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 6: The Bone Cathedral p1
Active Party:
Bahn Mi, kobold Bard College of Whispers
Alaric, level 12 dhampir Death Domain Cleric/Bard
Millie, level 12 human Way of the Kensei Monk
Zaberi, level 12 human Battle Master Fighter/Wizard
In the warrens beneath Vandekhul, the party is temporarily safe from patrols. But the tunnels are teeming with the dregs of the undead city, with beggar ghouls constantly reaching out for flesh.
The party’s skills keeps them ahead of the rotting arms, focusing on finding an entry point into the Bone Cathedral. Finally they spot the symbol of Vardesain near a ladder, and tentatively ascend into an empty preparation room.
Several neatly dressed corpses lie on stone biers, as if in a morgue or funeral home. Though nearby doors the party overhears a conversation: General Magrette issuing orders for the temple to close in preparation of the sinister ritual the party hopes to thwart.
The party bursts through the doors into a large hallway, dominated by a giant statue of Vardesain. The wizard-general is joined by four soldiers, plus three armored acolytes, and they’re not accepting any visitors!
Magrette counterspells Alaric’s big radiant dawn spell, leaving Zaberi to charge the spellcaster, and quickly get surrounded by her forces.
One ghoul bursts through the other door of the preparation room, but falls to Bahn’s psychic blades and Millie’s fists.
Magrette sends Bigby’s hand crashing through the door when the party tries to retreat backward, forcing a confrontation.
Alaric uses turn undead, but affects only half the soldiers. Still, it’s a critical move that sends several of them fleeing out the front door.
The party thinks to quickly dial up Lazlo on the sending stone and ask for an assist. The former general complies, and soon the party sees another group of soldiers sealing off the temple, preventing any further interruptions.
Zaberi is nearly taken out by the swarms of soldiers, but she perseveres, even when Magrette annoyingly mist steps out of her tackling-grapple maneuver. She loses concentration on the hand, and the party soon surround and defeat her.
With the hall quiet, the party has a chance to explore. Alaric reminds everyone that the clock is ticking, and they need to find the archduke, however.
There are two primary paths that lead further into the temple, the Path of Sated Hunger, and the Path of Bloated Hunger.
The party opt for the Bloated side, reading a proclamation about how ghouls can give into their hunger and become more powerful, foreshadowing the bloated ghoul in the bloody hallway beyond!
Behind the bloated ghoul, guarding a sturdy, locked door, are a pair of iron ghouls wielding glaives.
Zaberi and Millie take off down the hallway, eager to destroy these ghouls, while Alaric and Bahn assist from a safe distance. Zaberi finally takes advantage of her supportive fighting style by fighting side-by-side with an ally, and the pair mop up the armored ghouls.
A side path labeled “Employees Only” leads to several smaller rooms, including a holding area with manacles (but no archduke), an empty room filled with black oozes (also no archduke – thankfully!), and the High Priest’s living quarters.
The living quarters feature a chest next to a sleeping purple worm hatchling. Even though its young, the worm is still larger than a person!
Millie stealthily slides around the worm and opens the chest, triggering a blast of 30+ cold damage! Bahn uses his magic armor to absorb it, Millie evades it, but poor Alaric takes it full in the face.
The worm is also hit, and attacks, but the party put it down quickly.
Inside the chest the party help themselves to a huge payout of platinum and gold – thousands of pieces worth! Most importantly, they also snatch an official key.
After scouting out some more minor rooms, the party heads back to the main hallway, ready to use the key to unlock the final room of the Bone Cathedral.
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