
Session # 116
8 Phoenix (14:00)
Sleeping quarters are still intact, some broken stone are on the floor, the mess hall was damaged but still fully functional. You head to sleep.
Heimdall dream
Heimdall, after you fall asleep, you feel your body grow weightless.
The sensation intensifies as you are pulled upward at great
speed, passing through the ceiling, into the cold night air,
and through layers of rolling cloud.
As you exit the layer of clouds, you suddenly find yourself
standing beneath a silent night sky, stars sharp and unmoving,
vast, silent desert, the air cool and unmoving beneath two
full moons hanging high in a clear, star-filled sky.
(one red one white)
Heimdall hears a familiar voice, It’s the voice of Blaize, the bronze Dragon. As he speaks, it deepens and the voices multiply, becoming a chorus of deep voices speaking as one.
"We have heard you, Heimdall Fireforge.” “But we are not convinced of the treachery you speak of.”
“Mortal words and victories are not proof. We have been deceived many times before.”
Without warning, a violent gust of wind erupts. Sand lashes against you like a sudden storm, forcing you back several steps. Your vision is swallowed by dust and darkness.
The wind dies down and you now stand before the
entrance of a ruined city.
Two immense stone structures rise from the sand on either side — once towers or gate pylons — now broken, eroded, and leaning with age. Their surfaces are carved with ancient lines and symbols, softened by centuries of wind and sand. Far in the distance, beyond the ruins, a single blue spire rises above the broken skyline, unnaturally intact, unmistakable.
The chorus of voices continues... “To prove your claim, Bring one of those creatures to us……. Alive..
We will meet you here — in the City of Lost Names. When you stand within the city, strike what was forged to be heard. That sound will reach us. And we will come.
The vision begins to unravel. The city fades. The stars stretch and blur. You feel yourself falling backward, plunging through cloud and darkness. You awaken suddenly in your bed, breath sharp in your chest.
The image of the city’s entrance remains burned into your mind, clear enough that you know you could find it again… if you had to.
After being restless for a while, Heimdall manages to fall back asleep.
9 Pheonix (07:00)
Next morning, you head to breakfast at the main mess hall. Discuss options and other things. The bells of the High Clerist Tower begin to ring. Not in alarm, but in summons.
All the Knight know of this, even Dorren. All the knight are to assemble in the main courtyard.
Within minutes, the courtyard fills. Crown, Sword, and Rose stand in ordered ranks, armor gleaming in the cold morning light. Attendance is mandatory. No one is absent.
Sgt Brandon greats you and directs you to your place in the ranks, just next to the order of the Crown.
Commander Durn steps forward. Her voice is calm. Yesterday, the enemy came to break this Tower. They brought dragons, lightning, and fear. They failed.”
“Before we continue…. we will remember the fallen.” Commander Durn Raises her hand high in the air...
One full minute passes in silence. Durn lowers her hand. “They are not forgotten. And this Tower stands in their name.”
“Because every one of you held your ground. Because some of you stood where the fighting was worst.
Because this Tower still stands.” “By order of the High Clerist Tower War council, we will recognize honours..
Three knights are called from the ranks.
• Sergeant Brandon, Order of the Crown, • Sir Aldric Harthane, Order of the Sword, • Dame Elowen Marris, Order of the Rose.
They kneel in front of Commander Durn, Each is presented with the Medal of the Resolute Tower—silver, cracked, yet unbroken.
The courtyard answers with a single, unified strike of shields. “CLANG..”
“The defence of this Tower did not rest on Solamnia alone.”
Then Commander Durn turns to you.
She calls you forward by name.
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Dorren Kanan, Order of the Crown from Qualinesti
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Le Nordais Uth Matar from Solace
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Jack Orbet from Kendermore
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Kelson Orbet from Kendermore
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Hermes from Solace
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Heimdall Fireforge from Hillhome
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Tyvar Kell from Ergoth
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Laurana Kanan from Qualinesti
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Theros Ironfield from Solace
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Elistan from Heaven
“Please Step forward. and kneel". One by one, she places the medals around your necks.
“This victory would not have been possible without you. You reclaimed the legendary dragonlances and mastered the power of the Dragon Orb. You held fast when the line should have broken.
You endured—and because of that, we stand here today.”
Then, she steps a few feet forward, and says:
“By the authority of the High Commander of the Knights of Solamnia, Lord Gunthar, and in the name of the Knights of Solamnia, from this day onward, you will be known as the Heroes of the Lance.”
The courtyard is silent. Then every Knight strikes their shield to the ground, once. “CLANG..”
The sound echoes like thunder against the Tower walls. Commander Durn concludes, she raises her sword "We have the next move…". The courtyard again answers with a single, unified strike of shields. “CLANG..”
Commander Durns turns, and convenes the council to the war chamber immediately. You are most welcome to join us. Much intel has been gathered that you need to hear.
War Council Briefing (intercepted intelligence)
Gathered in the war council chamber. News is spreading that the Blue Dragon Army has been annihilated.
The Knights have captured draconians and are kept for interrogation.. (3 Baaz, 2 Kapak and 1 Sivak draconians)
For the first time in the war, the Dragon armies are on the defensive. The Dragon Army Commander Ariakas issued emergency redeployments.
Dragon Army Intel has confirmed this was a coordinated attack.
White Dragon Army (WDA)
Yesterday morning, the White DA attempted to take Thorbardin and failed. The Thorbardin Dwarves, engaged and destroyed the WDA in the mountains.
Black Dragon Army (BDA)
The Black DA attempted to Ambush Kendermore. The Kender forces from Kendermore, Goodlund, and Balifor using traps, sabotage and sheer chaos, managed to push back the Black DA that retreated with very low numbers remaining.
Green Dragon Army (GDA)
The Green DA temporarily occupied Nordmaar, but once the Blue Army collapsed, they moved to another location (unknown at this time).
Red Dragon Army (RDA)
Originally sent to reinforce Thorbardin and the WDA, now with their new Highlord, was Redirected to the Solamnia region.
Because of the Blue DA defeat, they are rumoured going to Palanthas, North, around the Vingaard Mountains passage.
Possible Palanthas Invasion
With the Red Dragon Army possible invasion of Palanthas, Palanthas is now on High Alert and and reinforcing its defences. The only viable crossing over the Vingaard River for a massed army moving north is Brightblade Keep.
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The river is too wide, fast, and broken elsewhere for siege wagons and supply wagons to cross.
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If the Red Dragon Army heads for Palanthas, it must go through Brightblade Keep.
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Are sources mention that the RDA is still in Abanasinia area and would not be in Solamnia before at least a week.
Palanthas is the most important remaining stronghold in the north, and its fall would effectively decide the war. It is the political and symbolic heart of the Knights of Solamnia, the largest intact harbour still supplying resistance forces, and the anchor that holds the northern front together. As long as Palanthas stands, allied cities continue to fight and the Dragon armies cannot fully secure the Vingaard corridor.
For the Dragon armies, taking Palanthas is not just conquest—it is a decisive psychological blow. If the city falls, northern trade collapses, Solamnic unity shatters, and many neutral realms will surrender without resistance.
Commander Durn mentions that : You could get more information from the Great Librarian - Astinus of Palanthas would be a source of reliable information but he does not have audiance with anybody.
Astinus of Palanthas is the historian of Krynn. He does not advise, he does not intervene, and he does not speculate. He records events as they happen—and sometimes as they are about to.
Astinus of Palanthas is the historian of Krynn. He does not advise, he does not intervene, and he does not speculate. He records events as they happen—and sometimes as they are about to.
Even the Lord Commander's (Lord Gunthar) access to him is extremely limited. He cannot request an audience; He can only answer when Astinus calls for him. If he agrees to see you, it will be because he has already decided that your presence belongs in the record.
After much discussion, you decide to first go to Palanthas and attempt to meet with Astinus. Following that, you will head to the City of lost Names to meet with the good dragon and bring proof of the draconian corruption.
Teleportation circle to Palanthas
When you arrive in Palanthas, within the hour, you are summoned to the Hall of Justice. 8 knights escort you through the city. Lord Gunthar is waiting. He says : Welcome back to Palanthas Heroes of the Lance, “Astinus has taken notice and has requested your presence—with me present. This is very unusual.”
Audience with Astinus
Your are invited to the great Library of Palanthas to meet Astinus. The same knights escort you to the library.
In the main hall, a small door at the end of the library sits a gnome dressed in very fin clothing.
When he sees you approach, he invites you to sit and writes in his small book. After about 20 mins, he stands and opens the door behind his desk. Well come now, Lord Astinus doesnt have all day.
When you enter, Astinus does not look up when you enter. The chamber is silent, you can hear the steady scratch of a quill across parchment. A massive tome rests open before him, its pages already half-filled.
Without lifting his eyes, he speaks.
“You have been granted an audience.” The quill does not pause. “You may ask two questions. They must concern current affairs already in motion. I will not answer questions of the future, nor those that seek to alter what has not yet been written.”
A page turns on its own. I do not clarify. I do not repeat myself. I do not indulge foolish questions.
For the first time, the scratching stops. Astinus slowly closes the book and looks up at you.
“If these rules are ignored, this audience ends.” He raises one thin hand, palm outward.
“You will be removed from this place and will not be granted another audience..... Ever.”
The book opens again. He looks down and the quill resumes its motion. “Ask.”
You notice that he is completely indifferent to your presence and you have the impression that you were summoned not by his authority. Something or somebody else has granted you this audience.
After some discussion, you ask about the City of lost Names.
The answer :
The City of Lost Names was once a magnificent, magically advanced city in what is now the Northern Wastes, destroyed during the Age of Dreams. Legends describe grand minarets, lush gardens, vast plazas, and a floating island that symbolized its immense arcane power. Its true founders are unknown—variously said to be ogres, elves, or dwarven sorcerers.
The city fell after a terrible curse corrupted its water and livestock, turning the surrounding land into wasteland. When a red dragon demanded the city be abandoned, the arrogant warlocks refused, trusting in their magic. The dragon returned with ten others, burning the forests and city, then magically tearing the floating island from the sky and crushing the survivors beneath it.
In truth, the city’s destruction was divine punishment. Its sorcerers learned powerful magic and eventually built the Anvil of Time, a machine that accessed the River of Time and posed a threat to the gods themselves. When the moon gods attempted to sever this connection, the city’s highmages defied them. Their arrogance led the gods—assisted by Takhisis, Chemosh, Zivilyn, and powerful dragons—to annihilate the city, erasing both its people and their forbidden magical knowledge from the world.
The City of Lost Names is haunted by the arcane echoes of its Highmages, undead and fragments of sorcerers whose minds and magic were torn apart when the Anvil of Time was destroyed.
These echoes are aware that their arrogance doomed the city, yet they cannot accept the gods’ judgment. Bound to unfinished research and lost knowledge, they linger not out of malice, but obsession—forever trying to complete what should never be finished.
Many have traveled to the ruins seeking lost knowledge or glory, but none have ever returned. Those who vanish are believed to have been drawn into unfinished spells, consumed by arcane surges, or claimed by the echoes themselves—absorbed into the city’s lingering obsession, becoming just another whisper among the ruins.
Second question is the whereabouts of the slain silver dragon (Silvart)?
The answer :
The gods have taken her. Out of pity, He grants you one more question.
Third Question : Where did Lord Soth bring Kitiara, and what will Lord Soth do with her?
The answer : Dargaard Keep.
Because you asked a question about the future of Kitiara, he raises his hand and you are teleported outside of the library.
You have lunch at one of the fine Inns of Palanthas and then head bac to the High Clerist tower to claim the 2 draconians and teleport to the City of Lost Names. Sgt Brandon has drugged to 2 draconians (1 Sivak, 1 Kapak) with a special mix of herbs, that calms them and makes travel a bit easier. He supplied you with 2 more doses, that lasts about 1.5 hours.
Teleport to the City of Lost Names
After teleporting, at the distance, grains of sand begin to slide, tracing slow spirals. Pebbles start to hop. A low, resonant groan rises from below—felt more than heard—like stone grinding against stone deep underground.
The sand starts to bulges.
From beneath, a large mass forces itself upward, sand cascading off plated hide as a colossal shape heaves free of the ground. A massive, burrowing creature with a long, segmented body armoured in stone-hard plates. Its head has a huge circular jaw lined with grinding, rock-like teeth. It moves easily through the sand and rock.
Towards the end of the combat, the Ruin devourer flees into the sand, underground. You decide to head into the city.
Arrival on the City's Edge
You stand at the edge of a vast, sunken city carved into the earth itself. Crumbling stone descending into shadow. Broken streets spiral downward toward silent plazas and half-buried towers. No banners. No voices.
Only the wind moving through ruins that should have been forgotten. At the city’s center rises a citadel, its main tower still standing. Suspended high within it, visible even from here, hangs a massive bell.
9 Phoenix (17:00)












