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 8: The Skin Trader
Active Party:
Alaric, level 11 dhampir Death Domain Cleric/Bard
Bahn, level 11 kobold Bard College of Whispers
Mille, level 11 human Way of the Kensei Monk
Snips, level 11 catfolk Swashbuckler Rogue/Fighter
Zaberi, level 11 human Battle Master Fighter/Wizard
Having successfully plundered the staff from the Dragon Graveyard and returned to Narosain, the deposed ghoul lord holds up his end of the bargain to help the party infiltrate the Ghoul Imperium and rescue the Archduke from a sinister ritual.
He knows Archduke Avgost has been taken to Vandekhul, something of a resort city on the coast of the Sulphur Sea, a large underground lake with an unsettling yellow tint and odor. He provides the names of two loyalist ghoul nobles who reside in the city: Marquis Lazlo Dimas, and Marquess Dorva Graysuture, and hands over a stone cockroach token that proves the party’s allegiance.
To reach the city, Narosain suggests they steal a boat and cross the sea. It’s dangerous, but a huge shortcut, and not nearly as dangerous as traveling for days through Imperial outposts.
As it happens, his spies have recently detected a trading ship making port at the nearby docks.
He also suggests stopping at Chandelier Island on the way. Once the treasure site of an elder elemental, rumors swirl that the Verdesain priests are setting up shop. Whatever it is, it’s probably not good!
When asked about his motivations, Narosain is plainspoken: he seeks revenge against the Emperor and those who deposed him. He wants to wrest control of the ghouls, but he’s far more conservative; he considers the Imperium’s alliance with the vampires and conquest of Krakova a terrible move that has put a big target on their backs (case in point — the party’s arrival!).
He gives Alarc a necklace of prayer beards as a reward for the party’s respectful dealings, and bids them good luck on their dangerous mission.
Arriving at the small, lightly defended docks, the party spots a tavern, an administration building, and a pair of ships.
One is clearly being repaired from severed damage, while the other is in the middle of being unloaded by half a dozen ghouls and ghasts, while an Imperial Ghoul checks them in.
The freshly rested party is itching for a fight, but they see a non-undead shadow fey step off the dock and inside the tavern. They follow inside, finding, a dank, disgusting little bar with several undead patrons.
A literal ghost comes up to the party asking for help, and Alaric obliges. Apparently the ghost was killed somewhere in the Sulphur Sea, and begs them for help with its body. Alaric agrees to help, as they should be getting a ship quite soon!
Bahn chats up with the shadow fey, an ambassador of the Moonlit King who just had an audience with the Duke, and is more than ready to leave the Underworld. She teases that the Duke has big plans for the Imperium, and seeking alliances with other factions for the future.
The conversation is interrupted by a patrol of Imperial Ghouls. The trouble the party stirred back in the Pit of All Flesh has begun to spread, heightening security around the Imperium. They’re looking for imposters, and begin inspecting everyone in the bar.
This time the party doesn’t hesitate, throwing down immediately as Zaberi and Snips eagerly unsheathe their weapons and attack!
The shadow fey attempts to charm everyone in the room, throws up her hands, and backs out the back door, wanting no part of this little insurrection.

Unfortunately the combined might of the party isn’t enough to take the trio down in one turn, and one of them runs outside yelling for help, aggroing everyone on the docks!
The fight spills outside as ghouls run at the party.
Millie shows off her monk-speed by running onto the water and up onto the docks, where she quickly becomes surrounded. Snips and Zaberi tag team any ghouls that run along the streets, while Alaric flies forward with fangs of retribution.
Bahn summons Bigby’s hand to pick up one of the darakhul and plop it into the sea, eventually forcing it to swim away in terror!
Millie fights her way onto the ship and realizes the captain is a vampire spawn — so she unloads her decanter of endless water!
Even when another ghoul rushes out of the admin building, the enemies are no match for this party. Soon the docks lie quiet as the party clambers aboard their prize, a very small boat with a single mast and a petrified basilisk attached to the front.
The ghost from the bar floats onto the ship and points out to sea, and the party ships off.
Now, does anyone know how to drive a boat?
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