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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 20
Starring
Cere, level 8 dwarf Cleric Domain of Light
Darryl, level 8 human Berserker Barbarian
Kazra, level 8 human Champion Fighter/Paladin
Korl, level 8 dwarf Bard College of Dance
Py, level 8 gnome Hunter Ranger
The spectral dragons send half the party fleeing back down the tunnels as a wave of psychic damage strikes them.
Cere strikes back, casting Aura of Vitality to restore everyone back to fighting shape. The party never even short rested since the battle outside.
At the fork ahead, the gnome ranger leads the way down the southern tunnel, finding frigid waters and a blocked passage. The water is strangely, uncomfortably cold the closer Py gets to the blockage, and he can’t see a way forward.
Thankfully the tunnel turns back north and connects with the northern passage, leading to a wider area with the ruins of a shop.
The party realizes they’re beneath the city, within a series of interconnected tunnels and basements. The shop had collapsed from above, lying in ruin.
Rising from the ruins is a 10-ft tall stone golem whose eyes flash, and slams down with its mighty fists!
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Kazra absorbs most of the damage, and it nearly kills her. The rest of the party quickly rallies to her defense and strikes back, until the damaged golem suddenly speaks!
The voice of an elderly woman rings out from its flashing eyes, asking what they’re doing here. The party explains about the Dragon Army, and she replies that she’ll be watching them closely as they make their way through the “Path of Memories,” and that they’ll speak again.
Then, the golem sits down and shuts off.
In a northeastern cavern they find a ruined wine cellar, and Korl manages to pick up several intact bottles. The wine itself has long spoiled and turned to poison, but the bottles could be worth a fortune.
The party also finally short rests to recover their strength.
Another tunnel leads west and south. This tunnel is covered in bones jutting from the ground and walls.
Py identifies them as dragon bones.
As if on cue, the bones animate into half-formed dragon skeletons, and they’re none too happy. Bones on the ground form clawed hands that reach up and grab Korl and Cere, restraining them in place.
Cere doesn’t need to move to unleash her divine powers, however, using Turn Undead to blast one of the skeletons, while Darryl and Py stab at another.
When the last one falls, the hands finally give way, and the tunnel becomes clear.

The tunnel opens into a sunken, flooded tavern to the south. Chairs and tables float above the surface of the water, which is covered in a nasty brown film. A blocked passage leads to the east, while the west features a small raised platform and a door.
Once again, Py feels how cold this water is, dangerously so. He moves to the wall and climbs using his climbing gear and innate climb speed, leaving pitons behind for the rest of the party.
Even Cere makes it across!
Korl, prefering feats of dexertiy, asks Py and the others to hold a taught rope so he can walk across. But the bard falters and falls, landing in the brown mold, and instantly taking cold damage!
He quickly swims toward the stairs.
Once all the party has made it, they open the door (anxious for traps), and find a surprisingly nice, though ruined lounge area. Py immediately sits in one of the large chairs near a mounted dragon skull, which Darryl eyes wearily.
Sure enough, the skull animates, and a voice rings out in their minds, angry for the desecration of their bodies and spirits. The party has nothing to do with that, but it doesn’t matter as the skull animates an entire lesser death dragon, a nasty undead dragon made of shadow and bone!
The party doesn’t mess around. Darryl moves to grab the head and wrestle it around, forcing the dragon to unleash its breath on only he and Korl.
The necrotic, cataclysmic breath is brutal, and capable of instantly vaporizing its victims, but the party withstand its power thanks in part of Cere activating her Aura of Life to give them all resistance right before!
Py, not wanting to leave the comfy chair, summons his beast and has the wolf do the fighting, and it ends up getting crit after crit.
All hail the chairmaster! The real La-Z-Boy! The armchair general! Etcetera.
Then, a simple Turn Undead causes the undead horror to cower as they continue to wail on it, ultimately destroying the death dragon before it gets another chance to attack. Wow!
Through another door the party finds an arcane laboratory and library. Before they can investigate, a door to the north opens and the mage Demelin introduces herself.
She’s a Silvanesti elf, and centuries old. So old, she was one of the original mages of Onyari, the city that the party (and the Dragon Army) seek. It was through her magic, and others, that they raised the island city above the ground, using the magic of dead dragons.
She explains how the dragons were upset about the desecration, and ultimately the city crashed to the ground.
She believes she was the sole survivor, and now atones for her sins by protecting the city from the outside world.
But she failed to stop an entire army, who now crawls all over it, wanting to take its power.
She’s all to familiar with the power of the Dragon Queen, but also recognizes the party carries the hope of gods and magic upon them, and they may be able to stop the Dragon Army.
Demelin offers the party a safe haven in her humble apartment, and intel about the city.
She also recognizes the broken lance that Cere carries, recognizing it immediately as the same dragonlance that Sarlamir used to slay the gold dragon in trying to defend the city. In doing so, the lance’s magic crumbled and broke, but she believes it can be restored again. A Temple of Paladine still resides in the city, and with the gods’ blessing, the lance could be forged anew, and help in their quest.
Next up: The City of Lost Names!
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