
The old ruins groan beneath The Lone Wanderer’s boots, their broken concrete ribs jutting through weeds and rusted metal. Dust hangs motionless in the pale wasteland light.
Without warning, a circle of violet light tears open under him. The ground vanishes, and the ruined world drops away into a roaring darkness.
He falls through cold, weightless air before striking a bed of wet leaves and black soil. Branches shudder overhead, scattering beads of rain across his goggles.

The Lone Wanderer
The air smells so clean... where am I?
Around him, enormous trees knot together beneath a moonless canopy. Pale mushrooms glow between twisted roots, barely illuminating the rifle, Pip-Boy, and battered Vault-Tec suit.
The portal flickers high above the forest floor, now a shrinking wound of light between the branches. It snaps shut, leaving only dripping leaves and distant animal calls.
Somewhere beyond the trees, something heavy moves through the undergrowth. The sound stops. In the sudden silence, the dark forest seems to listen.
✓ Quest Accepted
Survive the gloomy forest
“Explore the forest.”
SUCCESS (Good Perception, rolled +1)

The Lone Wanderer moves beneath the dripping canopy, testing each patch of ground before shifting his weight. Ferns brush his knees, and the forest yields no clear trail.
He pauses beside a split tree and studies the mud. Deer-like tracks cross the clearing, along with smaller prints and a broad, dragging impression softened by rain.

The Lone Wanderer
Hopefully nothing that wants to eat me.
Following the edge of the clearing, he finds a shallow stream running over black stones. Its water is clear, cold, and free of the chemical tang he knows from the wasteland.
Beyond the stream, the trees thin around a low ridge. From there he can map the forest by sight: glowing fungi mark the hollow, while pale mist gathers in a distant basin.
He completes a careful circuit and returns to the original clearing with a better sense of the terrain. Nothing follows him into the open, and the heavy movement remains somewhere deeper among the trees.
Director's note
Adelis comes walking out of the trees.

The heavy movement resumes beyond the ridge. Branches bend one after another, and a towering cyclops woman walks out of the dripping trees, each footfall sinking into the wet earth.
She stops at the edge of the clearing, enormous against the pale fungi. Rain beads on her skin while her single eye fixes on the rifle, then on the stranger carrying it.

The Towering Cyclops Woman
Strange little man.
The stream murmurs between them. No other tracks disturb the mud near her feet, but the broad dragging impression leads directly from the trees behind her.

The Towering Cyclops Woman
“This forest is mine. The creatures here are mine. Why have you come?”
She lowers her massive shoulders slightly, not yet attacking, though the gesture makes the clearing feel smaller. Her gaze lingers on the Pip-Boy’s dim green glow.

The Towering Cyclops Woman
“I am Adelis. Speak carefully, little traveler.”
“What kind of mutant are you?”
SUCCESS (Great Persuasion, rolled -1)

The Lone Wanderer
What kind of mutant are you?

The Towering Cyclops Woman
Mutant? Is that what you call a being touched by the gods?
Adelis leans down until her vast shadow covers the clearing. Her single eye narrows, and the wet earth compresses beneath one planted hand.

The Towering Cyclops Woman
I am a cyclops, little man. Born beneath these trees, made strong enough to guard them.
The question has earned an answer, but not trust. Adelis's attention shifts from his face to the rifle, and her open hand remains extended between them.

The Towering Cyclops Woman
You owe me clearer words now. Tell me what you truly are, and why you carry thunder into my sanctuary.
Rain ticks against metal and leaves. The forest stays still behind Adelis, listening with her as the burden of the next explanation settles on him.
“I'm from the Capital Wasteland. I don't wish to fight you.”
SUCCESS (Great Persuasion, rolled +0)


The Lone Wanderer
I’m from the Capital Wasteland. I don’t wish to fight you.
The words carry plainly through the rain. The Lone Wanderer keeps his rifle lowered, while Adelis studies his face and the strange blue suit beneath the dripping gear.

The Towering Cyclops Woman
The Capital Wasteland. A harsh-sounding place for a small traveler.
Adelis withdraws her hand from the earth and rises to her full impossible height. The clearing seems to breathe again beneath her lessened shadow.

The Towering Cyclops Woman
Then lower your thunder and keep your steps peaceful. I believe you, little man. You may stand in my sanctuary without a fight.
Her single eye shifts toward the ridge where the heavy movement vanished. The branches there remain motionless, but Adelis does not relax completely.

The Towering Cyclops Woman
If you seek a way home, perhaps the forest has answers. But do not make me regret trusting you, traveler.
Director's note
The Lone Wanderer thanks her and continues moving through the forest.


The Towering Cyclops Woman
Then keep your eyes open, little traveler. The forest does not reveal its paths to everyone.
Adelis turns and walks toward the trees, her enormous frame parting wet branches. Each footfall leaves a deep print, but her pace is careful enough not to crush the glowing mushrooms.

The Lone Wanderer
Thank you. I’ll keep moving.
The Lone Wanderer follows the stream beyond the clearing, rifle lowered but ready. Behind him, Adelis continues through the trees, her silhouette fading between trunks and silver rain.

The Towering Cyclops Woman
Stay near the water. It will lead you toward the old stones, and away from the deepest hollow.
A heavy scrape answers from somewhere beyond the ridge. Adelis stops walking, while the Lone Wanderer sees reeds tremble beside the stream ahead, though nothing breaks cover.

The Lone Wanderer
The tracks led toward the hollow, but this sound is closer.
Adelis raises one hand, warning him to remain quiet. Then she steps into the forest after the sound, leaving the stream and its pale reflections to guide his continuing path.
Director's note
Adelis leaves, leaving The Lone Wanderer on his own again.

Adelis's footsteps fade into the rain until even the trembling branches grow still. The Lone Wanderer remains beside the stream, alone beneath the dripping canopy.
The water slips downhill through reeds and fern, its pale surface reflecting the green glow of fungi. Ahead, the old stones wait somewhere beyond the misty basin.

The Lone Wanderer
The stream gives me a direction, but not an explanation.
He advances carefully, keeping the rifle lowered as promised. Mud swallows his bootprints, and the forest closes behind him with wet whispers.
A reed bends beside the opposite bank. Then another bends farther on, moving against the current's direction, though the rain reveals no visible body.
The sound stops near a cluster of black stones. Between them, something has scraped a narrow groove through the mud, fresh enough that water has not filled it.
Beyond the groove, the stream disappears beneath twisted roots. A faint metallic glint rests in the darkness there, half-covered by moss and silt.
“Reach higher ground to see if I can spot any man made structures.”
SUCCESS (Good Perception, rolled +2)

The Lone Wanderer follows the stream to a sloping shelf of exposed roots and climbs above the mist. From the higher ground, the forest opens beneath him.
Through breaks in the canopy, he spots a straight line of gray stone beyond the basin, too regular to be natural. A second shape rises behind it, squared and dark against the trees.

The Lone Wanderer
Walls, or the remains of a settlement.
He steadies himself against a wet trunk and studies the distant structures. The nearer wall encloses a narrow clearing, while the taller ruin bears a broken tower or gatehouse.
A faint thread of smoke lifts beyond the wall, thinning quickly into the rain. No movement shows along the stonework, but the place is not wholly abandoned.
The stream below bends toward that direction, offering a natural route through the basin. The Lone Wanderer marks the landmarks, then descends toward the old structures.
The Lone Wanderer leaves Moonless Forest stream behind and arrives at the structures.
“Travel to the structures.”
SUCCESS (Good Agility, rolled +1)

The Lone Wanderer reaches the old structures as rain darkens the gray stone. The nearer wall encloses a cramped courtyard choked with fern, while the taller ruin rises behind it like a broken gatehouse.
A gap in the wall offers easy passage. Inside, shallow footprints cross the mud toward a roofless building, and a thin thread of smoke curls from somewhere beyond its collapsed beams.

The Lone Wanderer
Someone has been here recently.
He slips through the gap without disturbing the loose stones, using the wall for cover. His careful approach reveals a narrow stair descending beneath the gatehouse, its upper steps recently cleared of leaves.
Near the stairwell, the metallic glint resolves into a corroded pre-collapse canteen wedged under a root. Its cap is missing, but the damp ground around it carries a sharp, unfamiliar animal musk.
Beyond the courtyard, a door shifts once in the rain and settles open. Warm air breathes from the darkness below, carrying smoke, wet stone, and a faint scraping sound.
“Investigate the door.”
SUCCESS (Good Perception, rolled -1)

The Lone Wanderer crouches beside the open door and studies its hinges, threshold, and warped frame. The wood is old, but the latch has been handled recently, leaving clean marks through the dust.
He angles his goggles toward the darkness and lets his eyes adjust. The warm air comes from a small chamber beneath the gatehouse, where a rusted brazier burns low beside stacked scraps of timber.
Inside, the scraping sound resolves into a loose sheet of metal shifting in a draft. Boot prints overlap around it, some recent and narrow, leading toward a second passage cut beneath the collapsed beams.
A torn strip of dark cloth clings to a splinter near the passage. It carries the same animal musk as the canteen, but the room holds no clear sign of what left it there.

The Lone Wanderer
The shelter is occupied, but I still do not know whether the tracks belong to a person or an animal.
The inspection costs him several quiet minutes. Rainwater gathers in the courtyard behind him, and the smoke beyond the beams thins while the hidden passage remains open before him.
“Investigate the hidden passage.”
FAILURE (Good Perception, rolled -1)

The Lone Wanderer slips into the hidden passage, keeping one hand against the damp stone and the other near his lowered rifle. The tunnel narrows quickly beneath the collapsed beams.
He follows the overlapping boot prints for several yards before loose masonry shifts overhead. A shower of grit falls, and a rotten support drops across the passage with a heavy crack.
The fallen timber wedges against the walls, blocking the route ahead. Beyond it, something scrapes once across stone, then retreats into the darkness.

The Lone Wanderer
The passage is too unstable to force, but whatever made those tracks used a smaller way through.
Searching the cramped walls, he finds a low drainage opening behind a curtain of roots. Fresh mud marks its rim, and a faint draft carries the same animal musk.
The opening slopes beneath the gatehouse toward the old courtyard, offering a usable route around the collapse. Beside it, a scratched symbol points deeper underground, its meaning unknown.
Director's note
The Lone Wanderer decides to stop searching and embarks to find any civilization.

A heavy tread approaches through the rain. Adelis emerges between the trees, ducking beneath branches as her single eye searches the ruined gatehouse and the narrow drainage opening.

The Towering Cyclops Woman
Little traveler. You found another path beneath my stones. Are you leaving the hollow behind?
The Lone Wanderer offers Adelis his thanks, then turns from the drainage opening and climbs back into the courtyard. His rifle remains lowered as he follows the stream away from the hidden passage.

The Towering Cyclops Woman
Then follow the water east until the forest smells of smoke and many fires. That way lies the nearest gathering of people.
Adelis watches until he reaches the wall gap, then turns back toward the deeper trees. Her footsteps fade, leaving the ruins and the rain to him once more.
He abandons the search for the hidden stalker and takes the stream east, using the old stones as landmarks. Beyond the mist, distant smoke threads upward through the canopy.

The Lone Wanderer
The smoke is the best lead I have to civilization.
“Find the source of the smoke.”
SUCCESS (Great Tracking, rolled +2)

The Lone Wanderer follows the stream east, comparing each bend with the smoke’s direction. Muddy boot marks appear among the reeds, fresher and more numerous than his own.
He climbs a low, wooded rise and finds the source below: a broad camp gathered around the remains of a stone road, with several cooking fires burning beneath patched canvas.

The Lone Wanderer
Those fires are tended. People live here.
The camp rests beside a shallow ford where the stream leaves the forest. Wagons, rough palisade stakes, and salvaged timber shelters form a small settlement, plainly occupied despite the rain.
A narrow trail descends from the ridge toward the ford. Near its entrance, a weathered board hangs between two posts, marked with faded red paint and symbols he cannot read.
He reaches the edge of the settlement with the camp fully in sight. Smoke rolls low across the water, while movement passes between the shelters and a bell hangs ready beside the largest gate.
✓ Quest Accepted
Enter the settlement
Quest Complete
Survive the gloomy forest
Attribute Upgrade: Perception Good→Great
“Approach the settlement.”
SUCCESS (Good Agility, rolled +3)

The Lone Wanderer descends through the rain without raising an alarm. He crosses the ford, passes beneath the settlement’s gate, and reaches the firelit space between the shelters.
Four wary guards watch from the gate, but their hands stay away from their weapons. One notices the blue Vault-Tec suit and points toward a covered stall near the largest fire.

Settlement Guards
Traveler, keep your weapon lowered. You can stand under the canvas until Ettel comes to see you.
The guards unlatch a waist-high inner barrier, granting him clear passage into the occupied camp. Beyond it, residents pause over cooking pots and stacked salvage, studying the stranger from the wasteland.
Under the covered stall, he finds a dry patch beside a brazier and a rack of scavenged supplies. A clay cup of clean water waits there, untouched and plainly offered to newcomers.

The Lone Wanderer
The settlement has rules, but it is willing to let strangers inside.

Settlement Guards
Stay where the fire reaches, traveler. Ettel will come and see you soon.
Quest Complete
Enter the settlement
✓ Quest Accepted
Speak to Ettel
“Wait for Ettel.”

The Lone Wanderer waits beneath the canvas while rain drums softly overhead. Camp life resumes around him, though glances still return to the blue suit and lowered rifle.

Settlement Guards
Keep your weapon lowered, traveler. Ettel is finishing her rounds and will be here shortly.
Minutes pass without trouble. The brazier settles into a bed of red coals, and the offered water remains beside him as the settlement’s leader approaches from between the shelters.

Ettel
You must be the traveler they told me about. I am Ettel, leader of this settlement. Welcome, as long as you mean no harm.
Ettel stops across the brazier, keeping a respectful distance while the guards remain near the barrier. Her attention moves from his rifle to the unfamiliar gear on his wrist.

Ettel
You may rest here for a while. When you are ready, tell me where you came from and what brings you to our roads.
The settlement settles into cautious quiet around them. Ettel waits beside the brazier, giving him time to answer while rainwater runs from the canvas edge.
✓ Quest Accepted
Tell Ettel where I came from
− Scene Quest Removed
Speak to Ettel
“I'm from the Capital Wasteland, a portal opened up and I was transported here.”
SUCCESS (Great Persuasion, rolled +1)

The Lone Wanderer
I’m from the Capital Wasteland. A portal opened, and it transported me here.
Ettel listens without interrupting. The rain, the unfamiliar gear, and the clean water at his side lend the claim a strange but consistent weight.

Ettel
A portal. Then you truly did not choose these roads, and you have no way back yet.
Her guarded expression eases into concern. Ettel glances toward the settlement’s battered gates, as though measuring how much danger might have followed him through.

Ettel
I believe you, traveler. Honorhold has scholars and adventurers who may understand such a thing, though I cannot promise they can reopen it.

Ettel
For tonight, you have shelter here. Tell me what you need first: food, information, or a safe place to plan your next step.
Ettel remains beside the brazier, steady and attentive. Around her, the settlement listens discreetly while the rain seals the road beyond the gate.
Quest Complete
Tell Ettel where I came from