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!
. . .
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?
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?
Go deeper.
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?
. . .
Originally published by P&P
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