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1. Captured!
The inhabitants of Redwall gather at the Tapestry to hear from the Official Recorder Tim Churchmouse about their past and how Martin the Warrior came to Mossflower-- and how his coming foreshadowed the stories of Redwall, of Matthias and then of Matthias' own son Mattimeo (Redwall series 1 and 2). As Martin's story is told we segue back in time to a beach near the terrible fortress Marshank...

...On the beach, young Martin bids farewell to his noble father Luke who departs to drive away the raider pirates, leaving his sword with his son. In Luke's absence he must become a warrior and protect the weak. Martin is soon captured and enslaved by Marshank's leader Badrang and, defending an old squirrel called Barkjon, is hung out to die-- as Badrang's arch rival Tramun Clogg sails to attack Marshank. Martin is protected from hungry gulls by Rose of Noonvale who is seeking her lost brother imprisoned in Marshank.

In the Prison Pit, Martin meets Felldoh, the grateful son of Barkjon and Brome, the brother of Rose. Martin encourages Brome with the news that his sister is outside-- help is close at hand. But such is not the truth and the situation looks grim. Young Martin will soon grow into his birthright and his journey to adult mousehood has begun.

2. The Return of Clogg
As Martin and his new friends languish in Marshank's Prison Pit, Rose and her companion Grumm hide from Tramun Clogg's advancing seaborne corsairs. Badrang and Clogg finally meet, pretending to be the other's friend, but they both soon skirmish and Clogg retreats, intending to take Marshank from his rival. As Badrang posts extra guards the news reaches Martin. Rebellion is planned among the slaves-- but there is a traitor in their midst-- Druwp, a surly bankvole who plans to betray them to Badrang. Outside, Grumm conspires with Rose to tunnel to their rescue.

Druwp identifies the slave ringleaders. Meanwhile in the prison pit, Brome tells of his and Rose's home-- the idyllic region called Noonvale. If his father the chief can be alerted, he will surely rescue them. Grumm continues to dig hard to complete the tunnel. Under the cover of Clogg's battle against Badrang, Grumm breaks into the Prison Pit and Martin, Brome and Felldoh escape-- but have to leave the others behind. How will they ever get them out?

3. Escape from Marshank
As Clogg's attack on Badrang continues, Martin and his friends emerge onto the beach and meet Rose-- Martin instantly falls in love with her, and she begins to fall for him. Badrang leads his fighters to Clogg's ship and burns it. Martin tries to calm Felldoh who plans to immediately rescue his father-- saying they must journey to Noonvale and seek reinforcements. It is becoming clear to all, especially to Rose, that Martin is a born leader. They steal one of Clogg's longboats and begin the dangerous journey to Noonvale.

While out at sea they decide to land a long way down the shoreline. In Marshank the slaves steal weapons in preparation for their revolt-- but Druwp is watching them. Outside, Clogg spares Badrang's fox Skalrag, using him to secretly open the gates. Martin and his friends creep up the coast but are attacked by a huge fish which destroys the boat, leaving them clinging to wreckage as a storm grows. As the sea is churned to foam and they are battered by rain and waves, thunder rolls and lightening crashes around them. They are free-- but lost at sea.

4. New Friends and Old Enemies
Martin and friends survive the storm and as the sun begins to shine they paddle towards the shore-- but they have become separated from Brome and Felldoh, who they fear have drowned. Druwp saves his skin by raising the alarm and revealing Martin's escape. Skalrag must admit some prisoners have escaped by sea. Felldoh and Brome are washed ashore-- alive. Seeking shelter, they discover a band of strolling players, the Rosehip Players, and meet Ballaw their leader and the tough badger Rowanoak. Martin and friends also struggle ashore only to be captured by Queen Amballa and her pygmy shrews. They are prisoners and slaves again!

The friends are forced to look after the pygmy shrew children-- and Martin saves them from an attack by a gannet. In return they are awarded their freedom and they set off again for Noonvale. They are unaware that Felldoh, Brome and the Rosehip Players are planning a dramatic rescue attempt to free the remaining slaves by infiltrating Marshank as wandering performers-- or that Clogg and Badrang have decided to join forces to ensure that there will be no escape for the remaining slaves and that those who have already escaped will be recaptured.

5. The Play's the Thing
Martin and friends press on towards the sunset-- and Noonvale. Meanwhile at Marshank, the pirate Clogg is already planning to double-cross Badrang by refloating his ship to attack him. Druwp tries to reveal the cache of stolen weapons but is outwitted by Keyla, who is suspicious of Druwp and hid them elsewhere. Martin and friends are delayed when one of them falls over a high cliff. The friend his rescued but the incident forces them to camp and no longer travel at night.

At camp, around a blazing fire, Clogg makes plans to rebuild his ship-- but his interrupted by Ballaw and the Players. Impressing him with magic 'tricks' they persuade him to allow them into Marshank to entertain Badrang. It is a bold and dangerous ruse to release Felldoh's father and the other slaves. Martin and friends meet the psychic mole Polleekin who tells them their companions are alive and also makes them a riddle map to guide them on their journey to Noonvale. But as they leave she warns them sadly that although they will see happiness they will also encounter much sadness-- the brave warriors have no idea what they are about to encounter.

6. Freedom and Monsters
Martin and friends leave Polleekin and continue into the woods where Grumm is attacked by angry bees and is only saved when Rose soothes and sings the bees to sleep. Camping for the night, Rose deciphers another piece of Polleekin's riddle map. Confiding in Martin, she describes her magical home of Noonvale as well as her worries about her brother, Brome. Outside Marshank, Brome, Felldoh, Ballaw and the players enter disguised as entertainers and delight the pirates-- but Badrang remains suspicious. As the show continues Felldoh manages to find his father in the slave compound and they all escape over the wall-- but the alarm is raised by the treacherous Druwp.

Badrang realizes Ballaw's trickery just as Felldoh leads a rearguard action. Seeing old Barkjon's life threatened by Druwp, Felldoh is forced to kill the traitor. The remaining slaves manage to escape and in the confusion Badrang and Clogg's pirates end up fighting each other. Martin and friends hear a terrible voice and come face to face with the Mirdop! As it threatens to destroy them Rose courageously seizes a thick branch and rushes at the monster...straight into its arms!

7. The Great Escapes
Rose and friends battle the fearsome Mirdop only to discover it is a giant doll created by timid rabbits to frighten away intruders. Upon learning of Martin's mission the rabbits agree to help the travelers and warn them of cannibal lizards and, even worse. The Warden of Marshwood Hill. At Marshank the slaves and the players flee but one of them, Celandine, goes missing. Clogg leaves Marshank after an argument with Badrang and strumbles across Celandine. Meanwhile Martin and friends are captured by slo worms and dragged into the cannibal lizard's lair.

The lizards feed them-- but it soon becomes clear that it is to fatten them up for eating. When they hear the approach of a giant bird, they assume they are to be its victims. Rowanoak and Ballaw save Celandine from Clogg's corsairs, forcing him to retreat to the fortress. Naive young Brome decides he too will be a warrior and heads for Marshank and, what he hopes to be, great deeds. Martin and friends face the bird-- it's none other than the Warden. The fierce law-keeper rescues them from the lizards and offers to guide them-- but is unable to as he is attacked in his sleep by choking snakes.

8. From Marsh to Mountain Heights
Martin wakes to see the Warden under attack and runs to his aid-- but his other companions sleep on, unaware as the battle rages. Brome, on his way to being a hero, passes himself off as a corsair and is able to re-enter the dreaded Marshank, where he manages to contact Keyla and announce his plan to save ALL the slaves. Badrang hatches a plot to get rid of Clogg forever. The slaves excitedly await release from the prison pit but as Brome moves the heavy grating they are seen by a guard who races to raise the alarm.

Brome is able to convince the guard that he is acting on Badrang's orders, which must not be questioned, and drops INTO the pit. There he kicks down the wall to reveal Grumm's old hidden escape tunnel to freedom! Meanwhile, as Martin battles to save the Warden, Rose and the others awake and rush to help him. They head for the distant mountains but are attacked by the Gawtrybe, unruly and unpredictable rogue squirrels. Martin is forced into combat with Wakka, their leader. As he prepares to do single-handed combat with his foe, back at Marshank the escape tunnel collapses on the slaves.

9. Heroes and Fools
Trapped in the tunnel the slaves are able to make a huge effort and break out. Martin defeats Wakka, whose tribe abruptly vanishes into the forest ahead of them. The friends press on towards the towering mountain and discover that Martin is wounded; they stop to tend to him and wonder what is going to be set upon them next. At Marshank, Badrang discovers the escape and, assuming Clogg is somehow behind it, rushes off to find him. Outside Marshank, Clogg discovers that his attempt to assassinate Badrang failed and is amazed to find himself approached by Badrang seeking a truce in order to recapture the escapees.

Brome and Felldoh discover the dangerous truce and attempt to get the slaves to safety by scaling the huge cliffs as the pirates give chase where they barely escape! Defeated Badrang returns to Marshank where Clogg, unaware of Badrang's return, has installed himself as the victor. Martin recovers from his wounds but the brave warriors are soon in danger again as the Gawtrybe attack, insisting on playing a deadly game of chase. The friends climb up to a small ledge-- but relief is short lived as the shrieking squirrels begin to scramble up in pursuit

10. Tunnel Vision
Under attack by the Gawtrybe, Martin and friends seek shelter in a cave and come face to face with the huge owl Boldred who seems threatening until she helps by angrily chasing the Gawtrybe away. She is a mapmaker and offers to show Martin and his friends the way to Noonvale; there is a tunnel through the mountain! Brome and Felldoh ensure the slaves are safe, then return to lead a group of pursuing pirates into a swamp. Badrang returns to Marshank through the slave's escape tunnel and quietly creeps up on the unsuspecting Clogg. At the same time, Martin and friends emerge from their own mountain tunnel and see the gentle sun soaked woods before them.

Boldred leads them to the ship of an otter named Starwort, and the logboats of a tribe of shrews. The friends float down the river on the boats-- being transported to Noonvale. As Badrang attacks and overcomes Clogg and his crew, Brome and Felldoh rejoin the slaves who are preparing to re-take Marshank as the Fur and Freedom Fighters. As they prepare for the siege, Martin and Rose see Noonvale-- they are almost there. But they fear for Brome and the others, unaware of the momentous events taking place at Marshank.

11. Felldoh's Revenge
Rose leads Martin and the others to Noonvale, where they are welcomed by her father Urran Voh and learn that Brome has not made it back home. Unknown to them, Brome is attacking Marshank and a terrible battle is engaged. Badrang accidently fires upon his own crew and Felldoh, heartbroken at the death of a young mouse, swears revenge. Something terrible is happening to the once peaceful Felldoh, which deeply troubles Brome. Urran Voh too is troubled when Martin wants to use his creatures to return and attack Marshank. Rose is warned off Martin by her worried parents.

At Marshank, Badrang tries to rally his frightened troops under javelin fire while Clogg craftily hides out of sight. Felldoh returns to camp, after his single-handed battle, with a strange and troubling levity. He seems to have made his mind up about something that he will not reveal. He creeps from the camp, followed by the very troubled Brome and Keyla. They watch in horror as Felldoh attacks Marshank alone, unaware that he is walking into a deadly trap. At Noonvale, to her parent's dismay, Rose announces she will follow Martin, whatever the cost.

12. Battlefield Marshank
At Marshank, Brome watches Felldoh come under attack by Badrang's horde just as the Fur and Freedom Fighters arrive in support. It is too late to save Felldoh who dies in his father's arms. The battles rage until Badrang offers a deal-- if the others surrender they will be spared from death and become his slaves again. Despite being pinned down they refuse and things look grim, for it is clear Martin will not be returning with an army. But Martin is in fact on his way by boat with a small army of otters and shrews-- but he wonders if this will be enough, and in time...just as they are swept over giant rapids.

Martin and company survive the rapids but must march to the now distant Marshank as the Fur and Freedom Fighters prepare for the final curtain, saying their emotional farewells before battle. As the fighters are driven back, Martin's small band crests a ridge where they see that ALL the good creatures they have met in their journey have assembled, ready to join him. He gives the order and charges to the rescue. Reunited, the fighters assemble for the final charge-- Marshank will be theirs!

13. Rose of Noonvale
The Fur and Freedom Fighters batter the Marshank gates, but it will not yield and so they are forced to retreat. Meanwhile, inside the walls Badrang humiliates his rival, Clogg. Regrouping, Martin plans his next attack. Hatching a cunning battle plan that would give each group a precise role in conquering Badrang and Clogg, it becomes clear that Martin has now truly become a leader. He and Rose confess their love for each other in a brief and beautiful calm before the storm. In the battle each group fulfills its purpose and Martin's army courageously retakes Marshank but not before Rose heroically sacrifices her own life to save Martin from Badrang.

Martin, unaware of Rose's fate leads his troups to victory. His triumph, though, turns to unspeakable grief when he discovers that his beloved Rose has died. Overwhelmed by sadness Martin buries Rose. Brome invites all to return with him to Noonvale and return to peace. Now that Badrang is dead and Clogg has been driven mad, the fighters bid their farewells and begin the long trek home. But Martin will not join them. He has chosen to journey on alone and devote his life to peace. We learn from Tim Churchmouse as he concludes his story, that is is Martin who will ultimately help to found Redwall Abbey and continue the story of Redwall...a story that we will tell in Mossflower.