken SpringsThe sealed wells
Into the ValleyFollowing the water upstream
The Main Water PumpThe floor's central problem
The ThroatReporting back
A Way InOpening the dungeon
The SourceThe dungeon itself, and the Necromancer
The Water ReturnsThe floor, fixed

Floor 4: Hearth Ranch

House Hearth's floating farmland: six islands above the clouds, worked by ranch hands, feeding the whole Tower. Eight quests, seventeen monsters, a personal farm plot and an airship. The pastoral bit does not last. This is the first floor where you are not an adventurer but an employee, and the first where somebody with entirely legitimate authority uses it against you.

The manager controls the waypoint to Floor 5. It sits on his ground, and he decides who uses it. You work, you earn passage. Debt first, freedom later.

Floor 4 quests
QuestAbout
Hearth RanchArriving, and being put to work
Paying the DebtThe terms of your employment
Those Damn GnomesThe crops are being eaten
Earn Your KeepThe hoe, and the job it comes with
A Plot of My OwnYour own farmland
Sticky FingersMulti-stage. Something is going missing from the warehouse
Dead CrossingMulti-stage. The cult, and what they left behind
Reclaimed StockMulti-stage. Getting it back
The Way UpThe finale, and the waypoint
Kin in the CageSide quest. Rocky, again, and not by choice

What comes next

Floor 5, Lowerhaven, is built and populated but its story is still being written. It is the city the refugees from every floor below ended up in: the miners who lost their living on Floor 2, the families the savanna drove out on Floor 3. It was granted to House Midrill as a wish, and they have stopped caring.

Floor 6, the Gaps in the Tower, is a built skeleton. Floors 5, 6 and 7 are one story rather than three neighbouring levels: it starts in Lowerhaven, turns on Floor 7, and finishes back where it began.

More on the setting: the Tower, its Houses and its Guilds.