Every day on our Twitter Feed, @DonaldTheDM, our resident Dungeon Master Donald Lewis will post a One-Tweet Dungeons and Dragons Adventure! Anyone can Tweet a response, from which he will choose the best reply to continue the story. The idea is to play a communal Choose-Your-Own-Adventure RPG experience, a story that unfolds one day at a time, one tweet at a time. In the spirit of comic strips like Dick Tracy and Brenda Starr, together we see the adventure unfold one line, one decision, one epic moment at a time!
Periodically we will post an article that compiles the Tweets from the last several Months that make up our Adventure. This is your opportunity to catch up on the story and dive right in! How will your adventure unfold? What exciting tales await your heroic arrival? There’s only one way to find out!
Welcome to the World of Twitter Quest!
THE STORY SO FAR (May 7, 2016 – August 11, 2017)
The bar is smoky, the night air cold. A Bard sings out of key, a bored Rogue prods the fire & a Ranger taps an old map.
The Half-Elf Bard barely ducks a flying dagger. Cheers rise from the patrons. The Bard scowls, glaring she stalks to you.
I bow to her “you’re so charming when you’re silent! Mind a pint to sweeten the mood? what was it you were trying to… sing?”
The Bard slumps into a seat next to you & takes the pint sighing. She stares at it sadly, “How else am I to buy my freedom?”
My dear, how could you drink from sadness? Drinking is freedom and joy. To drink in sorrow is disrespectful to your ale.
The Bard tears up, “I must weep, there’s no joy while my son is held for our debts. I’d give all the little I have for him.”
“Held? By whom? What scurvy scalawag would hold a boy for the sins of the mother?”
You agree to aid the Half-Elf Bard in freeing her Son. You approach the Villain’s Lair, a Ruined Fort of aged mossy stone.
Can I hear, see, or smell anything unusual in the surrounding area?
There is an obvious front gate, several high windows. You smell cooking fires, and hear muffled voices above the rampart.
I look to see if @GoombaTrooper97 is awake. Then pull my rapier out. I slowly head towards the wall as quiet as can be. I attempt to scale the wall to get a peak into the front left window.
Sneaking close to the Old Fort, peering within, 3 Men-At-Arms sit by a fire warming their hands, guarding a Heavy Iron Door.
I call upon the great powers of the Outsiders to cause the fire to come alive, hopefully scaring them away!
Entering the Fort a torch lit corridor lays before you. There’s a side door & a stairwell going up & down at the hall’s end.
Seeing no trap, beyond the door you hear voices. Thru a crack you see 2 men dividing coins, profit from their blackmailing.
Spring into the room with sword drawn, demanding to see the prisoner.
Kicking in the door you charge, weapons drawn. The men jump up. One fumbles to draw his blade, the other draws a flintlock.
I throw a dagger at the man with the flintlock, saying “It’s knife to meet you!”
Your knife strikes the gunman’s hand sending his flintlock flying. The sword man lunges, cutting deep into your shoulder.
I splash the blood as deliberately as possible in his face and call for a blood based curse on him.
Reeling from your spell, the swordsman staggers in pain and falls unconscious. The other blackmailer dives for his pistol.
Having vanquished the guards you bind your wound & loot a key. Returning to the hall you see a stairwell twisting up & down.
Climb to the highest room in the tallest tower.
Climbing the stairs you see a flagstone hall lined with windows. Ahead is a heavy door. A guard leans beside it half asleep.
Casting sleep, move up to place a flagon of wine in his hand in case someone finds him, to not arouse suspicion.
The guard handled, you check the door. Inside you see a plump Noble talking with a Man In Armor, gold passing between them.
As you prepare to confront the Leader of the Blackmailers, you hear armored footsteps coming up the stairwell behind you!
You’re caught off guard as a Swordsman traps you in the hall! He draws his blade and charges, shouting to sound the alarm!
You send the Guard crashing down the staircase! Turning you find The Lead Blackmailer blocking your way, his pistol leveled.
Summon my brown pants.
The Villain smirks, his pistol level. “So, thought you’d play the Hero? Pity. Your story ends here!” Time slows as he fires!
“Swearing by my floral bonnet, roll to end him.”
The Villain Fires, striking your arm! With a savage cry you bury your blade deep in him. He gurgles & slumps to the floor.
Standing over the fallen Lead Blackmailer, you clutch your wounds & enter his office. Inside a Noble cowers behind the desk.
Cowering the Noble agrees, “Of course! Anything you want! I’ll hand over your friend’s contract, its yours! Just let me go!”
I collect the contract then proceed to clean him out, make him carry it out the back with me and load my trusty steed Tina
You lead your prisoner outside where two Guards have just dismounted. The Noble yells, “Help Me You Fools!” and dives aside!
I calmly stalk the Noble, and skewer him. I turn to the guards and say, “I think he got the point.”
The Noble falls dead. The shocked Guards draw weapons & charge! The first swings wide, the second knocks you to the ground!
The first Guard is trapped by your spell, the other deftly leaps past it! He tackles you head on, pinning you to the ground.
Knocking the Guard aside you jump to your feet. You’re both disarmed. The Guard spits blood, grins & takes a fighting stance.
I lunge and try and bite him in the jugular.
You lash out at the Guard only for him to sidestep your attack, tripping you into the mud. He laughs & kicks you in the ribs.
Staggering to your feet you prepare to fight. Smiling viciously the Guard throws a fierce left hook barely missing your jaw.
The Guard collapses, his lung punctured. Staggering to your feet you brush off the dirt and scoop up the blackmail papers.
Continue to search for the boy, muttering, “I need a good ale after this”, turning into the next hallway.
Re-Entering the Ruined Keep you creep down to the Lower Level. You enter a cold dank torch lit hallway with two heavy doors.
Check the doors for traps!
You find no traps on the doors. One is locked, the other is ajar. Within the lit room you hear raised voices & a whip crack.
Immediately roll for Stealth and hide!
Sneaking to the door you peek inside. You see Two Guards overseeing a dozen young workers, ankles chained to their stations.
I roll a 10 and listen in on the conversation.
Listening from the hall, the Guards berate the captives. This shipment of Widow’s Kiss Poison must be ready to ship by dawn!
Cast lightning bolt!
Your spell blasts a Guard sending him flying. The workers cower. The other Guard lashes out with his Whip, into your chest.
Eleanor the tall dwarf steps in, severing the whip after it’s blow. The player is wounded, but the guard is unarmed.
The disarmed Guard steps back and grabs a prisoner. Holding the young boy in a choke he threatens, “Throw down your weapon!”
I sneer, take a knee and send my blade skittering across the floor. The guard watches the blade, I pull my boot dagger & throw!
Your Dagger flies true and hits the Guard! He staggers back, releasing the boy while clutching his wounded neck and cursing.
Reaching my hand out for the boy “Come with me if you want to not die”.
The boy prisoner runs to your side, the wounded Guard turns & grabs a vial of poison. He pours it on his dagger then lunges!
Push the boy to the side and duck, grabbing the wrist of the guard and pushing the knife to him.
The Guard wrestles with you for the Dagger! It goes flying, the Guard uses it as a distraction & punches you hard in the jaw!
Try to stay on my feet while staggering from the blow, swing my fist at him. *Rolled a 9
The Guard’s blows are merciless, despite your best efforts his punches are staggering knocking you down, the world spinning.
One he is softened up by my face-to-fist technique, I judo flip him, pulling his arm out of its socket. #TrainedWrongAsAJoke
You wrestle with the Guard & break free! You stagger to your feet, the Guard takes advantage of the moment & grabs his whip.
I grab powder from my pocket and throw it in his face. Then I strangle him with his own whip.
The Guard finally collapses under your assault! The room contains 6 young prisoners & an order for the next batch of Poison.
Quickly ask if any are the boy you came to rescue. Pocket a couple of vials and smash the rest. Free the prisoners.
You return to Town with the prisoners to a Hero’s welcome! You have a vial of Widow’s Kiss Poison & the Blackmail Documents.
You Find 3 Leads. 1) A Noble House using Blackmail, 2) A Warehouse Order for Poison, 3) An Alchemist Known for Exotic Works.
I will go to the authorities and volunteer to bring the not-so-noble family to justice #GoForTheGold
The Miles Family is implicated in running a cartel of forcefully indentured workers. You find their estate in the country.
Sneak in with the workers to gather Intel.
Posing as a newly hired housekeeper you slip into Miles Manor. The Estate is well appointed, the staff begin their routine.
Follow the staff while observing everything I can, listening to everything. Look for secret rooms without being suspicious.
You overhear a Maid mention strange books in the study & late night meetings in the Cellar. You also notice an askew Portrait.
I correct the portrait. No one hangs a portrait on an angle intentionally, and maybe it will provoke a reaction? I straighten the portrait as part of my servantly duties, but wiggle it a little first to check for secrets. Try and trade off shifts to get night duty. #OfCourse
You adjust the Portrait above the Hearth & discover a Small Alcove behind it. Inside there is a Safe with an Enchanted Lock.
Use magic lock pick and try to open without looking suspicious.
Inside the Safe you find some Jewelry, a Vial of Poison & a Wax Sealed Letter. “What are you doing?” A voice behind you asks.
I point at my broom and say in a horrible accent: “Cleaning”.
Turning you see the Butler who scowls “You’ve cleaned yourself out of a job!” He walks up & grabs the pilfered items from you.
Still speaking in the bad accent, point at the butler yelling “thief! Thief! Master!” And run out of the room.
You try to flee only to run into a Man-At-Arms in the hall. He grabs your collar as the Butler orders him to restrain you.
Cast a memory spell on them to make them forget what just happened. Get out of the guards grasp, walk casually to the kitchen.
The Safe Documents in hand, you slip into the Manor’s Kitchen. You hear voices coming from the Cellar, one sounds furious.
I’ll start cutting the vegetables for the stew while trying to listen in.
You overhear “No more Excuses! I want that Shipment of Widow’s Kiss on the Ship by Dawn!” His footsteps head your direction.
Lord Miles storms out of the cellar followed by an angry Alchemist. They both exit to a waiting carriage & head to the docks.
I follow from a distance, attempting to disguise myself as a beggar to not attract attention. Everyone ignores beggars.
The carriage reaches the Dock, Lord Miles & the Alchemist board a Barge anchored off a pier. Two guards stand by the pier.
I jump in the water because nobody thinks twice about beggars jumping into the bay. Then I polymorph into a marlin. #Foolproof
Swimming alongside the Ship you hear Lord Miles irate over the delays, emphasizing the big day is at hand. He goes below deck.
I don’t know, I’m just a fish. #JustKeepSwimming
You overhear the Ship’s Captain, at Midnight they will sail up river & deliver the crates of Widow’s Kiss Poison to a buyer.
I revert, dimension door into the lower hold of the ship and see how many holes I can make in the hull. #ItsAGame
Teleporting into the Barge you find yourself behind a stack of crates. Lord Miles is inspecting the Poisons on the far side.
Quietly begin dumping out the poison on my side, finding a better hiding place. Cast a spell to look ghostly in case I’m seen.
As you sabotage the Poison a crate slips exposing you! Lord Miles turns, grasping his Saber. He glares “How’d you get here?”
“I was hired by Mr. Miles to move crates on this here barge.” Show a blank paper and give him a paper cut as he looks at it.
“I never hired you,” Lord Miles snarls, drawing his Enchanted Poisoned Saber. Blocking the Exit he cries out, “Guards!”
“Fair ‘nuff” as I turn into a flame elemental and begin to set everything in sight ablaze. #OooooPretty
You try to set the Barge ablaze only to be stopped short as Lord Miles lashes out with his Saber. Two Guards rush to his aid.
You try your best to Defend yourself but Lord Miles and his Guardsmen quickly back you into a corner, your back to the Hull.
I take a hit from the guards so that I can avoid the poison blade as I wrestle it away from Lord Miles.
Hitting Lord Miles in the temple you Daze him, wrestling his Poisoned Magic Blade from him. The Guards hesitate & step back.
Strike them both with lighting speed and prescient precision. #IAmALeafOnTheWind
You Strike Down the two Guardsmen with ease. Turning to Lord Miles you are struck Frozen by his Hold Person Paralysis Spell.
I play along, letting him think he had control over me but keep a firm grip on his blade. #finderskeepers
Lord Miles gloats, drawing a Poisoned Dagger. “Time to Finish You.” As he steps forward his Paralysis Spell over you breaks!
I roll to disarm him…..and the dagger (then we can talk. I wouldn’t hurt an ‘armless man)
You Lunge, Disarming Lord Miles. He staggers back, cornered, “You expect to take me alive?” He grabs for a vial of Poison.
You knock the vial from Lord Miles’s hand. He straightens his back & glares “Then Talk, but don’t expect me to answer Pleb!”
I talk with the hilt of my sword and knock him out “I never expected you to answer”.
You carry your unconscious prisoner, Lord Miles, ringleader of the Poison Cartel, away from his Ship, to a secure location.
I make sure that he can’t get away before seeking out my contacts, to find out how much influence this cartel has.
Your contacts reveal the Poison Cartel has ties all over the Region planning something major for the Crimson Skies Festival.
Needing more information, I try to find out if any of the authorities or the guards are on the payroll of the cartel.
You are tipped off that Guard Captain Montel & his men are being paid by the Poison Cartel to turn a blind eye to their plan.
You make your way to the Guard Barracks to investigate Captain Montel’s loyalties. The sandstone fort has seen better days.
As the Guardsmen change watch you slip into the Barracks to find evidence of their treachery. The hallway before you is dark.
I sneak into the guard captains quarters and make sure he turns two blind eyes to the crime around him. #eyeseewhatyoudidthere
You creep thru the Barrack, dodging a patrol, & find the Captain’s quarters. The door is locked, light flickers from inside.
I cast “friends” and knock on the door!
A Guard opens the doors, smiling as your Charm spell takes effect. A booming voice behind him demands “Who is it this time?”
I say” hey buddy what’s going on?! Long time no see! Who’s that I hear back there?”
You pass the Charmed Guard & see Captain Montel glaring over his desk “You’d better have a reason for interrupting my work!”
“Captain Montel I presume?” As I take out a scroll and act like I’m filling out an important form. ” I am Osros. Garbage inspector”.
Captain Montel eyes you critically, placing a hand on his saber “You’re no city official, explain yourself or be arrested!”
I throw down the nobleman’s crest ring and say “It’s over” then cast darkness. #IAmTheBat
Captain Montel’s eyes go wide with realization as the room is shrouded in Magical Darkness. He cries out, “Guards! To Me!”
I sneak behind him and hamstring him and lay in wait for the guards.
Your blades cut deep into the Captain’s leg. He staggers, growling for his guards. Chaos fills the dark room.
I step in to the shadows and ready my long bow and aim at the door and wait for the guards to come through.
Using the Dark to your Advantage you slay the first Guard to heed his Captain’s call! Then the Dark vanishes, a Light Spell!
Cast thunderous smite and perry the captain in the neck then use thaumaturgy to brighten the room to blind them once again.
The Guards are stunned by your Magic, but Captain Montel steels himself, rebuffing your efforts & tackling you over a desk!
I grapple with the captain and cold heartedly try to wrap his own arm around his neck to break his neck or chock him to death.
You wrestle with Captain Montel sending both of your weapons across the floor. The Guards are slowly orientating themselves.
You draw your Dagger, swearing to slay Montel if he continues to support the Poison Cartel, then escape in the confusion.
As the smoke clears, I help the captain to his feet. “Sir, what did the assassin mean about the poison cartel?” I ask confused.
I Head to the Crimson Skies Festival to stop this potential disaster and out Montel. I keep my eyes open for suspicious guards.
You enter the Festival grounds. Hogs are roasting, children run with streamers. You see no sign of the Poison Cartel’s plot.
It’s clearly too good to be true. Have the Mage use detect thoughts to find secret cartel workers.
You’re tipped off, Guards are keeping a Tavern secluded from Revelers. Crates there match those from a Poison Cartel Barge.
Watch the guards from a distance to see more of what is going on.
You watch the Royal Gryphon Tavern, Guards steer festival goers away but give certain vendors sealed crates to distribute.
Tackle one of the vendors and open the crate. What is inside?
You open a crate of small bottles of wine. The vendor yells, “Hey! No one drinks until we toast the Ambassador’s arrival!”
“TO THE AMBASSADOR!!”
The new Byrdanian Ambassador has not yet come ashore, the locals are to all toast with imported Byrdanian Red when he docks.
Run through the streets yelling that the wine is poison!
As you try to warn the masses of the Poison, a Guardsman shoves you down an alley “Quiet you! Or I’ll knock your teeth out!”
Knock his teeth out.
Clenching a fist you land an uppercut to the Guard sending him reeling. He staggers into the open getting the crowds attention.
Force some poison down his throat to get the attention of the masses and show what will happen if they partake in festivities.
You try to force the Poisoned Wine down the Guard’s throat, but another Soldier rushes to his aid! The crowd gathers around.
I slip into the crowd in an attempt to leave stealthily.
You evade the Guards into the crowd. The Ambassador is set to land in One Hour, give a Speech then lead the crowd in a Toast.
You evade the Guards into the crowd. The Ambassador is set to land in One Hour, give a Speech then lead the crowd in a Toast. What do you do?
I make my way into a discreet alley, look for the place where the crowd is thickest, and cast Stinking Cloud on them.
Your spell scatters some of the crowd, but catches the attention of a Guard Patrol that hurries to corner you in the Alley! What do you do?
“Foul magics! This is the work of the fools who assaulted the Captain! Fetch the Holy Inquisitor to break the spell!” I yell.
The Guards force you down the Alley, calling for Reinforcements! A young Officer leads them, advancing with a hefted Shield! What do you do?
Your back to a wall, four corrupt Guardsmen surround you. Their Commander orders, “Throw down your weapons & come quietly!” What do you do?
I run out the side alley and as I clear it I turn I cast thunder-wave into the buildings on either side causing them to collapse
The buildings flanking the alley crumble crushing 2 Guards, sending revelers running! The Remaining Guards are in hot pursuit! What do you do?
I try to get lost within the crowd of fleeing revelers
You escape into the crowd, Guards swarm all around, the commotion is interrupted by trumpet blasts! The ambassador is landing! What do you do?
use the commotion to make a break for it.
As the crowd gathers to greet the Ambassador you lose the Guards! You see Ambassador Maxwell disembark, waving to the crowd. What do you do?
I rush to the Ambassador to shake his hand, and slip him a vial of the poison. “It’s in the wine, your grace..” and rush off.
You slip thru the crowd & pass your warning to the Ambassador. He looks confused as the Governor beckons him to the stage. What do you do?
I climb one of the higher buildings overlooking the plaza, cast booming voice and proclaim, “The wine is poisoned!”
You warn the crowd from the rooftop, causing much confusion. The Guard Captain points to you & commands, “Seize that maniac!” What do you do?
As the crowd becomes riled, the Guards advance! A pair begin scaling the building, an Archer fires, grazing your shoulder! What do you do?
jump off, kicking the climbing guards and using them to land, then use a smoke bomb and create more chaos
The crowd begins to scatter in the Chaos! The Ambassador’s men rush him to safety. Out of the Smoke a Guard lunges at you! What do you do?
Using the guard’s own momentum, I fling him into the next approaching guard.
You hear crashing metal as the Guard hits his ally! Out of the smoke the Captain fires his Flintlock, striking your Armor! What do you do?
taking advantage of the slow loading flint lock & confusion created by guard I smash the guard in the head with my war hammer
The Guard Captain jumps back before your mighty blow connects! Discarding his spent Flintlock Pistol he draws a Great-Sword. What do you do?
I cast Heat Metal on his great sword and kick him away when he drops it
The Captain’s sword clatters to the ground! Clutching his burnt hand he yells “You’ll pay for this!”He escapes into the Smoke. What do you do?
“Coward!”, I yell. Then turn to the guards.
As the Smoke clears a pair of Guards spot you! One stalks forward, Tower Shield bared while the other levels his Flintlock. What do you do?
I take a running leap at the guard with the shield, parkour off and drop kick the soldier with the pistol.
You disarm the Guard sending his Flint-flock flying! His partner quickly recovers delivering a crushing blow to your shoulder! What do you do?
I retaliate for my comrade and swing for the legs!
You swing low but the Guard takes your strike on his Shield! You dodge his swinging Mace as the other Guard joins the fight! What do you do?
I maneuver around them and catch them both with chain lightning using their heavy armor against them
The Guards are caught in your Spell dropping them both! The streets have been deserted, the Ambassador taken away by his men. What do you do?
tie up the guards, drag into an alley, rouse them and begin interrogations as to the whereabouts of the ringleaders.
You discover the plot to Poison the crowd and Frame the Ambassador was instigated by a man held up in a nearby Estate Castle. What do you do?
disguise myself as one of the guards and make my way to the castle to thwart them
Dawning the Garb of a fallen Guardsman you make your way to Windfall Keep, using the confusion to slip into the Courtyard. What do you do?
I try to blend in as well as possible and might succeed, maybe? #IRolled13
All around Soldiers accuse each other of who let those Heroes disrupt their plans! The Keep’s entry is Barred, but Unguarded. What do you do?
I look around back for a window that would be easy to enter unnoticed #DontMindMe
Circling the Keep you find a Servants Entrance bustling with Bakers. You push past them into the Kitchen’s grand Store Room. What do you do?
Keep going and find myself a new disguise. But take a loaf of bread and conceal daggers in it. Then I’ll figure out the rest.
Disguised as a Merchant you enter the Keep. Broad stairwells rise before you, and a torchlit corridor leads deeper within. What do you do?
In the Heart of the Keep you find The Great Hall, filled with Foreign Crates & bustling workers. An overseer barks orders. What do you do?
listen carefully for clues and try to find an unoccupied room filled with goodies
You hear an Officer barking orders “Everything must be moved tonight!” You watch men begin carrying crates of Poisoned Wine. What do you do?
Record the scene in my sound stone and press on looking for the mastermind behind all of this. #HeMustBeStopped
Venturing through the Keep you find a long corridor. Two Guards stand vigilant at a locked and important looking Heavy Door. What do you do?
“So what’s so special behind that door?”
One of the Guards shoves you back, hard, knocking you to the ground, “Keep walking, filth! The Captain’s busy!” What do you do?
Briskly snap both their necks as I ‘keep walking’. Keep it as quiet as possible.
You turn quickly, lunging at the Guard! He’s ready for you, side stepping & throwing you unceremoniously to the ground. What do you do?
kick his legs out from under him, get up and run
Fleeing the area you lose the pursuing Guards& find yourself back in the heart of the Keep. Workers continue to tend the wine. What do you do?
Find somewhere to hide and cast Shatter amidst the bottles. Just because.
You begin Shattering crates, disrupting workers & causing mass disarray! The Overseer sounds an alarm over the breaking glass. What do you do?
See if the guards in the hallway are distracted now and sneak in if they left their post. Otherwise, sow more chaos.
Having distracted the Guards you return to the Keep’s inner corridors. A Heavy Locked Door stands unguarded before you. What do you do?
commune with Lolth to send a spider to unlock the door
The Door Opens. Peering inside you see an Alchemy Lab. Dozens of vials bubble while a cloaked figure examines an old Tome. What do you do?
cast mirror image and go place it in front of him. Then ask him “whatcha reading there buddy?”
The Alchemist closes his Tome & smiles, “So, you finally show yourself. I will enjoy watching you suffer.” He draws a Wand. What do you do?
knock the wand out of his hands and slam him face first into his tome.
You attack the Alchemist, hitting only an Illusion. You hear him behind you, “Hasty.” A vial explodes into a Noxious Cloud! What do you do?
throw my lantern on the floor hoping when it breaks the flames will consume the vile gases.
As Flames erupt in the Lab the Alchemic Cloud is consumed! You lose sight of the Alchemist& hear Guards yelling down the hall. What do you do?
I go away from the guards slowly and cautiously looking for an alternate exit.
Between the Fire & Alchemic Explosion you flee the Destroyed Lab. Guards rush to save the Equipment. You’ve lost the Alchemist. What do you do?
gather the party and regroup somewhere hidden. Cast Locate Person to track down our quarry
Your Spell reveals the Alchemist has relocated to the Keep’s Dungeon. The Guards seem preoccupied with the Fire in the Lab. What do you do?
Ask the Guard in loud, incomplete Common, where the restroom is. Tell him I already knew. Relish his look of despair.
Confusing a Guard along the way, you descend into the Keep’s Dungeon. A narrow, dank, torchlit corridor branches before you. What do you do?
Throw a small object down the corridor and listen to see if something or someone reacts to the noise.
Listening closely you hear distant conversation down one Dungeon Passageway, the rush of running water down the other. What do you do?
Find where the water is coming from. Then using some magical shenanigans, divert down the passageway towards voices.
You follow the tunnel to a chamber with access to the River. Guardsmen here are preparing more Crates of Poison for shipment. What do you do?
Pour them in the river
You approach the crates. A Guard reaches for a box & spots you. His eyes go wide, he hesitates too surprised to sound the alarm. What do you do?
give him some gold as a bribe!
The Guard accepts your Bribe, leaving the chamber. The last Guard stares at an inventory scroll, unaware of your presence. What do you do?
stealthily go behind him and knock him out
The Guard falls unconscious. The scroll he held is an inventory of poisoned Byrdanian Red wine destined for the Capitol! What do you do?
Grab the scroll then watch around. What do I see?
The Keep’s Dock has boats sailing downriver to an unknown Supplier, the Alchemist responsible is still in the Keep’s Dungeon. What do you do?
cast a few fireballs on the ships hoping to set them ablaze and then start looking for the alchemist
The docked ships ruined, you continue exploring the Keep. You come to a locked heavy Metal Door that is warm to the touch. What do you do?
take a few steps back since at least one of my party members will probably try to blow it up
The door blasts inward! Beyond, a dozen armed Guards have leveled their crossbows. The Alchemist behind them smirks, “Fire.” What do you do?
Take the damage like a boss! Then fly at them in a blind rage!
Braving the hail of Bolts head on, you Charge! The Party descends into Melee with a dozen well equipped & readied Guards. What do you do?
I laugh as they directly run into my well thought trap and cast wall of Fire around them
The flames leap thru the Guards, several screaming from their burns. One soldier rushes forward, slashing your forearm open! What do you do?
Push him back into the flame searing the wound on my arm closed as I hold the attacker to the flame.
You fight thru the Guards, reaching the Alchemist. Before you he shatters a vial filling the room with obscuring poison gas! What do you do?
I make a Search check in my pouch to find my dust of adoption satchel. “It will protect us from the fumes!”
Shielded from the Alchemic gas the room calms. The Guards have fallen, the Alchemist vanished, leaving you in his former Lab. What do you do?
search for traps and secret doors #stonecunning and maybe dark vision
You spot a Secret Door! Opening it you find a Ledger noting Shipments of Widow’s Kiss Poison bound for the Capitol by River. What do you do?
Grab the ledger and see continue down the passage way behind the secret door
Down the Secret Corridor you discover a Dock beyond the Keep. It appears a ship recently departed bound East for the Capitol. What do you do?
Look for another ship with which to give chase. Either catch up and sink them or follow them to the cargo’s drop point.
Commandeering a nearby fishing boat you give chase up the East River. By morning the Capitol rises gloriously on the horizon. What do you do?
look frantically for the ship and the cargo, hoping that my arrival isn’t too late
Searching the bustling docks you find the Alchemist’s Ship berthed near a heavily guarded warehouse, crates stacked within. What do you do?
prepare my contingency to have the warehouse go up in flames while the others deal with the mastermind
As you scout the warehouse district you see a carriage pull away from the docks bearing the markings of a local distillery. What do you do?
Does it match our tainted wine? We should follow it closely … in the shadows.
You tail the carriage uptown to a Guild Hall known for Artisans that work closely & exclusively with the Capitol’s Nobility. What do you do?
search the carriage. My brewing skills may reveal something about their quarry.. Like if it was highly alcoholic and drinkable
You tail the Carriage. Knocking out the Driver you examine the interior. There are documents naming a Guild Master O’Connor. What do you do?
let’s pretend to be the carriage drivers in order to find this O’Connor to see what he knows
You drive the carriage to Lord O’Connor’s manor. He gruffly storms down the walk, climbing into the carriage. “You’re late!” What do you do?
Punch him, take his keys.
You knock out O’Connor with a firm uppercut, leaving him sprawled in the carriage. You claim the Guild Hall Keys from him. What do you do?
look at my teammates with a sigh and then starting to sneak in in search for the guild masters office
Using O’Connor’s keys you slip into the Guild Hall. Slipping past Guild-Men you make your way to the Guild Master’s Office. What do you do?
using my investigation skills to search not only for documents concerning that shipment but also for secret hiding spots
You find a Sealed Letter detailing a plan to poison the Capitol’s Nobility at a Gala, framing the new Byrdanian Ambassador. What do you do?
hold on to the letter and go and find O’Connor so I can interrogate him
Returning to the Carriage House you slap Guild Master O’Connor awake, ready to confront him with his incriminating letter. What do you do?
kneel on his chest, take a whetstone and sharpen my ax. “It would be best for you if you answer my friend’s questions.”
Visibly shaken, Guild Master O’Connor stammers, “Don’t hurt me! Ill tell you everything I know! Please!” What do you do?
I take note of his appearance and voice then show him the letter. Explain the meaning of this and Do not lie to me understand?
Your discover the Guild was hired by an unnamed Alchemist to frame the Ambassador & Poison the Royal Court, sparking a War! What do you do?
Warn the Ambassador.
With Prisoner & Documents in tow, you race to the Byrdanian Embassy! The Guards at the gate have the compound locked down. What do you do?
try to talk with a guard at the gate to convince him to let us in
As you near the Embassy Gate the Guard is taken aback “You’re the Heroes from the Festival! The Ambassador wants to see you.” What do you do?
go on in, but stay wary of anything incoming.
You are escorted to a Study where the Byrdanian Ambassador, Sir Daven, awaits you. He closes his Tome & turns to greet you. What do you do?
With as much stealth as I can manage, I cast Zone of Truth before we start conversing. Let’s see if this guy lies or not.
The spell works, Daven shakes your hand “Byrdania owes you a debt, your party averted a crisis. I fear another is upon us.” What do you do?
“your fear is justified, here see this” I present him the evidence “Knowing what they plan give us the advantage to catch them”
You reveal the plot to poison the Royal Banquet, “Tonight you will be my guests at the Palace, we will end this plot there!” What do you do?
“I shall shine my chain shirt, put on my best tabard and bring as many axes as I can hold. Unless discretion is necessary?”
You arrive at the Palace with the Ambassador’s entourage. The Royal Guards have switched the wine, now to find the plotters. What do you do?
Watch and listen, look for small oddities
You mingle among the Royal Court revelers. A chef looks on edge, a servant seems too observant, a Noble stares right at you. What do you do?
I request the chef be brought over to thank him for the food, and get a closer look seeing just who he is fearing…
The Royal Chef smiles with bravado, but you can see him sweat. He excuses himself to a Supply Room adjacent to the Kitchen. What do you do?
Follow, hand of sword.
You sneak into the Kitchen. The Chef is furious at his aids, the poisoned Wine they had been ordered to serve has been moved! What do you do?
he is not the leader, remain quiet, take note of the faces and wait for him to report to his benefactor
You watch as the Chef orders an Aid to track down the Poisoned Wine, while he goes to report the delay to the others. What do you do?
Follow the chef while the others chase the aid
Knowing the Royal Guard have the Poison Wine secure you follow the Chef. He enters a Guarded room hosting a private entourage. What do you do?
Carefully listen in on the conversation discreetly.
You try to listen in, but fail to hear over the Music. A moment later the Chef & a Noble hurry past you towards the Kitchen. What do you do?
I sigh hoping to have a peaceful evening yet knowing it won’t happen. Turning I follow them, grabbing another drink on the way
You tail the Chef and Noble to the Kitchen, where you’re able to corner them away from the other guests of the Royal Ball. What do you do?
Taking a sip of my drink I glance at them. ” what’s the rush boys?” A small smile appearing from the corner of my mouth.
The Chef pales raising an unsteady hand but before he can speak the Noble barks “Just who do you think you are to interfere?”What do you do?
“I am the one who will set you on flames if you don’t tell me where the poisoned wine and the Alchemist are”
Paling the Noble tries to step back, jarring a table. His hand fumbles toward a filet knife “Alchemist? Never heard of him.” What do you do?
I explain to him that an alchemist is not a name, but a kind of person. (As my Drow bard)
With a sudden movement the Noble flings his Knife at you, rather ineffectually. He turns to flee, barreling over the Chef. What do you do?
I grab the knife, quickly checking for poison and give chase.
Rushing thru the crowded Palace Halls, racing past startled guests, you chase the Conspirator as he races for the Stables. What do you do?
Grab a horse, yeehaw!
Crashing out of the Castle Gates at full gallop you run down the desperate Nobleman’s racing steed, riding up alongside him. What do you do?
I reach over and grab the bridle and pull the horse up short. I then take the corrupt nobleman into custody.
As you restrain the Nobleman a Royal Guard rider arrives. You’re informed the other Noble conspirators have been apprehended. What do you do?
go with the guard to interrogate the nobles, and making sure that the interrogation happens in a zone of truth
You uncover that the Nobles were promised power by an Alchemist from Tarseldant, a kingdom of Mages, if they aided his scheme. What do you do?
Weigh my options and make preparations for Tarseldant. It’s hunting season.
You learn the Alchemist has fled to Tarseldant, his plans foiled. By morning you board a ship for the “Kingdom of Mages”. What do you do?
I inquire about local contacts we might have to help us and study the laws and customs of this realm
You review a contact at the Valondor Embassy, as well as a Byrdanian Guild. As you sail you study the customs of Tarseldant. What do you do?
Prepare some countermeasures against that tricky Alchemist.
You sail across dark seas, reviewing your contacts, when the lookout sounds the Alarm! Something is approaching in the Night! What do you do?
sailing is boring, but action at last! I hurry to the deck with as many axes as I can carry ready for some fun
Sailors clamor around you. On the dark water there is only moonlight. Suddenly something massive begins rising to the surface. What do you do?
I yell to the crew of the ship “Get ready! Something is coming!”
The calm water breaks, a massive dark tendril slams down on the deck, shattering timbers! The lookout above yells, “KRAKEN!” What do you do?
As I step up to the rail of the ship, rivulets of sea water coursing down my kraken leather armor. I smile grimly.
Massive tentacles slash across the deck shivering timbers & cutting ropes! A large tendril wraps over the middle of the ship. What do you do?
doing all the ability checks! I attempt to run along a tentacle with an ax in each hand. I’m running towards its head
As the crew abandons ship you attack the Kraken head on! As it surfaces you charge, bloodying its visage and enraging it. What do you do?
charge at its beak with my battle ax named blood lust
Bloodied, the Kraken releases its hold on the hull! Coiling a black tendril it lifts one of the party flailing into the air! What do you do?
climb to the ship’s tower and try to get in reach of the captured party member, then jump onto the tendril and stabby stab
Slashing the tendril you free your friend from the Krakens grasp! It shrieks horridly lashing the deck, shattering the Mast! What do you do?
I quickly cast a sphere of protection to deflect the flying wooden chunks of the mast.
Shielding yourself, you avoid the bulk of the flying Timbers! The Kraken shrieks, one massive tendril glowing unnaturally. What do you do?
shoot some magic missiles at the glowing tendril, prepared to abandon ship fast
The tendril erupts, crippling the derelict ship & sending you into the icy water! The Kraken slips silently below the waves. What do you do?
I search for any timbers or wreckage strong enough to support me, and swim to it.
Though most of the crew survive, your Ship effectively ceases to exist. Clinging to wreckage, the days slowly begin to pass. What do you do?
actively blame someone else and look for a seaworthy longboat.
You drift for several days aimlessly, then, there, on the Horizon! Land! What do you do?
I try my hardest to swim to land. Once to land I will get my bearings and figure out where to go next
As you savor the solid ground beneath your feet a well dressed Servant rides up from a nearby cliff side Manor House. What do you do?
I’ll buy my stay! I’ll pay for food! And I’ll work for trust. Introduce me to your baron . Roll persuasion
The servant informs you that his Lord, Gustav Vandevic, has invited all the shipwrecked crew to stay in his manor tonight. What do you do?
accept! Keep an eye out for any hatchets or axes to replace the ones lost to the sea
You’re led into the walled Estate as storm clouds gather on the horizon. The servant offers you a tour of the Manor House. What do you do?
I thank him for his master’s hospitality. Always alert, I am delighted to be given a tour. I ask when the master will see us.
The tour includes the Manor’s Library, Trophy Room & Great Hall. You have time to explore before your Host returns for Dinner. What do you do?
regale them with the harrowing side adventure I had between thwarting the poisoning and now. Needless to say it’s amazing
I’m itching to search through the library but before I go to the trophy room to get a grasp of what kind of person our host is
The staff are amazed at your exploits & in the Trophy Room regale you of your Host’s claim to fame, slaying a local Vampire. What do you do?
I am enthralled, vampires stories are my favorite. I pump them to get a better understanding of our intriguing host.
You learn that every 20 years a Vampire rises in this area & your host Lord Vandevic is the latest in a long line of slayers. What do you do?
Ask about locations of past slayings. Use data to try and find a central location the vampires may be rising from.
The servants beckon your party to dinner, Lord Vandevic is about to arrive. As you leave the Library you glance at a map. You can’t be sure, but it seems the Vampires are centralized around Vandevic Manor, and have been for decades. What do you do?
I inquire if there is an immediate threat and how secure this place is.
A charismatic voice booms, “I assure you we are safe within the manor’s walls. Welcome to my home.” Lord Vandevic greets you. What do you do?
I cast detect evil.
As Lord Vandevic seats you & orders a meal set you use Detect Evil. There is Evil permeating this place so much it Stuns you! What do you do?
I break the spell before it truly stuns me and try to play it off. “So, tell me a bit of the history of this place.”
You learn Vandevic Manor is built on a powerful Vampiric Crypt & how the family has halted attempts by Undead to retake it. What do you do?
I inquire why never this crypt has been completely destroyed and the ground purified
Lord Vandevic explains that a Curse on the Crypt makes it nigh impossible to destroy, so his family contains the Evil instead. What do you do?
every curse can be lifted, you only know when and who it started, so I ask the Lord about the origins of the curse
“The tale is long & your journey tiresome. Let us retire with full stomachs & discuss the Vampire’s Curse come the morning.” What do you do?
I agree defeated, but always eat&drink after the lord does it & secure my room with a simple alarm trap at the door & windows
A storm rolls in as the party beds down. Sheets of rain beat the windows yet an eerie stillness persists inside the Manor. What do you do?
unable to find a forge, sleepless because no weapons I lay tossing and turning for a few hours. I get up and wander. Innocently
You find your way to a Hall of Armors & Weapons. In the dark shadow of the Hall you sense a Stealthy movement just ahead. What do you do?
cautiously prepare for what could happen
From the shadows emerges a robed figure; The Alchemist! “My, my, my. Aren’t we hard to kill. You’re becoming… Bothersome.”
<growls and gets ready for combat> Well, if I’m bothersome, then you’re pissing me off.
The Alchemist stalks from the shadows, vexed, “You’ve cost me a Coup, a Kraken, & now you join with this Folk-Hero, slaying my undead. Well, now is as good an opportunity as any to be rid of all you pests at once.”
The Alchemist fades into the Shadows.
Lunge into shadows slashing wildly. Collect as many weapons and armour as will fit me. I’m sure our host will understand.
Gathering assorted trophy weapons & armor, lightning illuminates the hall. Two dark shapes don’t move with the flash. Shadows!
Seeing the shadows, I tense up from fright but overcome the fear and ready to attack. I cast bless on my party.
You feel bolstered by the Blessing! An icy touch by a Shadow sends chills down your spine waning the Strength from your Arm!
I shout to the cleric “Where are your radiant spells?” While I keep distracting the shadows with my magic missiles.
“Here is the radiant spell!” Casting guiding bolt at the shadows out of sheer exhaustion from the chill touch
Your Spells tear into the Shadows! One is obliterated, the other lunges directly at you, narrowly missing your chest!
After side stepping out of its path, I quickly spin around swinging my sword in hopes my enchanted blade slashes its mark
Your blade connects, severing the Shadow, sending its remnants skittering into nothingness! Sheets of rain pound the Manor.
I check on the house staff, the Lord, his guard, anyone! Wondering why nobody has been risen by our fight yet.
You begin to Search the Manor. Lord Vandevic’s Room is near, the Servants Quarters a floor below, the Library door left Open.
To the library, and step on it!
In the dark Library you see a display case has been shattered. A tome inside, The Vandevic Bloodline, has a page torn out.
Can I tell what was missing from the pages before or after? Or any sort of index or table of contents?
Examining the torn Tome the dialect is archaic, but you recognize mention of a “Betrayal”, a “Blood Seal” & of “Damphirs”.
Search library and hall for any trace of pages, but quietly.
Searching the Library you find a Concealed Door behind a Bookcase! Beyond are stairs descending into the Manor’s foundation.
Send the stealthiest of us slightly ahead to scout and listen for any activity.
The Stonework here seems centuries older than the Manor. A Tunnel descends into darkness ahead, an Iron Door is on your left.
Try the iron door, as I do not like surprises in ancient tunnels.
The Iron Door seems to be barred from the inside. You can make out the sound of muffled clanging metal coming from beyond.
Slip a blade through the crack to lift the bar?
Opening the Door you see an Ancient Crypt. The clanging metal is the Guardian Construct looming within now turning toward you!
I cast a sphere of protection. With my hand on the hilt of my sword I cautiously face it and wait for its next move.
As you stand off with the Construct it stares unceasingly at you. It does not act, merely blocking the way into the Crypt.
Without any sudden moves I try talking, “Who is resting in this crypt that is worthy of your protection?”
The towering metal Construct replies in an echoing voice, “Function: Protect Seals, Primary. Neutralize Threats, Secondary.”
“The seals are in danger! I’m here to move them some place safer.”
The Construct gestures behind it to a massive glowing mark on the Crypt Wall. “Negative Statement, Runes Are Fixed In Place.”
Fascinated by the layout of the runes, I inquire if anyone knows what they mean. I remain where I stand, watching it.
“They are my Family’s Legacy,” a wounded Lord Vandevic speaks from behind you, staggering, clutching his bleeding side “And our Curse.”
“My ancestors fought to keep the Curse bound, now the Archivist means to undo it all, to make us again as we once were.”
Supporting the staggering Vandevic into the room I spend my turn catching up on what happened while I was checking the servants.
Vandevic wheezes, “The Archivist is trying to awaken my Ancestor, the first Vampire. Down the tunnel, I tried to stop him.
Before rushing down the tunnel, I quickly ask: “Is by any chance the Archivist related to the Alchemist?”
Vandevic furrows his brow “I know not, there are many Alchemists in Tarseldant. Please there’s no Time! Stop the Archivist!”
I stop. “Lord Vandevic, how did you get your wounds?” I don’t trust Vandevic, I would like to see if he’s hiding something.
“There’s no time for this, you must capture the Archivist!” Vandevic coughs blood, however [Sense Motive] Something is off…
“Lord Vandevic, if we should help you, you should be honest to us, could you please start telling the whole truth?”
Staring at Vandevic, you realize his wounds are an illusion! Glaring, Vandevic leaps up, “Guardian, sieze the intruders!”
Assume the Guardian is also an illusion and attempt to disbelieve.
The Guardian Construct is, indeed, an Illusion! Seeing thru the spell, you realize Vandevic has made a run down the Tunnel!
I quickly turn around and make sure the door is unlocked. I’m not sure who to trust, so I’ll examine the room further.
Examining the room you are able to discern several lesser illusions, but the large magical Rune over the crypt is very real.
I definitely need some answers, so I use my knowledge & spells to destroy the rune& wake up whatever is beneath it.
The Rune Explodes, Arcane energy lashes over the room! A steely crypt opens. Inside you see a wrecked Golem & a resealed Tomb.
With my magical shield up I cautiously wait for the energy erupting to possibly diffuse before looking further.
Examining the now dis-spelled room, it appears someone disabled a Construct defending the Crypt, then hastily resealed it.
Divine sense for anything generally horrible
Stretching out your senses you feel the Evil that fills this place, but also sense a Good Aura from within the sealed Crypt.
I open the Crypt in which I strongly suspect the true and very captured Lord Vandevic
Hefting open the Crypt you see a Cleric under a powerful Sleep Spell, with a resemblance to the family portraits in the Manor.
I hit him hard, if that doesn’t work dispell magic, if that doesn’t work I hope someone else has remove curse
Waking the Cleric he moans, clutching his skull, “What…who…” his eyes go wide, “The Guardian! Where… What happened?!”
I help him get up, “Apparently, we have both been deceived by the same party. ” I do my best to inform him what I know.
“We must be quick then! The Archivist is trying to free the Vampires sealed here, there may yet be time to end this madness!”
Smash the legs off the archivist’s desk. Fashion wooden stakes, and nod grimly. “Lead”.
The Cleric leads you down the catacombs, beneath Vandevic Manor. A strong Magical Barrier has been erected blocking the way.
I do a dispell magic ritual in hope that it’s strong enough to destroy the barrier
The barrier weakens long enough for you to slip past, before closing firmly behind you! The floor ahead is paved with Bones.
Alert as always I draw my sword and scan the immediate area for trouble.
As you survey the corridor, a boney hand grasps your ankle! The whole hallway begins writhing, a mass of grasping bones!
I reach for my BOOM STICK, you primitive screw heads!
You fight valiantly, shattering bones as more Skeletal Minions rise to join the fight! One cleaves into you, cracking a rib!
I smile as I spit up a bit of blood. Wiping it from my face, I place my hand over the wound and LoH. I smirk, “Good shot.”
The skeletons continue to rise, to your horror coalescing into one monstrous creature! You feel it begin to envelope you!
I take a moment and concentrate on healing my cracked rib. I can always bust out of this bony beast on the next turn.
The bones of the dead envelope you, leaving you trapped in a tightening cage of darkness and splintered bone fragments!
I close my eyes and enter a state of praying, bringing fourth my holy symbol I cast turn undead/destroy undead.
Holy light erupts from around you shattering the Undead prison! An unearthly stillness settles over the bone ridden corridor.
Kick bones away and ask the Cleric to continue to lead the way
You proceed deeper into the Crypt, coming to a high ceilinged chamber. An overly ornate Bronze Door dominates the East Wall.
Examine the door
Examining the Crypt Door, you find broken chains and disenchanted runes, all once powerful seals. The door is slightly ajar.
I search for traps and if I don’t find any, I let the more stealthy folk scout ahead
Entering a massive subterranean chamber you see three figures at a distance, robed and standing around an open Crypt.
Stealth and sneak closer to hear what is going on.
Stealthily slipping into the Crypt you approach the figures, immediately recognizing The Alchemist, The Archivist, & Lord Vandevic. Without turning the Alchemist speaks, “It seems our guests have finally arrived. Gentlemen, dispatch these pests.”
In hopes they only noticed us unstealthy folk, I say: “Is it too late to join your team?” to give the rogue some sneak attack chance
“Oh, it is far too late for you,” The Alchemist’s men move forward, the Archivist casting a ritual, Vandevic bearing fangs!
I ready my sword and prepare to strike any foe within range. “It’s not too late until my heart stops beating. Prepare to die.”
The Vampire lunges at you! With a flash of steel you parry!The Alchemist completes his spell, lightning erupts from his palm!
Your Counterspell absorbs the Lightning Blast just in time!The Vampire takes the opening to lock his Hypnotic Gaze upon you!
I countercharm that undead bastard because Fey Patron Warlock, and I entice him to watch the most glorious sunrise ever. Ever!
Your Countercharm seems to have little effect on the Vampire. He bares his fangs, only inches from your neck & closing in!
I start to laugh. And wait for the sound of teeth breaking on metal. Warforged baby.
You break free of the Vampire’s hold, tossing him back! The Archivist casts Chain Lightning past him, blasting your Armor!
I stand my ground and plant my sword into the floor. I use the sword’s magic to draw the lighting away and ground it.
The Lightning Spell rebounds, throwing the Archivist to the ground! The Vampire recovers, lunging at you, cutting your arm!
As a wizard, I have had enough of the melee attacks. I take my decanter of endless water and let the geyser hit the vampire
Running water, baby!
With his minions downed you finally turn your full attention to the Alchemist. He applauds slowly “Very Good, Let us Begin.”
Roll my eyes, and say “Bring it.”
“With Pleasure” The Alchemist flings a series of vials from his robes. Gasses of many dark colors begin to fill the chamber!
Throw caution to the wind and cast Burning Hands XD
Flames and Alchemic Fumes mix as you clash with the Alchemist once more! In the chaos you close the distance to your target!
Reach out to grab the miscreant and grapple him to the ground
Grabbing for the Alchemist, you realize he is an Illusion! Out of the corner of your eye he flings a flask at your back!
Give him the old Jack Burton! It’s all in the reflexes!
Deftly sidestepping the attack you lunge, clashing in vicious close melee! The Alchemist scowls, “Persistant Pest. Begone!”
I’ve wasted enough time with illusions. I cast anti-magic field centered on myself.
The Anti-Magic Field shatters all of the ongoing spells around the Alchemist, his true self at last revealed, unshielded!
Your screen of illusion had fallen sir! You may join us or die resisting, your choice!
The Alchemist scoffs “This is only the beginning.” Breaking a vial of smoke he vanishes, his unconscious minions left behind.
Unconscious? Good. Let’s restrain them and question them in a zone of truth, unless someone can catch the Alchemist
You’re able to restrain The Archivist but before you can secure the Vampire, the Cleric, Lord Vandevic, drives a stake thru his heart. “At last, my family is freed,” the Cleric sighs, turning from the Vampire’s ashen remains, “I am in your debt Heroes.”
“Good. We need a place to rest, resupply and plan our next steps, as well as find out what the Archivist has archived.”
You rest in the Manor as Lord Vandevic purges the Evil in the Crypts below. The captured mage The Archivist lays unconscious.
I search the Archivist for anything of value or a clue to the whereabouts of the alchemist.
Searching the Archivist you find Letters detailing a plot to topple the ruling hierarchy of the Mage Kingdom, Tarseldant.
Let us consider now, are the mage rulers kind and benevolent? What would drive a man to enlist the undead in political affairs?
As you contemplate the letters found on the Archivist and their implications, he begins to grown and regain consciousness.
I start to questioning about their plans, the Alchemist, and his possible hideouts and whenever I think he’s lying I burn a body part
You find out that the Alchemist is plotting a war between the Mages of Tarseldant and the surrounding kingdoms to seize power.
I consult with others to figure on pursuing the alchemist or warn the Mages en route. Either way preparing my gear for leave.
You prepare to pursue the Alchemist to the capitol of Tarseldant, leaving the captured Archivist in the custody of Vandevic.
Ask Vandevic to send notice to others if he has that kind of pull. Refill my flask and take a wineskin to go before I leave
Resupplied & with Vandevic sending word ahead you head out. One pass cuts into the Mountains, the low road thru the Forest.
The mountain will do. Perhaps there is a shrine we can visit briefly on the journey.
Taking the High Road you begin your trek thru the Redgate Mountains to the capitol of Tarseldant. A Storm looms on the horizon.
Pout to myself loudly as I down more rum. Intending to be heard by the whole party “This wouldn’t have happened in a forest”
As the rain begins to fall in steady sheets, you note a walled, aged estate just ahead on the muddy mountain trail.
I approach stealthily and look for signs of occupancy.
The eerie estate building looks abandoned, the aged stone walls overgrown. Windows are broken, but the interior looks dry.
Enter with caution of course. Who knows what old relics might still be found.
Despite some party objections, you cautiously scout the estate. It looks heavily ransacked and virtually empty inside.
Make shelter inside to wait out the storm. Check the estate for any hidden rooms or passages.
As you set up camp and dry your gear, beyond the estate walls you can make out the sound of several horses galloping this way.
Look for a vantage point and use it to see what the approaching party is.
A rain soaked rider stays his mount, an unconscious wounded woman over his saddle. He looks around frantic, almost in a panic.
Call out “Here sir! Wayside respite! Come in and share our shelter.”
The rider looks relieved, but seeing Casters in the party rears his mount, drawing a worn blade “You Mages will not claim her!”
“I don’t want your woman. But if you’ve trouble with Mages please allow us to assist you. I’ll not abide misconceptions”
The young rider hesitates, but before he can dismount or speak the clamor of galloping armored riders thunders over the rain.
I quickly show them inside including horse and wait outside for the new arrivals
As you hide the wary riders, a company of ten heavily armed Mage Knights of Tarseldant approach, their Captain calling out.
I greet them politely, asking them what they’re doing out here on a night like this
The Mage Knight dismounts “There’s a fugitive Sorceress in these hills. Stand aside, we will protect you. Search the Manor men!”
I trust the two won’t be found by the men. I inquire what the fugitive has done to avoid suspicion.
The MageKnight affirms “All casters born in Tarseldant belong to the citizens, their talents serve the people, not their own desires. That boy stole her from the people. She will be returned, and the thief punished.” He glares ominously, “Harshly.”
“I didn’t know Mages were slaves to the kingdom. What’s her penalty for capture or running away?”
“She will be returned to the Tower for training,” The Mage-Knight asserts, “Her captor will be made an example of, publicly.”
I have no patience in dealing with slavers, I cast fireball centered on them
Taking advantage of the distracted Mage Knights, you unleash your magical fury, setting several Knights and steeds ablaze!
I cast a barrier dome over the slavers, so the fire consumes them before they can escape.
The Mage-Knights are consumed in your magical onslaught. Only ash and bones remain. The young rider steps outside, agape.
Pilfer through the ash. The longer I search the sadder I appear, “..but…but mages always have the good stuff,” I whine. I snap out of my looting trance and notice the travelers. “So Transeldants work by force? The books omit that part”
The traveler falls to his knees “We are in your debt my Lords! The Knights would have my sister a resource to be consumed.”
I ask for more information about the mage kingdom
Tarseldant, the Kingdom of Mages, is a rigid militarized state, with unflinching Noble Wizards ruling as a Council. It is mandated that all Casters be educated in State run Towers where Mage-Knights ensure “proper” education, discipline and loyalty.
‘Tarseldent is a rubbish place to be then. I’m not sure if I want to help them. At all. Dismantle them more likely.’ Let us figure out a way to throw these mages into mass disarray.
“There’s a Tower to the west, where the ridge rises. More Mage-Knights will come for us when this patrol doesn’t return.”
With a swig and a smirk “I do love a good gate crashing” #Wizardlife
Gathering your gear you venture West despite the driving rain. By dawn, though the storm rages, you site the Mage Tower.
I send Edgar, my Raven onward and upward to scout for activity. I begin flipping through a few books.
The Mage Tower bristles with sizzling torches. The sentries huddle around fires and in the gateway muttering against the storm.
I cast a spell to snuff out the torchlight and watch for an opportunity to sneak inside.
I cast dancing lights about 60′ away from the guards to make them think that’s who doused the torches and away from us.
Grumbling, the drenched Mage Knights venture from the Tower Gate allowing you to slip inside. The stone entryway stands vacant.
Investigating the architecture I try to deduce the purpose and inhabitants of the tower.
While @TohavRedborne inspects the structure and location, from the shadows I watch for the guards through the gate we entered.
The Tower stirs at sunrise. Fresh bread wafts from the Kitchen; Dorms teem with early risers; Weary night guards trickle in.
I carefully sneak into the kitchen to see what else I can find besides fresh bread.
The Tower Kitchen is busy with enchanted cookware flying about, a compulsive looking Mage intently directing their motions.
“Mage cooking is either the best or the worst. Excuse me sir mage, care for a hand?”
You startle the cooking Mage, several enchanted utensils clatter to the floor “Watch it! I’m trying to concentrate you peon!”
“Sorry, it’s just that you’re such a culinary Wizard in the kitchen, I wanted to watch…”
“Then watch from a distance, naive! I’ve work to do!” The Mage turns his back to you, and to his open satchel on the counter.
I watch him get back into his work before carefully moving towards the satchel. I quietly search the contents of the bag left alone.
In the Mage’s Satchel you find a Key Ring with many arcane rune-etched keys. These likely open enchanted locks of some kind.
*hopes for pocket dimension* Palm the keys, wait a few seconds for something to happen, then pocket them and find my mage.
Runed Keys in tow, you enter the Tower proper. Several Mage-Knights and Novice Magi are beginning to fill the halls.
Disguise Self to match their appearance. Play it cool and observe. Genuinely curious what magic is worked here. If there is any sign of a valuable score or constructs I may or may not begin planning a heist.
Moving through the Mage Tower, few paying you any mind as they pass by, you find signs to the Library, Dorms and Dungeon.
As an adventure I can’t not head towards the Dungeon.
You descend the torchlit stairs into the Tower’s foundation. Around the corner you spy two Mage Knights guarding a Runed Door.
Tell the MKts we are here to inspect the cells for escape attempts, complain that we are just doing our jobs but it’s a living
You approach the Mage Knights, Runed Keys in hand, “It’s about time you got here! The upstarts are in the back left cell.”
I look them over and say, “Let’s not waste any more time then. Lead the way.”
A Mage Knight leads you into a deep dungeon, to the last door, “Don’t rough ’em up too much, The Commander wants them alive.
Check for Anchors or Anti Magic fields. Prepare to teleport back to the manor with them.
Examining the cell, the rogue Magi are restrained with magic-negating Runed chains, but there is no greater antimagic field.
I look them over and ask, “What crime merits you to be locked up in this cell?”
A Mage jumps up, fighting his chains, “If you’ve come to torment us than go on and be done with it, but don’t patronize us!”
Whisper “Great job keep it up. The guards are totally buying it.” Continue to work on detaching the chains #Wizardlife
The captive mage blinks, confused as you remove the magical chain bindings, “You’re… helping us? What trickery is this?”
“The real trick will be for us to escape the tower unscathed. Are you in or out? I told you I’m not your enemy.”
The mages readily join, “We will rally the other students. Can you handle the Mage-Knights long enough to get everyone out?”
“Of course. I will create a diversion to concentrate their forces and possibly entrap them.”
The rogue mages slip into the Tower, freeing others as they go. The patrol of Mage Knights still hover by the dungeon entrance.
I cast dispel magic on each of the Mage Knights. Let’s see how Knightly these Mages are. I draw my blade to duel them.
Returning to the Mage-Knight guards, you neutralize their magical equipment! Shocked, one of them yells, “Sound the alarm!”
<As my Drow Bard> I cast out Faerie Fire to distract them further. (How many knights are there?)
You descend upon the six Mage-Knights, sewing havoc with magic & blade! One lunges forward, his sword cutting your cheek!
Deliver a swift stunning blow to the offender. Wipe the blood from my cheek, and wag my finger at the rest of the knights.
The Mage-Knight is left reeling from your blow! One of his comrades cuts thru the fight and tackles you hard, pinning you!
I’m a barbarian. I rage and bite him. Dealing 1d4 bleed damage per round.
The wounded Knight staggers back, clutching his wound! As the melee rages he grasps a volatile vial and hurls it toward you!
I try to catch it in my bag of holding… it’s always good to have a spare volatile vial on hand.
The vial disappears into your Bag of Holding! Cursing the Mage-Knight draws his Flamberge. Magic Flames erupt as he charges!
uh…uh…I…I uh… I try to catch the Make-Knight in my bag of holding… it’s always good to have a spare Mage-Knight on hand?
You throw your Bag of Holding over the Mage-Knight, leaving him flailing his Fire Sword blindly, setting the area ablaze!
Knock him over the head. Pick up his sword. Beat a hasty escape with our new friends.
Emerging from the Dungeons, the Mage Tower has plunged into chaos! Hundreds of Mages & Knights fight openly all around you!
I cast a phasing spell on myself and the others, so that we can temporarily pass through the crowd without getting hit.
“Everybody stay close and shut up” Mass Invisibility and try to weave through the combat to the exit
The battle rages, spell & steel clashing! In the chaos you see the Knight Commander in single combat with the Rebel Archmage
Single combat is overrated. Sneak up on the knight commander and introduce a pointy object between his ribs.
As the Knight Commander beats the Archmage down, preparing a final blow, you strike him in his back bringing him to his knees!
Finish him off #ForGood #Period #EndScene
You strike down the Mage Knight Commander turning the tide of the battle! Within an hour the Tower is under Rebel Mage control!
Perform damage control. Search the tower for anything of value/interest. Talk to the rebels.
Nearly a hundred Mages now stand free! Arch-Mage Dravix speaks “Now you’ve saved me twice, but there’s much yet to be done.”
“What’s to be done next? Because I’m pretty sure we just started a war”
The Arcane Prison to the North is full of captive rogue Magi and the Mage-Knights Citadel lies to the West ready to retaliate.
“We should go forth and free Mages from the prison before heading towards the Citadel. Adding more to your cause would be wise indeed.”
You begin your trek North thru the mountains of Tarseldant. As the days stretch on in the mist you feel like something is off.
I draw my sword and carefully tread on, but use my blind-sight ability to search for what may be an invisible threat.
Treading carefully in the mist you nearly lose your way, when a too familiar voice reaches out to you, “Bothersome Heroes.”
I summon an Air Elemental to push back the fog with gusts of wind. I ready myself to cast and persist through the fog.
Prepare to return any alchemy vials coming my way with a backhand swing.
The mist clears, revealing a deceivingly calm looking Alchemist, glaring down, “My favorite Heroes, we have much to discuss”
“I presume you find our recent efforts pleasing?”
The Alchemist smirks “Amusing, if… frustrating.” He spreads his arms wide, “Why go to such effort? Just…name your price.”
“Not all can be swayed by the glitter of coins and gems.”
“So noble. Pity…” the Alchemist strolls aside, “First you take my war from me, now you block my rightful assension to ArchMage. Your meddling ends now. Tarseldant is MINE!” He hurls a flask unleashing a thunder-wave! The Mountain begins to shake.
Cast Greater Floater Disc and prepare to blast from my flyable platform. I ready a wand of Orb of Cold
Dive desperately for the floating disc.
Clamoring aboard the Floating Disc you narrowly avoid the massive landslide! The path is consumed, the Alchemist vanished.
Cast Shape Earth and start excavating
Clearing the path you find no sign of the Alchemist. Continuing North you make your way to Mage-Knight held Bargate Prison.
I hide out of sight of the sentries and study the layout of the prison.
Bargate Prison is built into the cliff, imposing granite towers over the main gate. But, a postern gate serves supply wagons.
I suggest checking out the supply route in hopes of infiltrating the prison by using a supply wagon for cover.
“Next wagon to show up, we give em the what for and swipe their clothes. Ride the wagon in. Lie like hell.”
Waiting along the path you watch for a supply wagon to pass. A carriage flanked by two mounted Mage-Knights rides into sight.
I tell everyone to get into position for an ambush. We need someone to bait the carriage to stop, while another casts a sleep spell.
The two Mage-Knights fall to your Sleep Spell, slumping out of their saddles! An irate, plump Noble leaps from the carriage.
Startled, I throw a right hook as hard as I can in attempt to knock him out. Str is always Tohav’s dump so fat chance. #MuscleWizard
You throw a punch, missing terribly. Startled the portly noble takes off “running” losing his balance repeatedly in the mud.
I rage and charge him. Grabbing him by the hair and with his arms behind his back I hoist him up. If he struggles I bite him.
You throw the Noble back into your midst. He cowers in the mud, jiggling slightly, “Wh-what d-do you w-want w-with m-me?”
Chuckling at Tess “Heheheh…biting…classic” I begin undressing the sleeping guards while giving saucy wink at the noble to unnerve him
“We are in need of your carriage. You may play along or be found later on dead in the mud.”
The shaken noble agrees to lead you into Bargate Prison in exchange for his life. Posing as his guards you approach the gates.
Tell the noble to do his thing. As I sit next to him. Dagger floating around his ribs.
With a shaky but passable performance, your hostage Noble gets you past the guards and through the gatehouse on Bargate Prison.
I tell him to lead us around the facility, while we study the layout of the prison. If anyone stops us, he is inspecting the grounds.
Bargate Prison has a large Prisoners Block, a Garrison Building, a Maximum Security Unit, all surrounded by thick runed walls.
See if I recognize any of the runes of the Max Security section. I’d like to discern their purpose and plan a way to break them.
The Maximum Security block is under a sustained heavy Anti-Magic Field. The Mage-Knights guarding it lack Magical Equipment.
Do it the old fashioned way. Sneak up on the guards one at a time and bash them over the head with a sap.
Waiting for the right moment, you quietly subdue a Mage-Knight guard, slipping into the Maximum Security Wing undetected.
I quietly finish off the mage knight and follow the party to protect them during their search to fix the magic.
Creeping into the cellblock you determine there are isolation cells, a torture chamber, and a guarded door to an unknown room.
Just how insane are the prisoners in the isolation cells? Do they perceive me at all?
I head to the Isolation area. “The enemy of my enemy is my friend….usually….sometimes…fingers crossed”
In the Isolation Block, behind steel doors, you hear muffled insane rantings. One lone door has no apparent way to be opened.
“Oh thats interesting. I wonder how you open that. Or whats behind it. You with the cloak and the lockpicks…It may be valuable chop chop”
Examining the heavy iron door you peel back a metal plate, revealing a complex series of intricate mechanical locks & gears.
I get the hell out of the Rogues way.
After several tense moments the mechanism hidden within the metal door triggers, unlatching the complicated clockwork lock.
Take cover! This is the point where a hero breathes a sigh of relief, just before the hidden flamethrower triggers.
In the dark chamber you see a heavily shackled figure, her head hooded. She calls out as the door opens “Please…no more…”
I go in and walk over, telling her I’m not who had been torturing her. Also asks what happened.
The prisoner trembles beneath her hood & bindings, “My name is Jaina, the Mage-Knights have been testing their Runes on me. I’m just a Bard, I don’t know why they isolated me. Please, get me out of here!” You sense her motive is sincere.
I break her free
You free the Bard from her bindings. She weakly clings to your shoulder, “My violin, they took my violin. I can’t leave it.”
“Where did they take it? What use would it be to them? Do you know how we can break this Anti-Magic Field?
The violin, & other confiscated objects, are spell focuses held in the Rune Chamber, where the Anti-Magic field is sustained.
Sneak to the Rune Chamber and see what opposition we have. Devise a cunning plan that involves violence.
You find a massive Runed Door guarded by a half dozen Mage Knights. Despite the Anti-Magic Field the door pulses with Runic Power
Antimagic fields don’t hurt my rapier. Time to carve some turkey!
Slap the Dragonborn monk on the ass and shove him forward.
“All yours, Scales.”
Ki empowered strike to the forehead of the lead mage knight. Then an imposing glare at the rest.
You rush the company of Mage-Knights head on! The first crumbles to your blows, the rest draw arms & leap into the fray!
I rage and attack one with my warhammer. If it hits I bite him and deal 1d4 bleed damage as well.
Your blow connects leaving one Mage Knight a bleeding wreck! Another swings his shield down, bashing your head, stunning you!
Feign defeat, stumbling back a step in order to clear the stars from my eyes and launch a sneak attack.
You catch the Mage Knight off guard, kicking out his knee! As he falls another rushes out of the fray to ring the Alarm Bell.
Snatch the shield from this one as he falls and throw it like a frisbee into the legs of the other before he reaches the alarm.
You down the Mage Knights until the last standing Knight lunges for a cell door, flinging it open, releasing the Owlbear within!
“Walter! Hey buddy I’ve been looking allover for you ever since The Ettinwood. Daaawww who’s a good Owlbear? You are that’s right!”
The Owlbear, enraged, unleashes its fury on the Mage-Knights. Sated, the beast calms, the way to the Anti-Magic Runes open.
Give Walter a dead rat, his favorite. I smile at the party like “Yea…that’s right. Owlbear.”
I rush towards the anti-magic runes before the owl bear decides I am a snack for him.
The Rune Etched Chamber pulsates in waves of light, the intricate array sustaining the Anti-Magic Barrier over Bargate Prison.
Pick up the violin. Look for anything else that isn’t bolted down and take it. Yoink.
Your Owlbear wrecks the Runes, dispersing the Anti-Magic Field, as you recover the Spell Focus items of the imprisoned casters.
“Finally!” My spell book bursts from my belt as pages turn furiously. I summon Invisible Stalkers and set them out to open every single cell
The Prison erupts in chaos! Casters begin blasting free of cells,the Bard takes her Violin filling the air with magical song.
I tell the bard, “Let’s clear a path for the prisoners to escape and get out of here.”
Your allies mercilessly carve thru ranks of Mage Knights! The Knight Commander & his cohorts fiercely contest the Main Gate.
I head toward a wall facing away from the front and cast Glass Strike. Now easily breakable I knock a hole through and guide prisoners to it
Casters begin pouring through the breach into the hills! The Mage-Knight Commander orders his troops to block their escape!
Climb up to a higher vantage point near the gate. Jump and land on the commander, pointy swords first.
Leaping from the parapets you crash down on the Mage Knight Commander! He heaves you aside, bringing his Flaming Flail around!
I quickly bring my sword around to deflect it.
The Commander’s Flail wraps around your weapon, ripping it from your grasp! He swings the flaming weapon around at your head!
My Wall if Ice (5e) erupts between the two separating them for a brief but welcome moment. “Better think fast that won’t hold him for long!”
Granted a reprieve from the Commander’s assault, you scramble to your feet as he bashes his way thru the Ice Wall barrier!
I eliminate as many of the guards as possible while the commander is contained. As soon as he breaks through I help destroy him.
The Commander continues his assault, parrying blows & deflecting spells. He grabs you, hurling you into the thick stone wall!
Twist in the air and land on the wall in a defensive crouch. Boots of spider climb.
The Commander hefts his Flaming Flail, raking down scores of escaping casters! Glaring, he turns his attention back to you.
I cast a lightning enchantment into my sword. I thrust it downward and watch the lighting bolt slither towards him.
Your Spell Shocks the Commander, throwing off his assault, stunning him! Dozens of freed Casters begin to descend upon him.
I stand back and watch them beat on him in turn before leading them on.
The last of Bargate Prison’s defenders crumble, freed casters flooding the Mountains of Tarseldant. Now the only barrier to sending the Kingdom into open Rebellion is the Mage-Knight Citadel & Garrison. Hundreds of Rebel Casters fill the countryside.
“Fellow mages, you’ve earned your freedom for the day! But many others shall not have such luck without us! Today is but one battle in the war against our oppression! I would ask you to lend your skills and your hearts to freeing the land. To freeing Magic for us all!
This entire speech taking place from the shoulders of an Owlbear
Rallying the freed Casters your band turns Westward into the Heart of Tarseldant, to meet the Mage Knights in open Rebellion!
Too easy. I ask about any particular magic places or rumors. The alchemist must be here for something and we may be playing into his hands.
Your scouts report The Alchemist has rallied the political elite of Tarseldant, marshalling an Army to quell your uprising.
We shall prepare as well to fight them. I ask if there’s a way to sneak in and counter their defenses.
Well. I’m already on my way there. Might as well start assassinating fools and starting internal strife among our foes.
The Mage-Knight Army is martialing at Steelsong Citadel. Scouts report confusion there from the sudden onset of events.
Find whatever poncy noble who thinks he’s in charge and show him otherwise
Slipping into the city, you learn that a Noble Lord is organizing the citizens, while his Brother bolsters troop morale.
I suggest seeking our the noble lord.
You secure an audience with Lord Declan at a warehouse as he leads his men in organizing logistics for the imminent campaign.
I ask him what his plans are and offer my help if possible.
Grateful for any help he can get from Heroes, Lord Declan asks you to escort a wagon full of Healing Potions to the Citadel.
I accept his request as long as I can keep my weapons on hand and a few can accompany me.
I go invisible and try to slip in any extra….requisitions….before agreeing to “escort” the wagon
Lord Declan grants you a wagon laden with Magic Items, not thinking to assign a Mage Knight escort to such well armed Heroes.
I thank him for the wagon and look over the magic items inside.
You have acquired 500 Potions of Cure Light Wounds and 50 quivers full of Bane Arrows, all intended for the Mage Knight Citadel.
Keep the real supplies for our army. Deliver a now dummy wagon into the citadel but have it loaded with Explosive Runes.
@TohavRedborne exactly what I am thinking.
“I am no longer surprised by your viciousness but I am always impressed with your ingenuity” nods the monk ruefully.
Having delivered the dummy wagon you rejoin your fledgling army’s camp, preparing to assault the Mage Knight Citadel at Dawn.
Wander amongst the troops. Calm those who are wavering and prepare them all to properly accept a graceful and glorious death
The sun rises over the Mage Knight Citadel, the Rebel Army begins their Assault in force! The attack branches in three waves. Mages assail the ramparts, a group of Casters batter the Gatehouse, a small Warband flies to the heart of the Citadel.
Now that the perimeter is busy, I can sneak past them and head for the Citadel.
As the Battle rages to breach the perimeter defenses far below, you land with the strike force on the Citadel Ramparts!
Dismantle these whelps with my bare hands.
I ready my sword and prepare to strike on any sentry that gets in my way.
Chaos erupts atop the Fortress Citadel! A heavily armed Paladin charges, Bull rushing you with his Flaming Broadsword in hand!
I activate my magic warhammer and move to counterstrike, screaming “Finally! A worthy opponent.”
You trade blows with the Paladin, his flaming weapon burning your eyebrows off as you dodge an otherwise decapitating strike!
Insult his mother and counterattack
Insult his mother and let this dude counterattack
Your blows land heavy on the Paladin’s armor, yet he is relentless! A hard swing leaves you reeling, your clothing ablaze!
Tear off my flaming tunic and wrap it around my fist. “Now we are evenly matched.” Flaming Ki strike to the forehead.
Your flurry of blows leaves the Paladin reeling, a final blow sending him toppling in flames from the Citadel Ramparts!
Toss a silver holy symbol after him, with a quick prayer to help him pass on. Then we enter the Citadel, eyes still open for the alchemist.
You descend into the Mage Knight Stronghold, fighting your way towards the High General’s War Room. The door stands barred.
“Alright guys gather ’round. You ever Teleport before? It’s a bit disorienting at first. Ready? On 3. 3” Instantly zap us to the other side
In a flash of arcane light you find yourself teleported into the General’s War Room, behind his now startled bodyguards!
“Gentlemen.” Attack the guards. Sneak attacks for all.
In a flurry of spells and blades you strike down the flat-footed guards with ease, leaving only the General standing. Leaning heavily on his cane the elderly General declares “You’ll never take me alive!” He waves his cane unsteadily.
“Your ability to keep breathing depends on your usefulness to us!” I twirl a dagger and ask, Where’s the alchemist?”
Almost on cue, one of your Strike Team bursts in, “Heroes! The Assault on the Main Gate is Failing! The Alchemist is there!”
“Ok…got it…I’m about to do something really stupid. You all go after the Alchemist. I’ll be the distraction.”
I Teleport us back to the ramparts. To draw attention I cast Body Of War “Mom always said I’d die a construct” I leap down and “distract”
As soon as we’re teleported I move to flank and strike the alchemist.
You teleport into a chaotic battle for the Citadel’s Main Gate! All vision is blinding due to heavy hanging Alchemic Clouds.
I get my bearings and ready my sword. I cast a spell to hopefully disperse the clouds.
The Alchemic Clouds thin revealing dozens of fallen casters around a hooded figure. He turns toward you, scowling, smoking flasks ready. “You had your chance foolish Heroes. Your journey ends here!” His flasks shatter unleashing a Giant Alchemic Elemental!
Shout to any casters still standing, ‘Shatter the beast!’ If all else fails I will attempt to shunt it into an Iron Flask.
You rally the surviving Rebel Casters as best you can as the Alchemic Behemoth unleashes Noxious Clouds in all directions!
I cast a whirl wind spell in hopes to disperse the noxious clouds. I tell a caster to burn up the remaining fumes.
The raging Alchemic Elemental slams into your Casters! Though diminished, the Monstrosity drops dozens of Mages in its wake!
I look towards the Citadel’s magical defenses. I look for any that have not been activated and attempt to activate them to help us.
Using a Citadel Counter-Siege Arcane Ballista you wreck the rampaging Elemental! The Alchemist grinds his teeth in fury!
I collapse back into my human form. Without hesitation, I cast Magic Jar on the Alchemist. “I’m really thinking I’m gonna hate this”
Seizing the moment, taking your target Off Guard, you unleash your spell, gaining you temporary control of the Alchemist’s body!
“Somebody, knock me out, already.” Of course I tell them to incapacitate this foe under my control and restrain him as well.
You quickly disarm and bind the Alchemist, striking him unconscious just as he reasserts control over his body once more!
“Let’s get this foe locked up in the nearest dungeon, before he comes to. We can decide what court to try him for his crimes later.”
With their Leaders captured the Mage Knights crumble. Their last attempt to rally fails as a supply cart of “Healing Potions” detonates. As the sun sets and the dust finally settles, cheers arise from the Rebel ranks. The Mage Knight Citadel has Fallen!
I tell the others to gather the fallen and tend to the wounded. For tonight we shall celebrate in honor of them.
Gather the bodies of the fallen and say last rites.
Shrug. Sit down on a piece of rubble. Take a swig from my flask. Debate how to interrogate the alchemist.
You pass the night celebrating your Victory and mourning the Fallen mages. By Dawn the Citadel is firmly in Rebel hands.
I find our prisoner. Visit him. Kick him in the ribs. Take my sock back. Kick him again. Leave without saying a word.
As you leave the Dungeon the imprisoned Alchemist falls into ragged laughing “You think you’ve won? This is only beginning.”
“Alchemist, you can rot in this cell for all I care. Your empty threats scare no one.”
Leaving the Alchemist in prison you join the Rebel Mages who now debate Attacking the Capital or Opening Talks with the Emperor.
There’s been enough bloodshed. I would suggest diplomatic tactics with the emperor first. We can always fight another day.
You arrange for a meeting with the Emperor of Tarseldant, agreeing for all to meet quietly at the Ruins of Heaven’s Furnace.
Make preparations for a possible ambush, deploying a stealthy contingent of the rebels to work recon, and meet the emperor in good faith.
Trust in my Deity and the Holy Word. Arrive on site in resplendent plate mail armor, shining like Truth. Shield, sword, and Holy Symbol.
Your scouts indicate the Emperor has also deployed scouts but nothing malicious. At dawn a guarded Royal Carriage approaches.
Approach his entourage, wearing a smile and my best sash. The black one. With the gold tassels.
An imposing Royal Knight dismounts and sizes you up, glaring heavily from behind his helm. After a long moment he steps aside. An aged man decked in practical yet master crafted robes emerges from the carriage. “Greetings hero, we have much to discuss.”
“It is the freed mages who are the heroes. Let us discuss their place in the realm, and what they can do to benefit your glory.”
Lead the way, good sir. Wait for him to offer some sort of invitation.
The Emperor enters the Ruins and joins the Rebel Delegates in the open air grand courtyard. Formal yet tense greetings are exchanged. With only his imposing bodyguard beside him the Emperor speaks “Friends, I fear we’ve all been manipulated by the same man.”
“You have my full attention, my lord. Please, explain the situation.”
“I understand this Alchemist tried to spark a war between our nations, and has been turning our own Noble Houses allegiance to his own. It is clear he would destroy us all to solitify his own power. He is a mad magician fancying himself a King. No more!”
“Fortunately, he is locked away in a dungeon cell as we speak, my lord. I propose he is dealt with swiftly and harshly before too long.”
Before the Emperor can agree, you hear the klink of glass as an Alchemic Flask rolls into your midst. You barely have time to react! Alchemic Fire engulfs the Emperor, his towering bodyguard unable to shield his liege in time. Amid the screams & smoke the Emperor Falls! Atop the ruined walls a woman in all too familiar Alchemy Robes scoffs at you “Fools. There will Always be an Alchemist!”
…What Do You Do?
The Story Continues…
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