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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 19

Starring
Darryl, level 8 human Berserker Barbarian
Elyas, level 8 human Divination Wizard
Kazra, level 8 human Champion Fighter/Paladin
Korl, level 8 dwarf Bard College of Dance
Rowan, level 8 elf Ranger Gloomstalker/Rogue

After the climactic battle at Camp Carrionclay, the party reunites with the Kalaman Army, en route to the location of the lost city.

Darrett is overjoyed to see Becklin alive, while she couldn’t be prouder of the warrior and leader he’s become.

Becklin’s capture has been traumatic, she’s witnessed things she’d never thought possible: the return of dragons, and the return of the gods. And unfortunately, Takhisis’ power is on full display with the Dragon Army.

She confirms that the army’s goal in the Northern Wastes is to seek out this ancient Istarian flying city, fueled by the souls of dragons, and restart it as a weapon of war.

They’re using an expert historian, scholar, and black-robed wizard named Lohezet as their guide.

The leader of this branch of the army is Belephaion, a devote priest of Takhisis, and Becklin has seen his power first-hand. The party recognizes both names from earlier messages they’ve witnessed.

After a long rest and reunion, Cudgel and Jeyev return from scouting the location of the lost city, now about a day’s travel away.

Unfortunately, the Dragon Army is already there, and they greatly outnumber the Kalaman forces.

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The way is blocked by a massive plateau that stretches hundreds of feet, with a narrow canyon providing the only point of entry into the supposed lost city. The army’s flying units and mages prevent any stealthy or magical means of slipping past.

Darrett doesn’t beat around the bush — he knows why they brought the Kalaman Army all the way out here. Though they can catch the Dragon Army unware, their chances of actually winning a battle are bleak.

But winning a decisive victory isn’t the point. The point is to provide a distraction so the party can slip into the canyon and gain access to the city, and then thwart the enemy’s plans.

The party begrudgingly agrees with Darrett.

Cudgel and Jeyev point out the best place to reach inside the canyon, a small, lightly defended outpost used as a stables and landing strip for the army’s flying dragonnels.

The plan is simple: the scouts will lead the party as close as they dare, while Darrett will use the fargab to coordinate the attack. The Kalaman Army will blitz the Dragon Army in the morning, setting off alarms, and allowing the party the chance to slip in.

The plan works, and the party quickly makes it to the Wind’s End outpost. Their movements catch the attention of a recently departed flyer, however, and the rider shouts at the few defenders before Rowan can down him in a powerful one-two shot with his longbow.

Darryl and Kazra charge forward to engage the soldiers, as Elyas casts haste on the gleefully raging barbarian, and fires off a lightning bolt.

Rowan struggles against the downed rider’s still-flying dragonnel, as more soldiers begin noticing the fighting and joining in.

Kazra knocks an officer against a back wall and notices a wooden barricade blocking a tunnel into the wall. A nearby note simply reads, “Danger!”

Darryl hastily swoops in to grab Rowan, with Elyas and Korl in hot pursuit to reach the dragonnel pens and dive into the tunnel. With more soldiers appearing and shouting, Darryl breaks a support beam and collapses the way behind them.

The only way to go now, is forward!

After traveling for several hundred feet, the stone walls of the canyon turn into a completely different stone texture. Still underground, they approach a fork in the tunnel.

But coming out of the walls are green flames that turn into angry spectral dragons!


Next up: The Path of Memories!

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