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!
Each Quarter we will post an article that compiles the Tweets from the last several Months of play 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!
Our first installment of Twitter Quest can be found at the link below, compiling the Tweets from May 7th to August 10th
Welcome to the World of Twitter Quest!
The Story So Far…
August 11th – December 5th
@DonaldTheDM’s Tweets are in Bold, player responses are in normal font. Some Tweets have been formatted to better fit this format.
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.”
…What Do You Do?
The Story Continues…
Anyone can join Twitter Quest at any time! It doesn’t matter what class or race your character is, nor what level! All you need to do is send in a Tweet responding to the latest update in the story with what you would do. It’s that easy! We look forward to seeing where the journey takes us, and seeing you join the Party on Twitter Quest!
Here’s a Shout Out to all of those Twitter Followers who have had their Tweets added to the story so far!