The March of Angrofel

The Grand Inquisitor's Request

Having arrived at the Cathedral of Urmire, the adventurers discovered Grand Inquisitor Patriq’s situation. Five weeks earlier members of the brotherhood who tended to the Wilmire Mill recieved a piece of vellum slipped under the door inscribed with a rune. The priests then failed to return to the Cathedral. Two weeks later, the Urmire Prefect failed to return from his investigation. A week ago, Patriq recieved a similar sheet of vellum.

Through research, Patriq discovered that the rune is called The Death Mark and found that it was used by the Xora’horim Magi, a mysterious and extinct order of wizards. It was delivered to individuals before they were assassinated by the magi. With Patriq’s Death Mark came a dagger, the hilt was crafted to resemble a tentacle and points toward some sort of Illithid worship. Psychic impressions on the dagger led to the same conclusion.

After accepting Patriq’s request, the adventurers set out in the rain along the western road to the Wilmire Mill to investigate the missing priests. They soon encountered a pack of wolves led by a Direwolf. To their suprise, the wolf had the power of speech. It warned the adventuruers about the power they face. On the road behind the wolves was a rider clad in black who stayed only long enough to be sure the adventurers encountered the wolfpack.

Continuing, the adventuruers came to a fork where they discovered the tracks of the rider appeared as if they met with a second set of tracks which eventually led north toward Borgalia. The rider continued west toward Wilmire. Just beyond the fort, the travellers found a mud covered kobold who decided to join them on their adventure.

Just after nightfall, the adventuruers came upon the mill.


Keldrin, the land of shattered empires and fallen civilizations, has seen better years. Miles of highways once guarded by the armies of nobel kings have long since lapsed into disrepair, reclaimed by the wilderness they once conqured. Bastions of civilizations dot the landscape, from the Dwraven stronghold of Uldrag’thun in the mountains of the Northern Reach to the Last Great City of Torviir near the shores of the Evermist Lake in eastern Keldrin.

The story begins on the outskirts of Urmire, as each of five adventurers make their way to the Cathedral of Ioun. Umire had once been the location of a grand univsersity, but is now no more than a small hamlet on the outskirts of ruins. It’s one last tresure is the Cathedral, and the libraries rumored to be kept deep within its vaults. You have recieved a mysterious summons from the Grand Inquisitor Patriq requesting your presence. The letter arrived by courier and reads as follows:

“Dear Adventurer,

The skills you posess are required at the Umire Cathedral. You come highly recommended. Should you make the journey, the priesthood would make it worth your while. Cannot disclose more information. Come to Umire and all will be revealed.

Ioun bless us, Aluven Patriq Grand Inquisitor”

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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