
At the guild, The Lone Wanderer rents a small room and sleeps through the night. With morning still hours away, he sorts scavenged chemicals and empty injector casings across the desk.
Careful measurements and patient hands turn the salvaged materials into additional stimpaks. He seals each one, checks the doses, and adds them to his inventory before dawn light reaches the window.
He comes downstairs to the guild tavern, where Ettel, Leonard, Logan, and Mari occupy a breakfast table. Calimakal serves hot food while Ragna keeps the room lively with booming laughter.

Calimakal
There you are, traveler. Sit down before the eggs get cold. I made enough for everyone, including our newest guild guest.

Ragna
And after breakfast, someone is arm-wrestling me. A proper morning needs food, plans, and one harmless contest of strength!

Ettel
Good morning! I hope you slept well. After breakfast we can discuss what you'd like to do next. The archives room is open, but if you'd like to join us on a quest you are more than welcome!

Leonard XII
I agree. Should we begin with the archive, a quest, or Ezra's shop? You have seen more unfamiliar things than any of us.
+ New Item Acquired
Stimpaks
✓ Quest Accepted
Do a quest with Ettel and her party
“Eat breakfast and challenge Ragna to an arm wrestle.”
SUCCESS (Good Strength, rolled +1)

The Lone Wanderer takes a seat and eats while the breakfast table fills with warm bread, eggs, and conversation. Calimakal keeps the plates moving as Ragna clears a space beside her.

The Lone Wanderer
Ragna, after breakfast, I’ll take you up on that arm-wrestling challenge.

Ragna
Now that is the proper spirit! Finish your meal, traveler, and bring that arm over here.
He finishes the meal, then joins Ragna at the cleared table. Her massive hand closes around his, while Leonard, Logan, Mari, and Ettel turn to watch.

Ragna
Ready? Do not worry, I’ll be gentle enough that you can still hold your rifle afterward.
Ragna pushes hard, but the Lone Wanderer meets her strength and steadily drives her hand down to the tabletop. The contest ends cleanly, with his knuckles touching wood first.

Ragna
Ha! You beat me fair and square. That is one impressive arm, traveler. Breakfast was worth it after all.

Leonard XII
Remarkable... the strength to challenge a fully grown orc? I believe you'll make a great addition to our party.
Director's notewhole tale
Beating Ragna at arm wrestling catches the attention of Bingus Brown, who has a quest for them.

A man bursts into laughter a few tables away, then rises up to approach the group. He is built like a brick wall, with a broad grin and the heavy stride of someone eager for a challenge.

Bingus Brown
Now that was a fine victory, stranger! The names Bingus Brown, I could use someone like you to join me on a quest.
Bingus plants one huge hand on the breakfast table, making the cups jump. Ragna laughs and rubs her defeated wrist while the others turn their attention toward him.

Ettel
What is it now Bingus? Don't you have boulders to smash with your head or something?

Bingus Brown
Tempting, but no! A caravan carrying medicine vanished near the western quarry. Something strong is blocking the road, and the guards there need help before nightfall.

Leonard XII
Sounds serious. Is it a giant troll?

Bingus Brown
No idea. Which is why I would love to have you, your party, and the stranger from the wasteland join me! What do ya say? We can slay whatever is attacking the caravans and split the reward. Since it's dangerous, they're offering 5000 gold!
✓ Quest Accepted
Join Bingus on his quest
The Lone Wanderer leaves Honorhold guild tavern behind and arrives at western quarry.
“Go with Ettel and her party on Bingus's quest.”
SUCCESS (Legendary Agility, rolled -2)

The western quarry opens beneath a gray afternoon sky, its terraced walls dripping rainwater into muddy channels. Broken wagons and splintered crates lie scattered across the road ahead.
Bingus leads the party down the quarry road, with Ettel watching the ridgelines and the others spreading carefully around the abandoned caravan. No bodies are visible, but drag marks disappear between the stone heaps.

Bingus Brown
There! That is where the medicine caravan stopped being a caravan. Something hauled the wagons apart like kindling.
A deep groove cuts across the road toward the quarry floor. Beside it, a toppled wagon still bears a guild seal, while faint clattering echoes from below.

Ettel
Stay alert. We find the guards and the medicine first, then determine what attacked them. No one rushes into a blind fight.

Logan Scarborough
The crates may still be recoverable. If the seals are intact, the medicine can reach the wounded before it spoils.
The party reaches the quarry edge and looks down. A smashed barricade blocks the lower road, and beyond it a huge silhouette shifts among the abandoned wagons as metal scrapes against stone.
Quest Complete
Join Bingus on his quest
“Find the medicine crates and the guards.”
SUCCESS (Great Perception, rolled +0)

The Lone Wanderer studies the quarry floor from above, matching drag marks to the broken wagons and following faint boot prints around the smashed barricade. The search takes several careful minutes.

The Lone Wanderer
If they are here, they must be hiding somewhere.
He descends through the rubble and finds three quarry guards crouched behind fallen timbers, shaken but alive. A locked medicine crate rests beside them, its guild seal still intact.

Quarry Guards
Over here! Thank the Gods you've come! That thing tore the wagons to shreds!
Beyond the guards, The Lone Wanderer locates two more sealed medicine crates wedged beneath an overturned wagon. The labels are readable, though rain has blurred part of the destination mark.

Bingus Brown
Ha! You found the guards and the goods. Well done, wastelander!
The discovery answers the immediate search, but the time spent tracing the quarry leaves the party without a clear view of the huge monster. Ettel moves to check the guards while the young bearded man reaches for the crates.
“Have Ettel and her party escort the guards to safety with the medicine while Bingus and I confront the monster.”
SUCCESS (Great Persuasion, rolled +3)


The Lone Wanderer
Ettel, get the guards and medicine back to safety. Bingus and I will confront whatever is down here.

Ettel
Good idea, we'll get them to safety. Don't do anything stupid.
Ettel organizes the three quarry guards around the sealed crates while the elderly bearded man, the young bearded man, and the bunnygirl secure a route through the rubble. Their escort reaches the upper road with every medicine crate intact.

Bingus Brown
Now that is a plan! Come on, wastelander. Let us find that beast!
The Lone Wanderer and Bingus descend toward the clattering below. Between the wrecked wagons, a huge hairless mutant, an adult mutant man with a broad, asymmetrical face, one clouded eye, a rusted shoulder guard, and a ragged canvas kilt rises, its gray hide plated with scavenged metal and one arm dragging a quarry hook.

The Quarry Brute
More prey? Good. I was getting hungry.
Bingus squares his scarred shoulders, while the Lone Wanderer spots a red-painted release lever on the quarry hoist behind the brute. If pulled, it will drop a cage around the creature.
“Shoot the release lever from here.”
SUCCESS (Great Firearms, rolled +0)

The Lone Wanderer raises his rifle and aims for the lever.
Ths brute is blocking a clear line of sight of the lever but The Lone Wanderer manages to aim just over it's shoulder.

Bingus Brown
Good idea, wastelander! Fire!
The Lone Wanderer fires. The shot strikes the release cleanly.
Chains snap overhead. A heavy iron cage drops around the quarry brute and slams into the quarry floor, trapping the mutant brute inside.

The Quarry Brute
You little coward! Release me, or I will tear you apart!

Bingus Brown
Ha! Perfect shot! He's trapped!
+ New Item Acquired
Bolt-action rifle
✓ Quest Accepted
Decide the brute’s fate
“Now what do we do with him?”


The Lone Wanderer
Now what do we do with him?
Bingus circles the iron cage while the quarry brute grips its bars. The trapped mutant can no longer reach the road, the wagons, or the secured medicine crates.

Bingus Brown
We could keep him here, he won't be hurting anyone inside that cage. But I suggest we kill him. It might not keep him for long.
Ettel returns from the upper road with the rescued guards and joins them at the cage. She checks the lock, then looks through the bars at the subdued brute.

Ettel
We do not kill a prisoner who is already secured. We bind him, recover the remaining cargo, and bring him back alive so he can answer for the attack.

The Quarry Brute
You think I'm going to let a bunch of pipsqueaks drag me to town for a trial? Ha!
Ettel nods to Bingus, who takes position beside the cage. The guards begin gathering the crates while the party decides what to do with the brute.
Quest Complete
Do a quest with Ettel and her party
Skill Upgrade: Firearms Great→Superb
“He might be too dangerous to bring him to a populated city. Let's just leave him here.”
SUCCESS (Great Persuasion, rolled +0)


The Lone Wanderer
He is too dangerous to bring into a populated city. Leave him here in the cage, with the guards watching it.

Ettel
That is a practical choice. I will leave three guards with him and report the decision, but your name will be attached to abandoning a prisoner outside the city.

Bingus Brown
Ha! Fine by me. Better a locked-up brute than a rampage through town.
Ettel orders the quarry guards to reinforce the cage and keep the brute away from the road. The medicine crates are loaded while the quarry brute remains secured among the wrecked wagons.

The Quarry Brute
You're gonna leave me here? Alive? Oh... I will remember your faces when I break out of here.

Ettel
The choice is made. We take the medicine to Honorhold.
The party leaves the quarry brute under guard and starts up the broken road with the recovered medicine. Ettel walks beside the Lone Wanderer in thoughtful silence, her trust intact but more guarded.
Quest Complete
Decide the brute’s fate
The Lone Wanderer leaves western quarry behind and arrives at Honorhold.
“Return to Honorhold with everyone and split the reward.”
SUCCESS (Legendary Agility, rolled +1)

Honorhold’s western gate opens onto bright stone streets and ringing market bells. The recovered medicine arrives intact, carried beneath canvas while quarry guards and the adventuring party return in triumph.

Bingus Brown
We made it back with every crate! I'd say we deserve a bonus!
At the guild courtyard, the quartermaster checks each seal and finds the medicine untouched. The intact delivery earns an additional hazard bonus from the grateful caravan master, enough to enlarge the promised reward.

Ettel
Five thousand gold, plus the bonus. We will divide it evenly among those who entered the quarry and brought the medicine home safely.
Coins are counted across a guild table and separated into equal shares for The Lone Wanderer, Ettel, Bingus, Leonard, Logan, Mari, and the three quarry guards. No one disputes the accounting.

Ettel
Your share is earned, wastelander. You protected the medicine and made the return possible. Honorhold is safer for what you did today.

Bingus Brown
And now that we are paid, I say we celebrate loudly! Drinks on me!
+ New Item Acquired
Gold coins
“Celebrate at the guild.”
SUCCESS (Great Persuasion, rolled +0)
Bingus throws open the guild tavern doors and leads the celebration inside. Tables shift together, mugs rise, and the recovered medicine earns cheers from adventurers and staff alike.

Bingus Brown
Drinks for everyone! Today we carried medicine home, defeated a monster, and earned enough gold to make the whole guild remember us!
Calimakal sends out steaming plates and foaming mugs while Ragna pounds a rhythm on the table. Leonard, Logan, Mari, and Ettel join the applause around the victorious party.

Ragna
To the wasteland traveler! He brought the brute down without letting the beast reach a single crate!

Ettel
To the guards who held their ground, and to everyone who brought the medicine safely back. Honorhold is stronger tonight because of you.
The toast becomes a roaring chorus. Coins clink beside the Lone Wanderer’s place, music rises from the corner, and even the guild’s usual strangers make room for him at the tables.

Mari
You are officially the guild’s most interesting newcomer. Finish that drink before Bingus challenges someone else to a contest.
Director's notewhole tale
As everyone celebrates, a girl named Willow enters the guild searching for Ettel.

The celebration rolls on until the guild doors open again. A young girl steps inside, scanning the crowded tables before spotting Ettel and hurrying toward her.

Willow
Ettel? I have been looking everywhere for you.

Ettel
Willow? What happened? You can tell me.
The nearby cheering fades into scattered murmurs. Ettel rises from the table and kneels to meet Willow at eye level, while Bingus leans closer with unusual restraint.

Willow
It is Andre. We were playing hide and seek outside of the city walls and now I can't find her!

Ettel
It's okay Willow, it's not your fault. I'm glad you came as quickly as you could. We will find Andre.

Bingus Brown
A poor little lass is lost? Unacceptable! I would be happy to help you search! It's the least I can do for helping me on my quest.
✓ Quest Accepted
Find Andre and bring her back safely
“Introduce myself to Willow and tell her I will help too.”
SUCCESS (Great Persuasion, rolled -3)


The Lone Wanderer
I’m the Lone Wanderer. I’ll help you find Andre.
Willow studies him for a brief moment, then reaches for his hand. Her frightened expression steadies as the crowded guild falls quiet around the search.

Willow
Thank you Mister Wanderer... Andre is shy around strangers, she may hide if she sees too many people.

Ettel
Then you are with us. We will search the area beyond the walls first, and Willow can show us where they were playing.
Willow keeps hold of the Lone Wanderer’s hand, making his involvement plainly personal as well as practical. Ettel gathers a lantern, while Bingus clears space through the celebrating crowd.

Bingus Brown
Come on, little Willow. Show us where you last saw Andre.
“Go where Andre was last seen.”
SUCCESS (Legendary Agility, rolled +1)

The Lone Wanderer follows Willow and Ettel through the guild’s side exit and across the bright avenue, while Bingus strides behind them with unusual care.

Willow
We went through this gate, then Andre hid near the old fountain. I counted to twenty before I started looking.
Willow leads them beyond the city wall to a quiet strip of grass beside the old fountain. The place is sheltered by low ruins and thick shrubs.

Ettel
Good. We are where you last saw her. Everyone spread out gently, and leave her a clear path if she is hiding nearby.
The Lone Wanderer reaches the fountain and surveys the ground. Small footprints cross the damp soil toward a collapsed stone arch, where a scrap of blue ribbon catches on a thorn.

Willow
That is Andre’s ribbon. She must have gone under the arch. She likes small, quiet places where nobody can see her.
The group reaches the collapsed arch together. Beyond the fallen stones, a narrow hollow opens beneath the ruins, and faint movement stirs in its shadow.
“Follow the footprints and find Andre.”
SUCCESS (Great Tracking, rolled +2)

The Lone Wanderer follows the small footprints beneath the collapsed arch, reading their turns through damp soil and crushed grass. The trail ends in a sheltered hollow.
Behind a fallen slab, the elf girl sits quietly with her knees drawn up, clutching a little stone. She looks toward the group but does not run.

Andre
Willow? Ettel? I am here. I was hiding, but then I heard everyone searching.
Willow squeezes past the stones and wraps both arms around Andre. Ettel kneels beside them, while Bingus stops at the hollow’s edge and lowers his booming voice.

Ettel
You are safe now, Andre. Thank you for staying where Willow could find you. From now on, only play within the city walls.

Bingus Brown
A successful rescue! Back to the guild, little adventurers. I say we celebrate finding her with another round of drinks!
✓ Quest Accepted
Return to the guild with Andre and Willow
Quest Complete
Find Andre and bring her back safely
Skill Upgrade: Tracking Great→Superb
The Lone Wanderer leaves Sheltered hollow beneath the collapsed arch behind and arrives at the guild.
“Return to the guild.”
SUCCESS (Legendary Agility, rolled -1)

The guild doors swing open onto warm lamplight, roasted food, and the layered noise of adventurers returning from the streets. The Lone Wanderer arrives with Willow and Andre safely beside him, while Ettel and Bingus follow close behind.

Calimakal
Back already? Then the search ended well. Sit down, both of you, and I will find something warm for our rescued guests.
Willow leads Andre toward the breakfast table, still holding her hand. Andre stays close to her sister, glancing shyly at the crowded room before accepting a chair near Ettel.

Andre
Thank you for finding me, Mister Wanderer. I thought everyone would be angry.

Willow
Nobody is angry. You are home now, and that is what matters.
Ettel settles the girls beside the fire while Bingus announces the successful rescue to the nearest tables. Ragna answers with a booming cheer, and several mugs rise in welcome.

Ettel
Thank you for your help, traveler. Rest with us a while.
Quest Complete
Return to the guild with Andre and Willow