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 6: The Pure City of Vandekhul
Episode 1: The Sulphur Sea
Active Party:
Alaric, level 11 dhampir Death Domain Cleric/Bard
Bahn, level 11 kobold Bard College of Whispers
Millie, level 11 human Way of the Kensei Monk
Ry, level 11 shadow fey Black Powder Sorcerer
Zaberi, level 11 human Battle Master Fighter/Wizard
Having violently commandeered their modest boat, the party sets sail across the Sulphur Sea to reach the city of Vandekhul, as well as explore Chandelier Island.
Navigating the underground, pungent lake is no easy task. Boiling geysers, jagged rocks, acidic raindrops, and all manner of nasty creatures plague even the most experienced travelers.
Bahn finds an almanac below deck, and Alaric provides the darakhul translations. They successfully navigate the ship to their next destination: a pitch dark forest of stalagmites and stalactites that their ghost companion steers them towards, claiming his body can be found there.
After several tense minutes of careful rowing, the party finds a rotting body crumpled atop a rock. Bahn smells a trap, and sure enough, a terrifying nightgaunt swoops down on leathery wings.
Utterly silent, the monstrous creature picks up Millie and Ry and beings flying away, as pair of giant vampire bats harass the others.
Ry casts hellfire blitz to “flame on” and get out, while the poor monk is slammed into another stalagmite, stabbed by claws and tails. She only lives thanks to her immunity to poison damage from the barbed stinger.

Zaberi and Alaric make quick work of the bats. Ry feels bad about leaving Millie behind, and casts power word pain on the nightgaunt. Combined with Millie’s desperate strikes, the creature is defeated, and the shaken monk returns to the boat.
The party gathers the body at the request of the ghost, but they have nowhere to bury it. They set it ablaze, giving the ghost a pyre, and Alaric plays a dirge. The ghost gratefully disappears, earning the party inspiration.
The next navigation check doesn’t go so well, sending the party into a brief but painful deluge of acid rain from the dripping stalactites.
Their next encounter is far more friendly. Another boat, crewed by zombies and captained by a lowly beggar ghoul named Captain Milos Guttersnipe. He greets the party and offers to sell them a lantern beetle. His job is to replace the empty cages seen around the lake to provide lighting.
The party warms to him instantly, and Millie even offers to replace a beetle or two by running along the water, impressing the Captain.
When asked about Chandelier Island, he confirms that the Church of the Hunger God is doing some weird stuff in there, and they have the island guarded by a pair of angels! Well, they’re not exactly angels any more…
The party bids the friendly ghoul farewell, and another successful check gets them to the 500ft tall, mountainous island, with a gigantic crystalline stalactite that gives it its name.
They debate on how best to approach, thinking they may be able to deceive the guards like so many others.

Apparently not! As soon as they get close to the single dock, the chained angels swoop down and attack, bathing them in radiant light or slashing with fiery greatsword.
Millie, brazen as ever, runs along the water to the docks, drawing their attention. One of them swoops in and crits the monk, downing her, while another crit nearly severs her mortal life! Bahn saves her with healing word, but only time will tell if the elderly monk has learned any lessons.
On the other hand, splitting the chained angels makes them easier to surround and defeat, though their corrupted celestial powers confound Alaric’s divine casting.
When the angels fall, they disappear in a flash of light, granting the party a temporary buff equal to the heroes’ feast spell.
They’ll probably need it as they disembark onto the island.
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