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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 0
Introducing:
Bherg, level 2 human barbarian
Cere Underbough, level 2 dwarf cleric
Dargal the Slim, level 2 human barbarian
Ellowyn Kent, level 2 kender bard
Elyas Starglow, level 2 human wizard
Kazra Shieldbinder, level 2 human fighter
Korl Flatstone, level 2 dwarf bard
Py, level 2 gnome ranger
Rickard Ormand, level 2 human wizard
Over 300 years ago, the world ended.
The history of Krynn is one of conquest and warfare. Armies of dragons, knights, and wizards clash over gods, and territory. Like Greek Mythology, the gods play active roles in meddling in the affairs of mortals, and dragons are powerful allies and enemies alike, who rarely waste time idling in caves or lairs.
Then came the Cataclysm.
In a single day, the gods hurled a volcanic mountain at the Holy Empire of Istar, destroying the hubris of the fanatical empire that arose after the evil goddess Takhisis was banished. The event killed thousands, and reshaped large parts of the world.
All gods, and the dragons, faded from the world, and into legend. Many cities fell to disease and famine. The once stalwart Knights of Solamnia were blamed for Istar’s rise and fall. The elven nations shut their borders. The dwarves of Thorbadin withdrew to their tunnels. Nations of hobgoblins and ogres claimed whole regions at humanity’s decline.
But Krynn survived.
Civilization has slowly rebuilt over the decades and centuries since the Cataclysm. As people re-discovered this new world, they had to live with a startling new truth: the gods were truly gone. Divine magic was lost.
It is the Age of Despair.
In this campaign, we are using the new D&D 2024 (or 5.2, whatever we’re calling it). Players are restricted to the 2024 Player’s Handbook.
Playing in the Dragonlance universe brings extra restrictions. There are no orcs, tieflings, or dragonborn in this world. Likewise, Sorcerers and Warlocks do not exist at the time of this campaign, which takes place just before the first published novel, Dragons of Autumn Twilight.
And since the gods are MIA, divine spellcasters haven’t been active in centuries.
But that, at least, is about to change.
The gods are finally returning to Krynn. But one beat them all to the punch — Takhisis, Queen of Dragons, more commonly known as Tiamat in the Forgotten Realms.
During special prelude episodes, our new heroes learn about the exciting changes to come (more on that below). They’re all linked by a one particular person, Ispin Greenshield, an adventurer who retired in the northern frontier town of Vogler. Ispin recently passed away peacefully, and his comrades, Becklin and Cudgel, are inviting anyone who knew him to come to his funeral.
Note: we do not have original character art yet!
Bherg
Class:Barbarian
Species: Human
Background:Hermit
STR: 17
DEX:9
CON:18
INT: 7
WIS:13
CHA:10
Backstory:
To be updated.
Cere Underbough
Class:Cleric
Species:Dwarf
Background:Farmer
STR: 14
DEX:4
CON:14
INT:11
WIS:17
CHA:12
Backstory:
Cere is a stout, hearty dwarf who believes that the old ways of her people — their craft, their lore, their very spirit — are fading. She has taken it upon herself to preserve everything dwarven: traditions, recipes, rituals, songs, herbs, weapons, and architecture. To her, even an old miner’s pickaxe or a forgotten drinking song is a sacred thing worth saving.
She was severely injured when her family’s farm was attacked when she was younger. It never healed quite right.
Dargal the Slim
Class: Barbarian
Species:Human
Background:Entertainer
STR: 18
DEX: 14
CON:14
INT:11
WIS:11
CHA: 14
Backstory:
To be updated.
Ellowyn Kwent
Class:Bard
Species:Kender (2024 Halfling)
Background:Entertainer
STR:8
DEX:18
CON:15
INT:13
WIS:13
CHA: 18
Backstory:
Ellowyn (Ello) Kwent is a whirlwind of charm, curiosity, and borrowed brilliance. Ever-optimistic and full of wonder, she sees the world as a patchwork of inspiration just waiting to be “quoted.” She’s talkative but not overbearing, always ready with a line that sounds suspiciously familiar—but she delivers it with such earnest joy, it’s hard to hold it against her.
Where other Kender “borrow” shinies and pocket trinkets, Ellowyn had a habit of tucking away catchy limericks, heroic monologues, and memorable melodies. “If someone tells a tale in the woods and no one is there to hear it,” she mused once, “is it really theirs?”
One day, Ellowyn found herself in the village of Vogler, a detour on a delivery errand that turned into something more. There, she met Ispin Greenshield, telling stories outside the Brass Crab to a crowd of wide-eyed locals.
That visit sparked her wanderlust. She traveled the Vingaard River circuit and beyond, collecting sayings and tales, reshaping them as her own “inspirations.” She played for coins, for food, for favors, and sometimes for nothing at all—just to see someone smile at a story she probably didn’t write.
When the letter from Becklin Uth Viharin arrived, it hit her harder than she expected. Ispin was the first person who saw her not as a nuisance but as a fellow storyteller. She owed him more than a few lines in her routine. She packed her things (and a few other people’s quotes) and booked passage back to Vogler.
Elyas Starglow
Class:Wizard
Species:Human
Background:Mage of High Sorcery (2024 Scribe)
STR: 12
DEX: 15
CON:17
INT:18
WIS:16
CHA:12
Backstory:
Born to a Solamnic Knight’s orphaned daughter who died in childbirth, Elyas Starglow was adopted by Vogler traders Willem and Mara Starglow, who raised him in their modest shop. A hidden descendant of Huma Dragonbane and the silver dragon Gwyneth, Elyas’s true Dragonbane surname is lost to time, marked only by a silver scale pendant.
As a scribe, he pens military missives for Solamnic knights and notes for visiting Wizards, balancing Vogler’s martial traditions with his arcane calling. Inspired by Ispin Greenshield’s tales of Lunitari’s Tower, Elyas trained under a Red Robe mentor, becoming an Initiate of High Sorcery, driven to pass the Test and wield magic with neutrality. Thoughtful and reserved, he hides his powers to earn Vogler’s trust.
Kazra Shieldbinder
Class:Fighter
Species:Human
Background:Soldier
STR: 20
DEX: 16
CON:16
INT: 8
WIS: 8
CHA: 15
Backstory:
Kazra’s family have been shield makers in a village near Volger for generations. Her mother, Lucretia, decided to have Kazra train with the local militia for a while, while she took better paying mercenary jobs… more dangerous jobs. Four more years passed, as Kazra learned the basics of soldiering and Lucretia did mercenary jobs to pay the bills.
Six months ago, Lucretia took a new job. She told Kazra that she’d be gone two weeks. She never came back; none of the people she left with returned. Kazra assumes she’s dead, a safe assumption.
Kazra misses her family, and hopes to see her brother some day.
Dargal the Slim
Class:Barbarian
Species:Human
Background:Entertainer
STR: 18
DEX: 14
CON:14
INT: 11
WIS: 11
CHA: 14
Backstory:
To be updated.
Korl Flatstone
Class:Bard
Species:Dwarf
Background:Charlatan
STR: 10
DEX: 16
CON:12
INT: 13
WIS: 9
CHA: 18
Backstory:
Korl wanders from village to village, entertaining the folk with (false) stories of his heroic deeds, garnering respect (and free things) from gullible townsfolk and slipping away before they can ask him to save them from whatever is troubling them. At one village, Ispin, Becklin, and Cudgel were in a town, and “recruited” him into helping them. Unable to escape, he put on a brave face and joined them, planning to escape at the earliest chance. Somehow, he ended up helping them and convincing everyone that he was a competent adventurer.
Py
Class:Ranger
Species:Gnome
Background:Wayfarer
STR: 14
DEX: 18
CON:16
INT: 13
WIS: 16
CHA: 12
Backstory:
Once was Ispin’s guide in a forest. Ever since meeting the charismatic adventurer, Py years to become just as famous — if not more.
Rickard Ormand
Class:Wizard/Fighter
Species:Human
Background: Guard
STR: 16
DEX: 13
CON:13
INT: 18
WIS: 12
CHA: 13
Backstory:
Growing up in Starmont, Rickard thought he would join the Solamnic order and thus trained towards that objective, becoming a guard when he came of age. He seemed to have a natural knack for many things, and it wasn’t until a chance encounter with Ispin that he learned it was small magics he was performing. When he went for his oath, several within the Solamnic knights did not look favorably upon his magical abilities. With that door seemingly shut to him, Rickard took up the studying of magic in earnest.
Preludes
Broken Silence
Cere, Ellowyn, Dargal, and Korl experience vivid dreams while traveling to Vogler. They experience a terrifying vision of dead bodies, a red dragon, and a dragonrider with short white hair and a glowing red eye.
On one of the dead soldiers, they find an object of importance.
When they awaken, they find their belongings ransacked — though nothing is missing. When they touch their object, they see a crumbling temple before them, in the middle of the forest.
Inside is a massive tree, and surrounding the temple are crumbling statues. The statues depict the gods of Krynn, and they notice the statues are slowly rebuilding on their own.
One statue is already complete — Takhisis.
The heroes see each other in the temple, and each hears a voice call out to them. Their objects disappear, appearing in the hand of their gods’ statue. The missing pieces are filled in with blinding energy, and the long-lost gods speak to their heralds, encouraging them to take an important step in the conflict to come.
When they accept and retrieve their holy symbols, they gain access to newly discovered powers! The temple fades away as the gods plead with them to save the world.
Eye in the Sky
Elyas and Rickard have arrived at the Barb, a location for testing initiates who wish to join the Mages of High Sorcery. With the moons aligned, the old tower’s archway glows with energy, and the pair step inside.
They walk along a stone hallway divided into three sections. Each section depicts the different robes of the Order: White Robes for healing and selflessness, Red Robes for utility and neutrality, and Black Robes for destruction and power.
A door leads into a vast chamber. A pedestal with a large key lies in the middle. The doors behind them vanishes.
Elyas walks forward, and slams into an invisible wall. Rickard tries to use prestidigitation to knock the key off, but it hardly moves.
Elyas summons his mage hand, but the hand is equally styming. However, Elyas realizes the walls form a maze. He casts detect magic, seemingly gaining the approval of his unseen watchers. The walls light up, and he’s able to walk the maze and snatch the key, disappearing afterward.
Rickard, being a trained soldier who hopes to become a battlemage, lights up the invisible walls with burning hands! The magic of the chamber keeps the spell going as the walls dramatically light up, and Rickard finds his own way through the maze, and towards the key.
Both wizards reappear outside the tower, holding a sealed scroll. A voice whispers to them to seek out a Mage Wyhan in Kalaman, to continue their initiation.
Scales of War
On the road to Vogler, Py, Kazra, and Bherg spot the aftermath of a recent attack. A destroyed wagon, several dead bodies, and a pair of hulking, cloaked figures picking through the remains.
Py suggests ducking out of sight for planning, but Kazra shoots one of the figures with her heavy crossbow!
The creature turns and snarls. The party sees a strange, dragon-like humanoid, the likes of which have only been rumored about over the last few months.
The creatures turn tail and run into the forest.
The trio rush to assess the attack. Kazra revives a wounded civilian, Rhys, who was hired to take care of the soldiers’ horses, but was knocked unconcious during the ambush.
Py finds a symbol from a torn piece of armor from Kazra’s bolt — the five-clawed symbol of Takhisis.
Bherg spots a note from a fallen soldier. It explains that these knights were patrolling the area due to farmer’s complaints of attacks and raids by strange creatures. Seems they found them!
Next up: Our heroes arrive in Vogler.
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