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Writer's picturePawn and Pint

DMs corner: Twitter Quest, Part 4

Updated: Aug 6, 2018


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!


. . .


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!


Counterspell!!!!!!


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.


“Walter, Smash”


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!


Flaming Spheeeeeere!


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?


. . .


Originally published by P&P

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