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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 17
Starring
Cere, level 7 dwarf Cleric of Light
Darryl, level 7 human Berserker Barbarian
Korl, level 7 dwarf Bard College of Dance
Py, level 7 gnome Ranger Hunter
Rowan, level 7 elf Ranger Gloomstalker/Rogue
From Bluemaw Cave the party returns to the town of Heart’s Hollow to report their success to Mayor Nezrah.
Mostly. One of Grasha’s grandsons was dead, and the dragon army did manage to secure a rusty, round object from a sandy pit and fly off with it.
Nezrah is passionately interested in what the army found, though tries not to elaborate too much. She requests that if the party finds that object, they retrieve it immediately and bring it back to her.
She rewards them with some scrolls and potions. The party enjoys some of the other shops and facilities of the crater-rim town, including Cere at Ends’ Odds general store, and Korl at Lavender’s magic shop.
The magic shop is little more than a library, but the magic-wielding owner is and out and proud renegade — a mage that refuses to join the Mages of High Sorcery. He recognizes Korl as a fellow arcane spellcaster sans robes. Korl regales his tales of adventure, and Lavender is so delighted he helps teach him a new spell!
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After a long rest in town, the party heads out toward the dragon army encampment, the last notable location on their map before heading to the lost city.
The party previously checked in with Darrett and the Kalaman Army, and morale is running low. The terrain has been harsh and unforgiving, without any major rest stops (Darrett is adamant about not taking over the town). He acquiesces to the party’s detour, in the interest of saving any prisoners there. But he takes the army and begins heading toward the lost city, so they can arrive at near the same time as the party.
As the party travels, the Wash arrives, filling canyons full of seawater. The dragon army camp becomes surrounded by a deep moat of water, with only a single bridge connecting to land. Walls of wood and fossilized spikes rise 15-ft high, and a central watchtower keeps eyes on the surroundings.
The party waits until nightfall, and the patrol on the bridge heads inside, leaving only a pair of guards by the entrance gate.
They slip into the dark waters and swim toward the shore. Unfortunately, swimming is not everyone’s forté, and to make matters worse, the water is full of sharks!
Rowan, Py, and Korl lag behind, forced to deal with several reef sharks, and a much larger hunter shark.
Py summons a large eel to help deal with the hunter shark, while stabbing it ferociously, while Korl enchants the smaller beasts with a confusing, underwater dance!

The distract is enough to get the party out of the water and onto shore, where Darryl eagerly waits for Cere to cast silence on the guards before moving in.
The silent assault works, with Darryl quickly dispatching one guard and body-blocking the other from opening the gate.
With the guards down, half the party adopts some disguises, magical or otherwise, to appear as guards, and Cere drops another silence spell on the watchtower.
The camp is large, shaped like a kidney bean. Circles of tents to the north and south are lit by large bonfires, while the prisoner cages lie to the northwest, opposite the entrance.
The sneaky plan begins to unravel as Darryl spots the large, silver draconian who stole the object from the cave — the same soldier who also murdered Mayor Raven at Wheelwatch Outpost.
As he stalks toward her, Cere desperately casts blindness on the large draconian, while Rowan walks up and stabs the nearest soldier in the face.
The battle is on!
Py fires arrows into the draconian on the tower, and the silence spell prevents them from sounding the alarm. As the remaining soldier rushes down, Py quickly climbs up, giving him the perfect sniping position.
Rowan sticks to the ground, attacking soldiers as they emerge from the southern tents, and trying to prevent Cere from getting overwhelmed.
Cere summons the avatar of Reorx from her necklace of prayer beads to ward off newly waking soldiers.
Korl pops a potion of greater invisibility and heads toward the prisoner cages, as Darryl stalks toward the northern camp, whose magically blinded draconian is calling out and waking everyone up.
The barbarian rages and attacks, hurtling silver into the bonfire. But more and more soldiers emerge, a real hornet’s nest of bad guys, and Darryl is soon surrounded, and badly bleeding.
The silver draconian isn’t even the boss of the camp, as the real boss emerges, a hobgoblin warlord named Fewmaster Zirrok steps out of the largest tent. His commanding presence emboldens his forces, and he gives Darryl one chance to surrender.
Darryl does not.
The invisible dwarf bard meanwhile creeps into the prisoner cages, spotting some imprisoned sea elves, a captured bulette, and — much to his delight, an exhausted but alive Becklin, the Knight of Solamnia of Vogler, and one of their first friends and allies in their adventure.
Next up: The battle continues!
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