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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 28

Starring
Cere, level 10 dwarf Cleric of the Light Domain
Darryl, level 10 human Berserker Barbarian
Ellowyn, level 10 kender Bard College of Lore
Kazra, level 10 human Champion Fighter/Paladin Oath of Devotion
Korl, level 10 dwarf Bard College of Dance

Trusting their newly acquired flying mounts, the party takes to the skies. Hundreds of feet above the battle, they see Kalaman’s walls holding, but also getting battered by a relentless assault of death dragons, war machines, and draconians, with more troops getting reinforced from the Flying Citadel.

As they fly toward the ominous temple, they fall in with a group of dragonnels returning from an attack. One of the mounted soldiers recognizes the party — it’s Bakaris, Jr.!

Suddenly, the party is forced to fight for their lives in an aerial dragon-fight, over 500 feet above a raging siege!

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Kazra uses her mounted combatant experience (and feat) to her advantage, and strikes hard at Bakaris. The lordling loses his mount, and quickly jumps to Kazra’s!

Before he can attack, however, Darryl swoops in and knocks him off with his pike, sending the traitorous jerk to his plummeting death.

The other enemies aren’t so easily taken out, however, including Red Ruin, the Dragon Army’s ace pilot. She’s armed with an explosive crossbow that basically shoots fireballs, damaging the entire party, while she works to avoid getting knocked off by Kazra.

Korl casts heat metal on Red’s lance, making her struggle to land a melee attack and knock the party off their mounts. Cere weakens several dragonnels and soldiers with bane, while Ellowyn further messes them up with a slow spell.

Despite all these spellcasters and high maneuverability, the enemies are unable to break their concentration, even after Ruin orders dragonnel after dragonnel to swoop in and strike at Korl and Ellowyn!

The winds turn in the party’s favor after Darryl successful super-punches Red Ruin off her mount, dropping the soldier onto the battlefield below.

The aerial battle is drawing the attention of other soldiers and fliers, however, and the party begins swiftly escaping toward the Citadel.

On the surface, they spot the ominous temple radiating with purple flames, and hundreds of troops waiting to land inside Kalaman.

They drop below and quickly spot a narrow shelf to land one at a time, hurrying into the tunnels. Their dragonnels don’t stick around, swiftly flying off as the enemy gives chase.

Inside the tunnels, Cere and Korl activate their tremorsense to navigate, finally reaching an opening that leads toward a cave (S2), and then into a large crypt.

Standing in their way, however, is a familiar figure. The pale, ghostly elf, Leedara.

Leedara reveals who she really is: a centuries old elf who was cursed alongside Lord Soth for her part in distracting him from preventing the Cataclysm.

Now she lives as a ghost whose only drive is to torment him. Stopping him from executing the Dragon Queen’s will certainly counts!

Lord Soth himself pilots the temple using the Cataclysmic Flames he stole from Kalaman’s crypts. She warns that Soth is an unstoppable foe, far greater than anything the party has faced.

However, the magical flames may be quenched. They’re from the gods, and something from the gods could stop them. Something like the party’s divinely-forged dragonlance!

Ellowyn tries giving Leedara the trinket she stole from the cyclops of the lost city, but the ghostly elf scoffs at the kender. Leedara reminds them that she doesn’t care about them, or Kalaman, only that Soth suffer an ignomus defeat.

Kazra throws out Jentida to see if she knows Leedara. But the ghostly elven warrior looks around, suddenly concerned, and calls out that she can feel her long-lost sister here! She rushes toward the crypt, and Kazra chases after her.

The burial vault (S3) features bricked up crypts around the perimeter (one through which the party emerges). The center is dominated by a raised dais featuring an altar and a creepy statue (S4).

Jentida rushes toward a closed door to the east, passing through it, but leaving behind the real sword that she has been possessing, which clatters to the floor.

As Kazra enters the room, a creepy voice calls out, recognizing the party as being ‘touched by the gods,’ and wanting to see how powerful they are, as a wave of fear emanates from the statue.

Within the vault, a pair of skeletal knights advances, alongside a hulking skeletal minotaur.

The knights wield life-sapping swords that deal terrible damage to Kazra, who knocks them around with her warhammer while she tries to chase after Jentida. She opens the eastern door, but finds no sign of her ghostly companion (though does see other doors within).

The rest of the party rushes in to help Kazra, except for Korl, who stays back until he can shake off the fear effects (despite both bards using Countercharm to react to it!).

Darryl man-handles the minotaur skeleton, and Korl incapacitates it with hypnotic pattern. Ellowyn uses slow again to help mitigate the skeletal knights’ deadly triple attack, while Cere helps keep them alive with warding flare.

At one point, Kazra throws out Jentida’s sword, but it simply clatters to the ground!

The knights are finally destroyed, and Chemosh, is satiated with their prowess (and annoyed with the completely shut-down minotaur, whom he destroys himself).

As a boon, the god of death offers to answer a single question.

Before they can deliberate, Kazra cries out asking about Jentida. Chemosh calmly replies that she’s further to the east, through one of the doors Kazra saw earlier.

Then he tells them to leave his shrine, before he reconstitues his guards!

Next up: Sublevels of the Citadel!

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