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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.
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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 21
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
Rowan, level 8 elf Gloomstalker Ranger/Assassin Rogue
Demelin led the party out of the basement and up onto a balcony overlooking Onyari, the City of Lost Names.
She explained how the Dragon Army poured in from the south, taking over the temple to the dark gods, and creating a forward outpost in an abandoned mansion. While she recommends staying clear of the temple, the mansion may prove to hold critical information.
In the center of the city lies a small flying island that holds a tall, thing spire. Demelin calls in the Threshold of the Heavens, and it’s where the central flying controls lie for the entire city. Unfortunately, the Dragon Army is already there, as evidenced by a constant patrol of mounted dragonnels.
The old wizard mentions that the party could fine arcane circles that lead up there, but will need to find the special tokens that activate them.
Finally there’s the Temple of Paladin, located further to the west in a flooded region. According to Demelin, she believes the party can reforge the broken dragonlance there, if the gods of good have any say about the war against Takhisis.
The party enjoys a long rest at the wizard’s apartment before setting off in late afternoon. After some deliberation, they agree to head to the Temple of Paladine first, while avoiding as much of the Dragon Army soldiers as possible.
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Though the Lost City has been kept relatively hidden in the Northern Wastes, the centuries since its catastrophic (and literal) fall have not been kind. Rivers are mostly dried up, buildings are little more than rubble, and dangerous monsters and lost spirits prowl the streets.
As they leave Demelin and head northwest, they hear the voice of a child calling to them. Half the party wants to ‘Nope’ out of that, but Cere hurries to follow into a nearby building.
What she finds is a large pack of ghasts feeding on dead bodies. The creatures snap their heads and snarl, while the rest of the party hurries to catch up.
Cere unleashes her powerful Turn Undead, searing and frightening most of the pack.
While the rest of the party rushes in to finish them off. The dwarven cleric casts See Invisibility, and notices a small child near the group of bodies.
The child is surprised that he can be seen, but expresses gratitude for their work defeating the undead.
After the last ghast falls (or runs away), the child materializes, then starts sifting through the draconian bodies*. The confused party grows more and more concerned as the boy rips an arm off and opens its mouth impossibly wide, revealing rows of sharp teeth, before eating it whole.
*Slight continuity error here, as draconians do not leave bodies behind! Let’s say they were paralyzed and killed, and for some reason that didn’t trigger their death-effects.
Rowan immediately freaks out and peppers the child with arrows.
The child growls inhumanly, rebuking him for not waiting his turn. The creature transforms into a toad-like monstrosity, a death slaad, and performs a flying leap at the elven ranger. Manifesting a sword of pure chaos energy, the creature slices into Rowan, nearly downing him in a single turn!
The rest of the party scrambles, with Kazra grappling it against the wall as it unleashes a cloudkill spell in the building.

But it’s Korl that comes through with a clutch hypnotic pattern (cleverly unseen to his allies thanks to cloudkill). The spell leaves the slaad dazed and charmed, giving Korl a chance to talk it back down — with a nat 20 Persuasion check!
Mollified, the creature ceases hostilities, exclaiming that the hypnotic pattern spell was like an awesome drug trip (and he’d like it again, thank you very much).
Rowan is still really upset, both at the creature and for his own companions for not wanting to destroy it.
When asked, the slaad introduces himself simply as “Hungry,” and he wants to eat more draconians. He wants to tag along with the party, seeing as how they’re strong and keen on battling those creatures.
Hungry shifts into Darryl to try and make the party more calm, which backfires hilariously. The party suggests he shift into a draconian instead, and he agrees.
Continuing north, then turning west, the party sees a fire in the distance as night approaches.
Rowan is glad for the excuse to put distance between he and the monster, as he volunteers to scout.
He finds a library with a makeshift bonfire inside. A pair of gigantic, one-eyed humanoids are warming themselves by throwing books into the fire. Rowan spots nearby beds, making this either a home or a temporary campsite for the creatures.
Rowan stealthily reports back to the party, and they all agree to avoid tangling with the giants, and continue on their way.
As they near the Threshold of the Heavens, the can spot a patrol of gliding draconians in the streets, and the mounted dragonnels patrolling around the floating island.
They scurry over to the Temple, which has been completely flooded and partially destroyed by water.
Circling the temple is a hilly embankment that’s lush with greenery and trees, a rarity in the city.
The party spots dragon army soldiers in the trees.
Strangely, Hungry is upset and anxious, who says the soldiers are all dead. He doesn’t want to follow the party, opting to say behind.
That’s great news for Rowan, who happily charges up the embankment with the party close behind.
Immediately, a voice rings out about defilers and nourishing the soil, as the large trees animate and attack with their massive crushing limbs, much to the party’s shock.
This time it’s Rowan that takes the Influence action, kneeling down and brandishing his divine symbols in apology.
One of the treants pauses, noticing that the party has been marked by Habbakuk, a god of nature. She leans down and introduces herself as Duskwalker. As she shakes a corpse loose from her bough, she complains about the recent invasive species that have been felling trees and wrecking havoc.
Rowan agrees that the soldiers are a problem, and they’re here to help.
Duskwalker agrees, and calls off the trees. She also warns the party to watch out for “Jamir.” She calls him a “powerful creature once shackled by the wizards,” but now spiteful and angry. She claims that the flooding is his work.
Then she gestures toward the temple, and rears back up, becoming a stoic, guardian tree once again.
Next up: The Temple of Paladine!
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