Welcome to Patron DnD, where Platinum-level patrons and I get together to play Dungeons & Dragons via Discord and Roll20. Patrons also get exclusive access to private videos, custom 5e content, and participate in monthly DM Roundtables.

This Patron DnD Campaign will feature a rotating cast of players, depending on signups, availability, and earned Platinum Points.

Music by Kevin MacLeod.
Token art by Jimmy McClure.
Chat with us in the Official Discord Server.
Support the channel via Patreon!
Read our House Rules!

Ten years ago, the Ghoul Imperium of the Underworld and the vampires of Morgau marched into Krakova and conquered the kingdom entirely, establishing the Greater Duchy of Morgau and expanding the borders of the Blood Kingdom.

The undead occupation has been kept in check by resistance from the Court-in-Exile, as well as opportunistic reaver dwarves who sailed across the Nieder Straits.

But the hidden machinations of the ghouls swirl beneath the surface. Rumors abound of an even more sinister plot that threatens not just one kingdom, but the entire world of Midgard.

Empire of the Ghouls is designed by Richard Green, and published by Kobold Press. It takes place in Kobold Press’ fantasy world of Midgard.

Chapter 4: Catacombs of the Ghul King
Episode 2: Shadow Roads to the Southlands p2

Active Party:
Alaric, level 8 dhampir Death Domain Cleric/Bard
Bahn, level 8 kobold Bard College of Whispers
I/O, level 8 gearforged Circle of the Moon Druid
Lucian, level 8 dhampir Clockwork Soul Sorcerer
Torben, level 8 bearfolk Ancestral Guardian Barbarian

With Ry and Slevyn off on their own little rom-com sideventure in the Shadow Realm, the party is joined by an old friend, Torben the bearfolk barbarian. They find him at a weird campsite surrounded by caravans, scantily clad shadow fey, and goblin servants.

Unlike other armed, patrolling shadow fey, these folks are more interested in drinking and merriment. It doesn’t take long before everyone is seduced by the fresh food and free-flowing booze — all except I/O.

The gearforged doesn’t eat or drink, and she’s suspicious over their motivations. While she doesn’t detect anything particularly sinister, she does note that these shadow fey are very good at asking lots of probing questions, not unlike the enchantress they met a few days ago.

When the festivities die down, I/O blinks and the shadow fey are gone, leaving her companions gently passed out on the floor. They awaken with some temporary hit points, but Alaric and Bahn wake up feeling exhausted and hung over.

After another day of travel the road suddenly ends at an inky black river. A width of over 70 feet crosses the path, leaving a forded area that dips ominously into the River Lethe.

Before they have a chance to investigate, over half a dozen creepy children with branches stuck in their hair emerge from the forest line, mouths widening into a deranged grin.

The Orphans of the Black are here to play and incite violence, but the level 8 PCs have plenty of powerful tricks up their sleeves: I/O casts spike growth, Lucian lays down sickening radiance, and Alaric activates spirit guardians, creating a hilariously effective zone of death and destruction.

The twisted fey children are unnaturally strong, but the combination of spikes and radiation is brutal. At one point they trick Torben into swinging Grimslade’s Blade into Alaric, and the remorseful bearfolk immediately uses his Ancestral Guardian powers to lessen the damage.

During the battle, Bahn steps into the river, fails the save, and becomes corrupted by shadow, his skin turning ashy gray.

With the fey defeated, they turn their attention back to the river. The curious kobold steps back into the river, again failing the save and again becoming more corrupted by shadow, his eyes becoming large and black (though as a kobold, he already suffers from sunlight sensitivity).

Bahn is growing a little addicted to the effects, and I/O is forced to whip him back to shore with a thorn whip!

The druid casts polymorph and Torben, transforming him into a giant eagle. Torbeagle then flies his allies across the river one by one (making sure not to leave Bahn by himself!).

The other side of the river is stunted grassland. The road ends at a circle of stones, with the center stone marked by arcane sigils, the gate back to the mortal realm.

But the area is guarded by several figures, armed shadow fey and imperial ghouls. They’re led by Malia, the shadow fey enchantress who first questioned them upon their arrival.

She admits that she’s been following their progress throughout the shadow realm. She works for the Moonlit King, and he has an alliance with the Ghoul Imperium. Their journey must end here.

It’s not personal, it’s just business!

Empire of the ghouls chapter 4 episode 2 standing stones

The ground is littered with hidden hunting traps, but thankfully Torben is still a giant eagle! He launches himself into the air and divebombs the biggest target: the large shadow fey guardian that serves as Malia’s bodyguard.

The bodyguard makes the DEX save, leaving Torben crashing unceremoniously to the ground. But he emerges as a raging bearfolk in the middle of his enemies.

The rest of the party is engaged in a protracted range battle, especially when Alaric and Lucian step onto hunting traps, keeping them at bay as they’re peppered by arrows.

Alaric summons his scarab swarm to keep a darakhul busy, while Lucian casts slow. I/O summons her call lightning to keep the enchantress on her toes, while the shadow fey unleashes a confusion spell, hitting only Bahn.

Due to a string of stellar CON saves by the enchantress, poor Bahn remains confused for nearly the entire fight, though does get off a few moves in a moment of clarity.

Meanwhile Torben is doing just fine tanking attacks and going toe-to-toe with the hulking shadow fey guardian.

Later in the battle, Lucian twins haste on Torben and Alaric, turning the raging bearfolk into a complete murder machine, while poor Alaric struggles to get out of the hunting trap.

As Torben stands over the critically wounded enchantress, the shadow fey cries out for surrender, offering to explain how the gate works that will lead them to their destination. The darakhul refuse to surrender, however, fighting to the death.

The party is divided on letting Malia live, but agree on having her open the gate. She doesn’t have any good magic gear on her, but they find sketches of all the party members. The PCs are officially high-profile targets of the Ghoul Imperium.

With the gateway open, they step through, leaving the shadow realm behind and enter the hot desert city of Siwal.

Support my channel via Patreon! Upgrade to the Platinum level to join in this campaign!