Welcome to Patron DnD, where Platinum-level patrons and I get together to play Dungeons & Dragons via Discord and Roll20.
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 24
Starring
Cere, level 9 dwarf Cleric Domain of Light
Darryl, level 9 human Berserker Barbarian
Ellowyn, level 9 kender Bard College of Lore
Kazra, level 9 human Champion Fighter/Paladin Oath of Devotion
Rowan, level 9 elf Gloomstalker Ranger/Assassin Rogue
With the occupied mansion cleared, the party sift through the documents and correspondence.
They confirm that Lohezet and Belephaion are working within the Threshold of the Heavens to get the magic of the flying city restarted.
Lohezet is the black-robed mage and expert in ancient Istar, though reports are conflicting on whether he works under Belephaion, or alongside him.
‘Glorious Belephaion,’ as he’s referred in the documents, is the voice of the Dragon Queen, and leader of this expedition of the Army into the Wastes. The bulk of the Red Dragon army remained near Kalaman, under the command of Kansaldi Fire-Eyes.
Most importantly, the party recovers the magic tokens they’ll need to easily access the floating island where the Threshold lies, and the location of the teleporter.
Kazra attempts to make friends with some of the captives, including the goblin cook, convincing them (as far as she’s aware) to turn themselves in and explain everything to the Kalaman army. Cere uses the last few minutes of her arcane eye spell to scout the teleporter, finding it guarded by soldiers.
When the party gets ready to leave, Rowan leaves last, opting to kill any and all soldiers Kazra spoke to, and preventing any word getting out about their presence here.
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With the floating island looming and flying patrols overhead, the party dons Dragon Army uniforms to stay out of trouble. As they reach the ruined site of the teleporter, a group of soldiers runs out. But they aren’t running at the party — they’re fleeing!
A mechanized, insect-like creature emerges, spewing a gel-like substance that electrifies and restrains the soldiers, killing them as it congeals.
Then it turns its single red eye at the party!
Kazra charges in and unleashes a critical hit, with the others close behind. Despite its menace, the party makes short work of the strange construct.
They remove its head to ask Demelin about it later.
While investigating its remains, Cere steps through the magic teleporter, appearing inside the floating tower, high off the ground!
Worried, the rest of the party quickly follows, with Rowan chastising Cere over the unecessary risk.
They appear in a a large entrance hall (T2), with large murals depicting idyllic city life. Kazra throws open the nearest door, finding another large room filled with monitors and control panels — and several draconian workers.
Still wearing the uniform, she manages to bluff her way out of an immediate confrontation, joins the party for some side chatter, then opens the door again to rush in and fight (T3).
However, the army has some patrols within the tower, in the form of a floating flameskull! It sees through the uniforms and launches a fireball at the party, followed by a stinking cloud from a bozak draconian.

Singed, smelly, but alive, the party emerges to take out the spell-slinging draconians and flameskull, led by Kazra and Darryl’s incredible martial prowess.
A large 3D image in the room depicts the tower itself, including the number of floors (five!), and currently living occupants. The party can see the heavily guarded entrance they bypassed (T1), while levels three, four, and five all have at least a few creatures on them.
They ascend to level two, finding a room of electrified pillars that sends lines of electricity arcing between them (T4).
Darryl gets fried, then grabs Ellowyn and protectively carries her to the next room over, getting even more shocked and singed. A playfully angry Ellowyn heals him up, as Kazra and Rowan rush over to join them the the northern room (T5).
This room features three more electric pillars, with a pair of those insect robots between them. Thankfully they’re not active, and the pillars are shocking them, instead of the party.
While Cere calls for help and Darryl prepares to go back out, Ellowyn studies the ancient computer monitors. She deduces that she can turn off the lightning fields, but doing so may awaken the drones.
She decides the risk is worth it — shutting off the power just as Cere steps into the field. The stumpy dwarf can safely make her way through, but the two drones activate and fire off their electric restraining gel, trying to get as much as the party as possible.
Only Kazra is unable to dodge, encasing her in the crystals. She’s forced to cut her way out while the rest of the party hacks at the drones.
Fighting two is far more painful, especially after the lightning gauntlet, but the party perseveres and destroys them. They prepare to head up to the third level of the Threshold of the Heavens, to stop the Dragon Army from taking control of the city.
Next up: Ascending the tower!
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