Welcome to Patron DnD, where Platinum-level patrons and I get together to play Dungeons & Dragons via Discord and Roll20. Patrons also get exclusive access to private videos, custom 5e content, and participate in monthly DM Roundtables.

This Patron DnD Campaign will feature a rotating cast of players, depending on signups, availability, and earned Platinum Points.

Music by Kevin MacLeod.
Original Character art by Demnix.
Chat with us in the Official Discord Server.
Support the channel via Patreon. Upgrade to the Platinum level to join this campaign!

Dragonlance: Shadow of the Dragon Queen is published by Wizards of the Coast, and set in the world of Krynn.

Session 11

Starring
Cere, level 6, dwarf cleric of the Light domain
Darryl, level 6 human Barbarian Berserker
Ellowyn, level 6 kender Bard College of Lore
Korl, level 6 dwarf Bard College of Dance
Rowan, level 6, elf Ranger Gloomstalker/Rogue

With the locations from Dalamar, the party heads inland in the Northern Wastes. The closest location, an ancient shrine, takes several days through rough terrain of towering canyons and deep ravines, marred by the dangerous and frequent flooding of the ocean.

Darrett and the army can’t travel as quickly (and the party’s rate is slow enough), and rely on the party as forward scouts, while remaining a safe haven for the party to fall back on.

On the second day of travel, they pass through an area of oddly circular pits on the surface, creating ominous tunnels that plunge into darkness.

When they get near, the party is ambushed by half a dozen giant spiders!

Noble Knight Games

Shop for tabletop games, CCGs, miniatures, RPG supplies and more at our sponsor!


The party effectively holds their ground, and Darryl enjoys keeping them at polearm’s reach, and knocking them back into their holes.

Cere uses her dwarven Tremorsense to make sure more don’t surface, and they quickly hurry out of there.

Plus, it doesn’t look like the spiders were the ones who made those tunnels…

After three days the party reaches the location of the ruins, though all they find is a ravine with standing water, and a small campsite.

Rowan the Ranger stealthily approaches, noticing blue-skinned elves. He hails them, and the Diminersti just as surprised to see him as he is them.

Ishvern introduces himself as their temporary leader, as their real leader, Yearkal, was recently captured. The sea elves are part of a pilgrimage to this shrine, but they were attacked by the Dragon Army, who stole most of their offerings, and captured several people, including Yearkal.

Ishvern and some others escaped. He isn’t sure where they were taken. They continued the journey and made it to the shrine, but he’s unsure how to get inside. He points out the doors hewn into the canyon wall, nearly invisible, with a faded symbol of a phoenix.

Rowan recognizes the symbol — the same that’s on his sword. It’s the symbol of the good-aligned god of the sea, Habbakuk.

Ishvern doesn’t even know the ancient god’s name, referring to him only as the Sea Lord.

After introducing the rest of the party and sharing a meal, Rowan approaches the shrine, raises his sword, and mutters a prayer, invoking the god’s name. The doors part, revealing the way inside.


Thankfully the standing water is only about two feet deep. Unfortunately, this party includes a kender and two dwarves!

Ellowyn, mindful of her nice clothing, doesn’t want to get them wet. Darryl offers to let her up on his shoulders, and the two form a heartwarming bond.

The interior of the shrine is magically lit by blue flame (C2). The altar appears empty, and stands in front of a large phoenix statue. A side room holds a large basin of clear water.

The party shuffles inside, with Rowan approaching the shrine.

Suddenly, the waters explode, and three serpentine water weirds attack!

The party is caught off guard, and Rowan is slammed with a surge of water, before misty stepping away.

Korl hypnotizes one with his magical dancing, while the party focuses on bringing down the other two.

From her perch atop Darryl’s mighty shoulders, Ellowyn demolishes one of them with a critical guiding bolt blast!

Ishvern retreats into the side room, and calls out that maybe they missed something (C3).

After the party deals with the water weirds, they investigate the room, seeing faded murals of elves washing themselves in the water.

Cere instantly recognizes a religious ritual of anointing, and asks everyone to wash with the water.

Better late than never, as the cleansing water confers five temporary hit points!

Rowan offers a token upon the altar with another prayer, and the door to the east opens, leading into a flooded hallway (C4).

The hallway has another door that bears an inscription: “Honor those who came before, and walk on.”

The hallway leads to a crypt, and a pair of sarcophagi, though no other doors (C5). Inscriptions identify the builder, and the first priest, laid to rest.

Korl sneakily tries to open one of them, but fails.

Remembering the inscription, they decide they need to show some respect. They gather some water from the basin, and Ellowyn writes in her book a brief prayer, and actually tears the pages out and places them on each lid. To top it off, Ishvern says a prayer.

The pages seemingly melt into the sarcophagi, and a secret passage opens, with stairs leading up to the southwest (C6).

The small offering chamber is dominated by a well that plunges into darkness. The sound of ocean waves and sea birds emanates from within. The walls are covered in black algae, however, and when Ishvern excitedly approaches, he’s attacked by a black pudding that pulls itself toward him.

Ishvern’s body nearly melts as he screams in pain, dropping unconscious.

While Rowan teleports inside, Darryl drags the body back out, and Ellowyn and Cere help restore their friend.

Rowan slices at the ooze, but discovers his blade only spits it in half, creating more! To make matters worse, more black oozes begin emerging from the walls.

Darryl holds his ground, but his poor spear begins melting from the ooze’s corrosive form. Ironically, Korl’s fists fair better, but any strike results in painful splashes of acid.

Cere becomes trapped in a corner, but then unleashes a powerful blast of fire with burning hands.

Seeing no way out, Rowan shocks everyone by leaping into the bottomless well!

The elven ranger falls for a long time before he hears the voice of a god. Habbakuk has taken an interest in the increasingly pious elf. Rowan agrees that they must battle back against the forces of Takhisis, and can be a champion for the god.

Habbakuk’s power spits the ranger back out, and upgrades his cantrip sword to a +1! Rowan triumphantly returns, hacking up the oozes, this time slicing through them with magic.

It was not a moment too soon, as Darryl withstands blow after blow of painful acid attacks eating away his armor and weapon.

Finally the last ooze falls. The party is wounded, but alive. Ishvern thanks them profusely, noting that these creatures must have crept in — they are certainly not guardians of the god as the water creatures were.

Ishvern prays to Habbakuk and offers the last of their deep sea pearls down the well.

A surge of air blasts upward, not unlike what Rowan felt, and several glowing symbols appear above the well.

Each party member selects a symbol associated with the ocean, from cresting waves to drops of water, and receives a magical charm as the god’s blessing.


Next up: Exploring the Wastes!

Support my channel via Patreon! Upgrade to the Platinum level to join in this campaign!