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Music by Kevin MacLeod.
Original Character art by Demnix.
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Dragonlance: Shadow of the Dragon Queen is published by Wizards of the Coast, and set in the world of Krynn.
Session 13
Starring
Ellowyn, level 6 kender Bard College of Lore
Elyas, level 6 human Divination Wizard
Kazra, level 6 human Champion Fighter
Korl, level 6 dwarf Bard College of Dance
Rowan, level 6, elf Ranger Gloomstalker/Rogue
The party returns to the upper level of the Sunward Fortress, where they witness another divine miracle: Ellowyn communing with Sirrion, god of flames, passion, and creativity.
Through the flames, Sirron praises her for honoring his virtues, and rewards her with a magical charm that spews fire. The returning god also asks that the party cleanse this old shrine of a dangerous evil that lurks below.
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After speaking more to Yearkal and Rone, the party leaves them at the camp outside to venture back down the stairs.
Rowan scouts ahead first, delving to the lowest level. His superior darkvision picks out a large, frog-like monstrosity rooting around in some crates. The area is a dark and cavernous, with two rickety bridges spanning a chasm. Across the chasm likes an ominously glowing orange crystal, the size of a person.
The party briefly debates on how to proceed, but the pitch darkness proves a problem for half of the party, and any light is instantly visible by the monster.
The impatient party rushes down the stairs to deal with the threat, and the large creature (a red slaad!) roars at them.
The party unleashes a huge wave of attacks, including a nasty critical hit from Rowan’s longbow, while Kazra tanks its claws.
Several tadpoles crawl around it, and they launch themselves at the party, proving a pesky nuisance.
But there’s an even greater threat — Virruza, the former draconian leader of the expedition, is lurking near the crystal. He’s been transformed into a green slaad, and he launches a surprise fireball directly at the party!

The party quickly finishes off the red slaad, though not before it scratches Korl with its injecting claw…
The more immediate concern is Kazra — she’s taken some damage, and fails the save against the cursed axe she wields.
Rowan immediately recognizes the problem, and calls for everyone to get away from her (and to charge at the green slaad).
Thankfully the bridges hold their weight as Rowan grabs Ellowyn and runs across, followed by Elyas.
Korl cleverly casts dispel magic on Kazra, turning off her darkvision spell from earlier, and leaving her in (mostly) darkness.
The crystal still gives off light, but the party avoids her line of sight, and the enraged Kazra lumbers toward the slaad.
Meanwhile, Virruza has been proving an annoying foe, blasting everyone with chaotic magic, which includes frightening, charming, or poisoning.
Elyas hits it with a full lighting bolt, narrowly avoiding the crystal, and the large creature finally goes down.
Kazra is still a problem, however. Korl casts hypnotic pattern to shut her down, while Elyas actually feeds into her cursed madness, pretending to be her tormenting brother, and apologizing. Kazra relents, drops the axe, and the party quickly kicks it off into the chasm. Well done!
Ellowyn approaches the crystal, opens her hand, and uses her divine charm, unleashing a torrent of magical flame. The crystal melts before their eyes, destroying it once and for all.
they find Virruza’s journal entry that explains how they found the monster-making crystal, and how he was forced to transform himself after his soldiers began turning, just to stay alive.
With the threat eliminated, they head back to the surface. The Kalaman army arrives soon after, and the party has a sit down meeting with Darrett to explain their progress.
They learn of two new locations in the Northern Wastes: Heart’s Hollow, and Camp Carrionclay.
Heart’s Hollow is a hidden village that Rone calls home. He’s eager to show it to the party, and how it’s a safe place (though can’t accommodate the full army).
Camp Carrionclay is the opposite — the supposed location of the Red Dragon Army base camp in the Northern Wastes. According to Yearkal, they may still have some sea elf captives there.
But they also still have the ancient tower ruins, the third location that Dalamar wanted them to explore, and where he said he would meet up with them. Dalamar hopes to use these magical sites to locate the ancient Istarian city — the City of Lost Names that Lord Soth spoke of.
The party receives a much-needed long rest with the rest of the army, then heads back out into the Wastes.
Next up: The ancient tower!
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