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 6: The Pure City of Vandekhul
Episode 2: Chandelier Island p1
Active Party:
Alaric, level 11 dhampir Death Domain Cleric/Bard
Mille, level 11 human Way of the Kensei Monk
Ry, level 11 shadow fey Black Powder Sorcerer
Zaberi, level 11 human Battle Master Fighter/Wizard
and special guest, Grymork, level 11 gnoll Ancestral Guardian Barbarian
Having defeated the chained angel guards, the party docked their boat at Chandelier Island. They took only a few steps up the path before they were ambushed by an angry gnoll, demanding they pay for their actions in blood.
Like a classic comic book meet up, this was all a misunderstanding. Most of the party is disguised as darakhul, and the gnoll, Grymork, had recently lost his clan to the Imperium.
Alaric and Ry both used to spells to keep the barbarian at bay, making the gnoll pause and sniff out the truth. Grymork decides to join the party in investigating the Island, as he’s tracked the killers here.
The mountainous island is 500-ft tall, with multiple entrances from the path that winds up and around to the top.
The first entrance read “Shrine of the Herald,” and “Anoint yourself through the Avatar.”
Zaberi used her owl familiar to scout into the twisting tunnels, noticing acid dripping all over the walls.
The party opted to keep ascneding and look for another entrance.
They found one 200 feet above sea level, also labeled “Shrine of the Herald,” and a sign that referenced the “Dry Lands.” Alaric recognizes the reference to Evermaw, the Plane of Undeath, where the Hunger God Vardesain resides.
But hey, no acid tunnels!
They head inside and come to a stone bridge crossing a large chasm. A telepathic voice warns them away from the shrine, claiming it’s currently closed. The party tries to convince the voice, but they’re met with hostility from the winged, vulture-like demons lurking above.
The creatures attack, along with a pair of ghasts from further in the tunnel. Zaberi, Alaric, and Grymork make short work of them, though Millie is forced to retrieve her gem of brightness after one of the demons kills her raven familiar and hurls it down the chasm.

A north tunnel features stone steps bathed in green light, but a tunnel to the east draws their immediate attention. It features a oubliette of dead bodies and piles of bones. A pair of bloated ghouls and a corpse worm pick over the ghastly remains.
Grymork recognizes some of the bodies as distinctly gnoll, and he flies into a rage.
Alaric doesn’t hesitate, dropping down his powerful dawn spell, and bathing the enemies in painful radiant light.
Mille rushes in, only to discover the ghouls are immune to her slashing attacks (and expel poisonous fumes when attacked!), and is forced to retreat.
Zaberi and Alaric form a defensive bullwork, keeping the ghouls from escaping the spell, and Ry drops a fireball to make everything extra crispy.
The effective tactics easily annihilate the enemies.
A voice in broken darakhul calls out, complaining about the light, and worrying for “the mushrooms.” The confused party looks around, and Alaric drops the spell.
They note the exit of the acid-tunnel they opted-out of earlier, and to the north, another tunnel also bathed in green light. And some mushrooms!
The voice belongs to a myconid named Truffleclub, who does not like light.
The party learns he works for the ghouls, tending the mushrooms, which are used as an alarm system for the shrine. They promise not to harm his mushrooms, and he points out the “boomer” near the eastern wall.
If they hug the west wall, they can avoid setting off the mushroom.
The west wall also contains a door flanked by floating lantern skulls, which look like flameskulls but aren’t actually sentient, and mainly just used for lighting stuff.
As the party prepares to open the ominous doors, Grymork says his goodbyes so he can take the bones of his people back.
Support my channel via Patreon! Upgrade to the Platinum level to join in this campaign!