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.
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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 7: The Dragon Graveyard p2
Active Party:
Alaric, level 11 dhampir Death Domain Cleric/Bard
Bahn, level 11 kobold Bard College of Whispers
I/O, level 11 gearforged Circle of the Moon Druid
Millie, level 11 human Way of the Kensei Monk
Zaberi, level 10 human Battle Master Fighter/Wizard
After a regroup and a short rest, the party heads back inside the winding tunnels of the Gondecap’s lair.
Though the party is now mindful of traps, Millie isn’t one to slow down. She races through the tight corridors and stalactites, triggering a deafening thunder trap (which literally leaves her deafened), and later, a spikey pit trap.
The others move ahead slowly, forced to deal with the pesky shoot-and-hide kobold trapsmiths scattered throughout the tunnels, as they try to lure more victims into their traps.
I/O locates several traps with her superior perception, and casts aura of vitality to keep everyone topped up.
While Millie explores northeast, the rest of the party corners a kobold to the west, only for a roper to reveal itself, grabbing I/O and Alaric!
Zaberi frees them with her glaive, and Alaric forcibly removes the roper with his nightmare steeds (spectral herd).
Millie’s exploration puts her face to eyeless face with the cave dragon, Gondecap.

The juvenile apex predator has nearly matured into an adult. His body is covered in spikes and feelers, and in place of wings he has powerful digging appendages.
He’s also wearing a the skeleton of a larger dragon as protective armor.
Millie is the only one in the party not disguised as a darakhul, so the cave dragon tries to speak with her.
But she’s still deafened!
Gondecap attacks and she nimbly dodges from claws and teeth, opting to retreat and yell at the others that she found the dragon.
The party regroups, wisely avoiding the suspicious pile of coins in the center of the lair.
They drop their darakhul disguises, and Bahn calls out in draconic to parlay with the dragon.
His acerbic charm works surprisingly well. That and the party’s promise that they’re here to kick darakhul ass.
Gondecap momentarily calls off his kobold minions, and Bahn is allowed to approach.
The party spots Narosain’s Staff of the Underworld, prominently displayed in the dragon’s meager hoard pile nearby, and admits they need the staff to deal a heavy blow to the darakhul (perhaps a half-truth. They certainly don’t admit they’re working for Narosain).
Alaric empathizes with another creature whose life was destroyed by the Ghoul Imperium, and I/O insightfully notices the dragon wears the skeletal armor for emotional comfort.
Bahn can tell the dragon is more traumatized teenager than vicious monster.
Alaric reveals some trophies he’s collected from defeated darakhul, including a mask from Chapter 1, and a ghost knight helmet from Chapter 2, which pleases Gondecap.
But the staff is magical, and Gondecap wishes something of equal power.
Surprising everyone, Zaberi steps forward and offers her +1 glaive, which has killed many undead and darakhul.
This pleases Gondecap, and he agrees to the trade. He also allows Bahn’s human entourage passage to the surface, though no one can guarantee their safety once they reach Krakova.
The party promises to kick many a darakhul ass as they bid goodbye to the dragon.
Slathers is shocked to see them return — and even more shocked as they’re no longer darakhul! But he’s just one ghoul, and opts not to make any trouble for anyone who can survive the Dragon Graveyard.
The party returns to Narosain, and the staff flies to its master, lighting up in a powerful purple aura. The deposed ghoul lord is true to his word, and reveals his plans and contacts for getting the party into the Vandekhul (which we’ll learn about next time!).
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