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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.
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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 5: Into the Fuligin Realm
Episode 4: Cult of the Withered Hand

Active Party:
Alaric, level 10 dhampir Death Domain Cleric/Bard
Bahn, level 10 kobold Bard College of Whispers
I/O, level 10 gearforged Circle of the Moon Druid
Mille, level 10 human Way of the Kensei Monk
Zaberi, level 10 human Battle Master Fighter/Wizard

The party had done such a thorough job of creating chaos in the outpost that they were able to reach the hidden tunnels of the secretive derro cult — conveniently close to the Pit of All Flesh!

Unfortunately for them, getting information about Narosain from the Cult of the Withered Hand would prove far more difficult.

A sign written in Common and smeared in blood beckoned anyone who wished to meet with (or join) the cult to enter the caverns and seek three hidden prizes.

But the derro are completely, violently insane, and every step of the way the party were forced into violent confrontations with cult members as part of the trial.

The first was a pair of derro shadowseekers, nimble rogues who could supernaturally contort their bodies to create the confusion spell!

When Millie is ambushed, I/O shifts to earth elemental form, and Zaberi proves even a nimble rogue shouldn’t come near her glaive.

Deeper into the caverns the party spots three very different pools of water.

The first looks mostly normal, with fish swimming around, and a nice-looking shield lying on the bottom. The second is suspiciously clear, and the third is a bit further down another tunnel.

More derro guards barred their way, a pair of shadow antipaladins, and when Bahn tries to reason with them, they laugh it off and launch into an attack.

They don’t last long against the full might of the party, though Bahn and Millie are annoyed at their hellish rebukes.

empire of the ghouls chapter 5 episode 4 derro fight

I/O uses her earth glide feature in her earth form to glide beneath the pond and emerge into the water with the +1 shield. She is immediately attacked by swarms of quippers, but easily shrugs them off and steps out of the water.

(the original module called for flying quippers via a potion of flying, which in hindsight the party would’ve loved, but this area featured a ridiculous amount of combat as it was. I also skipped the random doppelganger).

Bahn could tell the second pond is filled with some sort of toxic chemical, but before he can analyze, Millie sticks her finger in.

Normally the poison would burn like hell, but as a monk, Millie is immune! She simply jumps into the water and scoops up the sword of life stealing, and a pair of rubies.

The party short rests and fans out to search the caverns, with I/O heading down the other tunnel towards the third body of water.

Her detect magic spots some invisible figures right as they launch a surprise attack. Two invisible derro witch queens threw a web spell followed by a lightning bolt, striking I/O, Zaberi, and Alaric.

Once again the numbers aren’t in their favor, however. The party quickly rallies, including staving off a nasty fear spell, putting the spellcasters down.

Turns out fighting the party through several little skirmishes isn’t terribly effective, but nobody said the derro were smart!

The third pond is also different: it’s mostly black sludge. Once again the party spots a magic item: the top of a staff sticking out of the muck.

Alaric and Bahn use their mage hands to grab at the staff to safely pull it out. It appears to be working, but the sludge begins to undulate, revealing a pair of aquatic black puddings.

The creatures are corrosive to the touch and split when hit by slashing damage — which Millie discovers the hard way!

But the party is (mostly) able to keep their distance, and Alaric unleashes a hilariously powerful spell involving supernatural chains to burn and immobile one of them.

How are oozes not immune to the restrain condition!?

With the creatures defeated, the party claims their third prize, a staff of striking.

With three magic items and lots of derro blood on their hands, they make their way toward the cult’s leader.

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