This basic quest line was takes place in a world where zombies have begun to re-animate; that is, they have started turning human, again. One faction, the Heretics, see this development as a miracle, and they strive to take in as many Re-Animated people as possible. The other faction, the Purists, believe this ‘mutation’ to be an abomination, and are looking to burn all zombies before they have a chance to return human. Inspired in part by Dying Light, this quest line sets up the friction and backstory between the groups and the player character, who is trying to protect their zombie brother from getting killed before he has a chance to turn human again.

quest example — agency

Introduction — New Hope Factions
The Heretics are a kind, easy going group of survivors that has survived the zombie apocalypse through trust and trade rather than the suspicion and brute force pushed by other factions in the area. Their leaders, Sonya and Nisha, first settled in New Hope after leaving an evacuation zone. Although the apocalypse had been raging for three years by then, the couple decided to use their engineering and agriculture skills to try and build a safe community that could support families and singles alike. Despite their best efforts and the current situation, there are at least ten zombie breaches every week. A group of Heretics that go by the name of Surveyors attempt to catch the zombies unharmed so that they can take them to the medical wing and watch for any signs of de-transforming back into humans.


In the several months that have followed the first zombies to be found de-transforming, the Heretics have taken it upon themselves to house, clothe, feed, and investigate those who have been turning from zombies back into humans. Because most of their memories have been lost due to their unique circumstances, it is very common for the Re-turned to be confused, scared, or even hostile. Only a handful of people oversee their reintegration back into New Hope, especially now that the Purists have been burning zombies alive. In order to gain more information about the state of the Re-Turned, and understand whether or not all zombies will enter the land of the living again, getting to work alongside the reintegration team.


Alternatively, there are the Purists, a group of survivors who prize religious zeal and conservative beliefs so that they may survive. Headed by Susan, a woman in her 40s with dark red hair that reaches her waist and a rosary tattoo that wraps around her arm, the Purists are overly cautious and unwelcoming to newcomers unless they go to mass on Sundays and adhere to the social rules. In the several months that have followed the first zombies to be found de-transforming, the Purists have been burning zombies alive preemptively. They see the apocalypse as a culling of the world, and though the Re-Turned are a natural progression without human interference, Martha fears that the power she wields over the community will be lost if the world returns to the way it was before.


Resources
Food — although the farmers say the crops will be bountiful this year, the massive burnings done by the Purists have threatened the state of natural resources. Used to keep up health and allyship.
Engine parts — one of the most versatile resources. Can be used on anything from traps to bike upgrades.
Medical supplies — pills, bandages, and even vaccines can be located in this area of the map. Unique to the Heretics, as the Purists are anti-science.
Information/Zombies — one of the most valuable resources, information determines how the lives of the living, undead, and Re-Turned will play out.
Trust — the higher the trust between the player and Heretic people, the more likely they will unlock certain endings.


Quests
QUEST 1
Introduction:
Stapled Poster:
The Heretics are holding an open meeting on Thursday to welcome new members of the Re-Turned. Come wish your fellow survivors a hearty welcome back, and learn more about the medical reasons for their return! We will have drinks, snacks, and even an open trading session after welcome hours end.


Quest Title: A Warm Welcome
Quest Type: GoTo
Description: Travel to the Heretic Camp
Hint: Open the New Hope Map and select the Heretic Camp marker to travel there.

Location: Heretic Camp
Level 6-7
Time to Travel: 45 seconds by fast travel, 1 minute 30 seconds by bicycle


— Travel to the Heretic Camp —


Closing:
Nisha: Did you say you lived at the white farm house on the edge of town? The one a half mile away from the barns?
PC: Yes, it’s close enough to town that I can keep an eye on my sister, but I am technically on land that the Purists do not own. Why?
Nisha: We heard of a cashe of materials hidden out in the forest near your place. It’s not on the Purists territory, but we haven’t wanted to risk sending our scouts out. Would you go in our place? You can use some of the materials, too, especially for your bike.


Completed — A Warm Welcome


Rewards:
XP (+1000)
Materials (+300)
Trust (+200)


QUEST 2
Introduction:
Sonya (on walkie talkie): Find the cache large enough for our engineers. Smaller caches, like the ones the Purists hand out to newcomers, will only benefit you.


Quest Title: Collect Supply Cache
Quest type: Collect
Description: Locate a cache of supplies large enough to bring back to the Heretics without alerting the Purists or hoarding them all for yourself.


Resource: Engine parts, medical supplies
Level 6
Resources Present: 100


— Claim Cache —


Completed — Collect Cache


Rewards:
Engine parts (+150)
Medical supplies (+200)
XP (+600)
Trust (+200)


QUEST 3

Introduction:
Random (on walkie talkie): There’s a breach on the northwest fence. Looks to be up to five zombies. They are walking in the direction of the barns. The cows are starting to kick at the walls; they’re nervous, cap. Should we inhibit them, or—
Sonya: No, do not shoot. I repeat, do not shoot.
Walkie talkie: They’re going to be in the Purists area in no time, though. Taking them out at the knee would not be a bad option.
Sonya: Would you mind going over to subdue them, PC? Bind them or lead them back to us, whatever you choose, just do not kill them. And do not let the Purists know what you’re up to.


Quest Title: Subdue Zombies
Quest type: Defeat NPC
Description: Gather a group of five zombies from the northwest fence on the map to the Heretic camp
Hint: Open the New Hope Map and look for a security alert, then tag it.


Resource: Zombies
Level 6
Resources Present: 5


— Claim Zombies —

Closing:
Sonya: Thank you, PC. You managed to get the zombies subdued and brought them back to the camp without alerting the Purists or endangering their condition. Since you managed to treat this mission with such a high level of professionalism and care, I was wondering if you would be interested in working alongside our researchers in the lab. I know you have your brother to take care of, and you do not need to move him or yourself into our neck of the woods, but it would be nice to have you on hand as often as you can.


Completed — Collect Zombies


Rewards:
Zombies: (+5)
Information (+200)
XP (+600)
Trust (+200)


QUEST 4
Introduction:
Hattie (on walkie talkie): PC? Are you there? I was wondering if you could come out to camp today? I know it’s last minute, and you might, uh, have plans, but there are some new faces around here and I think you’d all really get along.


Quest Title: Go to the Purist Camp
Quest Type: GoTo
Description: Go to the Purist camp located in New Hope to introduce yourself to the new arrivals that your sister has befriended. Be careful not to run into Martha, though—she’ll have questions for you that you do not want to answer just yet.

Hint: Open the New Hope Map, look for the Purist symbol, mark it, and go.


— Arrive at Purist Camp —


Closing:
Hattie: He didn’t snap at me this morning. I’d call that progress, right?


Completed: Go to the Purist Camp


Rewards:
Food (+50)
Trust (+100)Quest Example — Liv Peelen
XP (+700)


QUEST 5
Introduction:
Brother Dan: Well, it has certainly been a minute since you’ve come to our table. There has been so much growth! We now have over fifteen families in our walls, and our masses service over one hundred people. One hundred, can you believe! Our livestock can sustain them all, as long as none of the Chosen get to them.
Brother Dan: You’ve been missed — the children have been asking after you. I’m sure if you apologized to Martha, you’d get your teaching job back in an instant. And I’m sure Hattie would love it if you moved in with her; she tells us you’re so busy back at the House, but surely family is more important?


Quest Title: Choose Your Alliance
Quest type: Dilemma
Description: Will you supply help and information to the Heretics or the Purists?

Hint: Your choice will have consequences, so choose wisely.


Dilemma Choice:
a) Heretics
b) Purists


Completed: Choose Your Alliance


Rewards:
Information (+1000)
Engine parts (+500)
XP (+2000)


QUEST 6a
Introduction:
Brother Dan: Welcome back, Prodigal Daughter. We are so grateful you have returned.
Brother Dan: We need someone to run supplies to a group of Righteous on the Southern border of camp. The rain has surely done damage to their bicycles, and if they are going to make it back to camp safely, they will need some servicing. Take the remainder of our supply—500 engine parts should be enough for them.


Quest Title: Donate Engine Parts for Bicycles
Quest Type: DonateQuest Example — Liv Peelen
Description: Donate 500 Engine parts to the Righteous on the edge of the Purist camp.
— Donate 500 Engine parts —


Closing:
Brother Dan: Thank you, daughter. I will summon you when we next need your help.


Completed: Donate Engine Parts for Bicycles


QUEST 6b
Introduction:
Brother Dan: Well, I can’t say I am not surprised. Once a traitor, always a traitor.


Quest Title: Brother Dan Attack
Quest Type: Defeat NPC
Description: You have chosen to side with the Heretics. Defeat Brother Dan without harming him.
Brother Dan


Main Resource: Engine parts
Level 3
Purist Defense
Militia size: 3


— Defeat Brother Dan —

Closing:
Brother Dan: I will not be as kind to you next time we meet.


Completed: Brother Dan Attack


QUEST 7a
Introduction:
Arlo: It’s so nice to meet you, finally. Hattie never stops talking about you and....well, that’s another topic. Why don’t you come inside? I’ll show you around.
Quest Title: Interesting Information
Quest Type: Information
Description: Learn more about Arlo, Hattie’s new friend.


— Collect Information —


Closing:
Arelo: Your sister was right, you’re a good egg. I promise I won’t tell a soul about your brother. And if there’s anything I can do to help, please let me know. Anything.


Completed: Interesting Information


QUEST 7b
Introduction:
Hattie: I just got word — there’s a patrol passing by the house. If they hear Charlie snapping upstairs, I don’t know what they’ll do. To him and to you. Go, I’ll cover for you, somehow.
Quest Title: Defeat the Patrol Group
Quest Type: Defeat NPC
Description: Keep the group of Purists out of your house — no matter the cost.
Patrol Group
Level 4

Main Resource: Information / Food
Purist Defense
Militia size: 7


— Defeat the Patrol Group —


Closing:
Hattie (on walkie talkie): You’re an awful sister and I hope to never see you again. *in morse code: gld
ur safe xx*


Completed: Defeat the Patrol Group


QUEST 8a
Introduction:
Arlo: It’s so nice to meet you, finally. Hattie never stops talking about you and....well, that’s another
topic. Why don’t you come inside? I’ll show you around.


Quest Title: Home Sweet Home
Quest Type: GoTo
Description: Head back home to check on Charlie, but be careful — you don’t know who could be
watching.
Hint: Open the New Hope Map and select the White Farmhouse marker to travel there.


Location: White Farmhouse
Level 6-7
Time to Travel: 45 seconds by fast travel, 1 minute 30 seconds by bicycle


— Travel to the White Farmhouse —


Closing:
PC: Don’t worry, Charlie. We’ll figure out how to turn you human soon enough. You’ve gotta be in there
somewhere.


Completed — Home Sweet Home


Rewards:
XP (+1000)
Food (+300)
Trust (+200)


QUEST 8b
Quest Title: New Alliances
Quest Type: GoTo
Description: Bike back over to the Heretics — this time, with Charlie in tow.

Hint: Open the New Hope Map and select the Heretic Camp marker to travel there.
Location: Heretic Camp
Level 6-7
Time to Travel: 45 seconds by fast travel, 1 minute 30 seconds by bicycle


— Travel to the Heretic Camp —


Closing:
Sonya: He’ll be safer here. We won’t run any tests on him unless you’re around. Scout’s honor.


Completed: New Alliances


Rewards:
XP (+1000)
Medicine (+300)
Trust (+200)


QUEST 9
Introduction:
Arlo: I know this is a bit of a long shot, and you have no reason to trust me after what’s happened, but I
would really appreciate it if you took these medical supplies and delivered them to a group of survivors at
the border? They’re factionless, kind of like you, but they...mean a lot to me.
Arlo: They won’t talk to Heretics or Purists. Don’t tell them I sent you, okay?


Quest Title: Donate Medical Supplies
Quest Type: Donate
Description: Donate 300 medical supplies to a group of survivors on the edge of New Hope.


— Donate 300 medical supplies —


Closing:
Arlo: Thank you, so much. And thanks for…giving this back to me. I owe you one.


Completed: Donate Medical Supplies


Rewards:
XP (+1000)
Medicine (+600)
Trust (+300)


END QUEST LINE


Outcomes
If Player Chose Path A (Supported the Purists — Diplomatic): Brother Dan was surprised, intrigued, and a little suspicious of PC’s backing of the Purists, but nonetheless is eager to reap the rewards of such a choice. He sent them on a mission to deliver supplies, and left them to their own devices afterwards. This gave PC the chance to meet Arlo and discover that their condition is similar to that of PC and Hattie’s brother, although the Purists do not know this. Finally, Charlie continues to be safe and out of the eye of the Purists. This will allow the player more chances to take down the Purists’ Burnings from the inside out.
If Player Chose Path B (Supported the Heretics — Argumentary): Brother Dan was not surprised but very disappointed with PC’s choice—he was expecting this. After a physical altercation that PC wins, she gets word that a patrol group is passing by the White Farmhouse, and has to intercept them before they reach Charlie. Finally, PC has to take Charlie to the Heretics, forgoing her house and a public relationship with her sister. This gives the player more access to medical supplies and information, but strains their relationship with Hattie.