City of Endelcrag

The Fallen Port

Endelcrag, once a bustling port city known for its thriving trade routes and vibrant marketplaces, now stands as a haunting shadow of its former self. The cobblestone streets, once crowded with merchants, sailors, and traders from distant lands, are now empty, with only the occasional echo of a lone wind gust stirring the remnants of a bygone era. The salty scent of the sea no longer fills the air in the same way, replaced by a heavy, oppressive stillness. Tall, decaying buildings lean against one another, their windows boarded up or shattered, while the once-gleaming docks have been reduced to rotting planks and forgotten hulls of ships left abandoned by the tides. Yet, the most striking feature of Endelcrag lies in its very heart. At the center of the city stands a singular, grotesque monument: a dead oak tree, its bark ashen gray and its twisted branches stretching up like skeletal hands clawing at the sky. This tree, known as The Tree of Life's Dispair, has become the city's focal point, not for any beauty, but for its cursed nature. It is said that long ago, in the days when the city was still alive with trade and prosperity, a great and tragic event occurred here. A powerful Elven mage, once a protector of the city, was crucified upon the trunk of this tree after a betrayal that tore the heart of Endelcrag apart. His skeleton remains nailed to the gnarled bark, his arms outstretched in eternal agony, his face frozen in a twisted expression of pain and betrayal.

The Curse of Endelcrag

A dark curse, one born of vengeance and despair, now envelops the city. Around the dead oak tree lies a force field, a mystical barrier that no one can pass. The force field, shimmering faintly with an unnatural light, extends outward for five feet, keeping any who dare approach at a distance. Attempts to cross the threshold are met with an overwhelming, crushing pressure, like an invisible force pushing back against the intruder. Even those with the strongest of wills feel the weight of it, unable to draw closer, as though the very land itself rejects their presence.

Legends say that the curse was laid by the elf who died upon the tree, a vengeful spirit whose anger still lingers in the city. Some say that his soul is trapped within the tree itself, while others claim that the barrier is the result of his betrayal, a divine punishment for a broken promise. Whatever the true cause, the city now stands in the grip of a lingering, unnatural silence. No one dares approach the tree, for fear of the curse, and no one is foolish enough to linger in the area for too long.

The Echo of Loss

There are whispers that the tree is not merely a symbol of death, but that it is connected to the very fate of the city. Some believe that Endelcrag's fall into ruin was tied to this tragic event, that the death of the elf mage, and the curse that followed, caused the city's decline. The once-vibrant marketplaces now stand empty, their stalls rotting away under layers of dust and moss. The grand citadels of commerce are now mere shells, windows long shattered, and doorways sealed shut by the passage of time. The port itself, which once teemed with ships from distant shores, now sits deserted, the sea lapping against the broken piers in mournful rhythm. Those few brave souls who remain in Endelcrag live in fear, haunted by the memories of a time when the city was full of life. The curse on the tree has kept outsiders away, and those who still call the city home speak in hushed tones, unwilling to acknowledge the truth, that the city is not simply empty, but abandoned by the gods themselves.

The Silent City

In the quiet of night, when the wind howls through the empty streets, strange noises can sometimes be heard around the tree, a low, eerie wail that seems to emanate from the depths of the earth. Some say it is the sound of the elf's tormented soul, eternally bound to the tree, while others claim it is the echo of the city's final breath. No matter the truth, one thing is certain: Endelcrag is a city frozen in time, its future uncertain, and its past a painful memory etched into every cracked stone and rotting beam. The Heart of Endelcrag stands as both a reminder of the city's former glory and a warning of the cost of betrayal, forever unchanged by the passage of years.

  1. Tree of Life's Despair: At the heart of the city stands the Tree of Life's Despair, a twisted, gnarled oak tree, its branches reaching toward the heavens. It is surrounded by a mystical, glowing barrier, and at its center is the crucified skeleton of an elf. The tree is the source of the city's curse, and it's said that the tree itself embodies the spirit of the city's downfall.
  2. The Forsaken Chapel: A small group of outcast healers has taken refuge here. Once practitioners of a forbidden form of magic, they were exiled from other lands. Now, they treat the injured and ill from the surrounding wilderness, using a mixture of herbal remedies and their controversial magic. They're viewed with suspicion, but their skills are invaluable.
  3. The Old Market Square: Though the market is long abandoned, a small group of rugged nomadic merchants has set up temporary stalls here. They sell goods salvaged from the ruined city and the surrounding area, from scrap metal to rare artifacts. These merchants are tough, street-smart, and have learned to survive in a world that has forgotten the old comforts of trade.
  4. The Forgotten Hall: A faction of survivors, who call themselves "The Forgotten," have claimed the hall as their base. These survivors were once part of the city's elite and were abandoned during its fall. Now, they live in hiding, hoarding supplies, and plotting a return to power. They are wary of outsiders, but desperate for allies.
  5. The Old Lighthouse: A group of wandering scholars has taken up residence in the lighthouse. They are researching the ancient magical and historical texts scattered around Endelcrag. Despite the lighthouse's ruined state, they still use the top as a watchtower to observe the surrounding lands and chart new discoveries.
  6. The Shipwright's Workshop: Despite the ruin, the shipwright's family still operates out of the workshop. The family has learned to repair and salvage what they can from the decaying ships along the docks. Though their trade has dwindled, they continue their work, driven by an unshakable desire to keep the port alive, no matter the odds.
  7. Ardhngk's Roust: A ragtag group of former sailors and cutthroats has taken residence here. They've transformed the inn into a rough-and-tumble hideout and run a bar. IT also serves as a base for smugglers and the occasional bandit. While dangerous, they often offer safe passage or temporary shelter in exchange for gold or favors.
  8. The Merchant's Guildhall: Loyalists to the old Merchant's Guild have made the Guildhall their stronghold. Despite the city's downfall, they refuse to let the Guild die. They work to preserve the city's trade secrets, hoarding valuable goods and seeking out rare items from the surrounding lands. They are fiercely protective of their wealth and knowledge.
  9. The Blacksmith's Forge: The blacksmith, once a renowned craftsman in the city, has returned to his forge, though now he's older and works at a much slower pace. His apprentice, a young, eager individual, is learning the trade, though supplies are limited. The forge is now used to create basic tools and weapons for anyone who can afford them.
  10. The Sailor's Tavern: The Sailor's Tavern is now a quiet meeting place for drifters, exiles, and traders passing through Endelcrag. The walls are lined with old sea charts, and the air is thick with the smell of stale rum. These inhabitants drink away the memories of better times and exchange rumors of what lies beyond the city's desolation.
  11. The Forgotten Vault: A group of treasure seekers has infiltrated the vault, hoping to find remnants of the city's former wealth. They have set up camp inside, using the vault as their base of operations. They search the ruins for anything of value, from ancient coins to mystical relics, and are willing to trade or sell anything they find.
  12. The Alchemist's House: A small group of alchemists, once exiled from the city for illegal experiments, have taken refuge here. They continue their work in secret, crafting potions, poisons, and elixirs that are in high demand among the city's few remaining inhabitants. They are distrustful of outsiders but will trade their concoctions for rare ingredients or valuable artifacts.
  13. The Noble's Estate: The estate is now occupied by a disgraced noble family, who were once part of the city's ruling class. After the fall of Endelcrag, they were forced into hiding. They continue to hold onto their noble status, though their wealth and influence are long gone. They are now trying to regain what was lost, using any means necessary.
  14. The Watchtower: A small group of former city watchmen, now survivalists, have taken over the watchtower. They have fortified it and turned it into a makeshift stronghold. They keep an eye on the surrounding area, ensuring that no one is able to breach their defenses, and act as the de facto protectors of their small neighborhood.
  15. The Cursed Pool: A wandering group of healers uses the cursed pool to purify their healing elixirs. They believe that the curse of the pool can be harnessed to strengthen their potions. These healers are often sought by those in need of potent, life-saving remedies, though their methods remain controversial.
  16. The Old Mill: The old mill is now inhabited by a reclusive couple of millers who live off what little grain they can still grind. They are known for producing excellent bread and simple meals, and are often sought by travelers who make their way into the city for food.
  17. The Healer's Den: A lone healer, once an apprentice to a great physician, has taken up residence here. She uses the herbs found in the city's ruins to treat the sick and wounded, though her supplies are constantly running low. She's a quiet, humble figure, willing to help anyone who asks, as long as they can pay in something of value.
  18. The City Gate: A group of former soldiers turned gatekeepers now patrol the ruins of the city gate. They guard the main entry point, ensuring that anyone entering the city has a legitimate reason. They're deeply distrustful of outsiders but will offer sanctuary to those who have proven themselves worthy.
  19. The Town Square: A small troupe of street performers has taken over the Town Square. They put on impromptu performances for whoever may be passing by, hoping to bring some semblance of life to the dead city. They perform acrobatics, music, and even storytelling, hoping to revive the city's former vibrancy.
  20. The Barracks: A mercenary company has claimed the city's barracks as their base. They offer protection to those who can afford their services, and in exchange, they take a cut of any goods or resources found within the city. Though their presence is intimidating, they are often the only line of defense against outside threats.
  21. The Sailor's Docks: A small group of dockhands and fishermen continue to maintain the docks, repairing boats and fishing the waters around Endelcrag. They keep to themselves, wary of strangers, but their services are essential to anyone who needs to trade or travel by sea.
  22. The Old Watchman's Hut: A lone survivalist, once a city watchman, has made his home in the watchman's hut. He lives off the land, scavenging for food and supplies, and is a master of stealth and survival. He is rarely seen, but those who need guidance in the wild seek him out.
  23. The Blacksmith's Apprentice: The apprentice, now the last remaining blacksmith in Endelcrag, has taken up his mentor's trade. He uses what little material he has left to craft rudimentary weapons and tools. His work is rough, but it's the only option for those who need something forged.
  24. The Town Library: A handful of surviving librarians and scholars have taken refuge in the library, where they continue to preserve the remaining texts and scrolls. They are the keepers of knowledge and spend their days poring over old tomes, seeking any lost knowledge that may help the city's eventual restoration.
  25. The Tailor's Shop: The master tailor and his family have made a living by restoring and repurposing old garments. They are skilled at repairing clothing and even creating new garments from the remnants of the old world. Their work is prized by those who can afford it.
  26. The Apothecary: The family of a once-renowned apothecary still operates in the ruined shop. They produce potions, salves, and medicines, though their supplies are running low. They remain cautious and guarded, wary of thieves and desperate travelers.
  27. The Fisherman's Hut: The widow of a fisherman and her children live in this small hut by the sea. She continues her husband's work, though she is limited by her lack of proper equipment. Her family lives in poverty, but they are hardworking and resourceful.
  28. The Druid's Grove: Once a sacred grove tended by a druid, this area is now a shadow of its former self. The trees that once flourished here have died, and the soil is barren. The stone altar at the center, once used for rituals, is cracked and overgrown with weeds.
  29. The Schoolhouse: The lone teacher has taken up residence in the schoolhouse, where she teaches the few children left in Endelcrag. She imparts knowledge of the old ways, hoping to preserve the city's history and pass it down to the next generation.
  30. The Tavern: The tavern is now run by a small group of regulars who have banded together for protection. They provide drinks and food to anyone who wanders into the tavern and offer stories of the city's glory days in exchange for coin.
  31. The Priest's Residence: A solitary priest lives here, keeping the faith alive in the midst of ruin. He tends to the spiritual needs of the survivors in the city, offering solace and guidance, though the weight of the city's fall presses heavily on his shoulders.
  32. The Butcher's Shop: The butcher, once a friendly face in the town, now operates his shop alone. He has resorted to hunting the animals in the surrounding wilderness, providing meat to those who need it. His wares are prized, but the scarcity of resources means he has to be careful with his supplies.
  33. The Tanner's House: A family of tanners has kept their trade alive by working with what little animal hides they can find. They are skilled in their craft, though they must make do with limited resources. Their work is rough but necessary for the survival of the city's remaining inhabitants.
  34. The Carpenter's Shop: A retired carpenter now spends his days repairing what little he can around the city. He's a quiet man, but his skills are indispensable. He's constantly working on small repairs, keeping the remnants of the city functional for as long as possible.
  35. The Stoneworker's Yard: A small group of stonecutters continues to work in the yard. They salvage stones from the city's ruined buildings and use them to rebuild or fortify other structures. Their work is slow, but they are determined to keep the city's spirit alive in whatever way they can.
  36. The Herbalist's Hut: An herbalist and her apprentice live here, making medicines from the plants that still grow in the city. They are skilled in herbal remedies, and their services are sought after by anyone needing healing or aid. The herbalist has a deep knowledge of the land and its plants.
  37. The Priestess' Shrine: A small group of devotees to a forgotten goddess still tends to the shrine. They continue to worship and honor their deity in secret, offering sacrifices and prayers, hoping for the goddess's return or a blessing that might restore the city.
  38. The Inn of Lost Souls: The innkeeper has made the place a surprisingly comfortable refuge, though he's become increasingly strange as the years go on, convinced that the spirits of the lost still wander the halls, unable to find peace.

GM Section -Unless you are the Game Master running this Adventure, do not read any further! The following adventure is part of several adventures set in Harak for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!

The Dawning of a Prophecy

Part One: The City of Endelcrag

The Cityscape at Dusk

The adventurers enter Endelcrag as evening settles. The air is thick with chill, the sky painted in violet and blue, fading into the last traces of sunlight. The crumbling remnants of buildings cast long, jagged shadows across the empty streets.

At the city center stands the Tree of Life's Despair, a massive dead oak with gnarled, skeletal branches. The bark is pale and cracked, as though decaying. From one branch hangs the crucified skeleton of an elf, his face frozen in agony. The elf's bones are ancient, covered in dust, with a faint aura of shadow clinging to them.

Surrounding the tree is a five-foot patch of sickly yellow-brown grass, as if the earth itself has been poisoned. An unseen weight fills the air, creating an oppressive stillness.

The Quiet of the Town

Most buildings are draped in darkness, the city now a lifeless shell. A few dim lights flicker through windows, offering a faint sense of life. The wind carries a haunting whistle through the empty streets, rattling debris.

The silence is broken only by the occasional creak of wood or distant clang of stone. A sense of abandonment lingers, the weight of something lost heavy in the air.

Ardhngk's Roust, The Town's Inn

Amidst the stillness, Ardhangk's Roust stands out. Its windows glow warmly, and laughter spills from its open doors. Travelers, traders, and mercenaries gather inside, though the streets outside remain quiet. The inn offers refuge, its cheerful chatter a stark contrast to the surrounding desolation.

A Terrifying Storm and Prophecy

As the adventurers explore, the silence is shattered by a massive lightning bolt that strikes near the Tree of Life's Despair. The thunder rattles the bones of the city, and a second bolt strikes near the Inn, followed by a third. The energy in the air crackles, charging the atmosphere with unnatural power.

The Old Man and the Prophecies

After a time, an old man appears from the shadows of the alleyways near the Inn. His tattered robes and wooden staff mark him as a figure from another time. His voice is raspy but clear as he begins to recite ancient prophecies:

When the Dark Lord's mystic blade returns,
And the withered remains of Ardhangk burn,
The earth shall tremble, and the seas shall churn,
For ancient fires shall reignite, as worlds in shadow turn.
Death's black flock shall fill the skies,
With feathers dark as forgotten lies,
To nest in the tree where Life's hope dies,
And upon its boughs, despair shall rise.
And as this tree of death is reborn,
A shadow darker than a thousand storms,
All of Endelcrag shall mourn and mourn,
For the veil of peace shall be torn.
The ground shall quake, the rivers weep,
As ancient secrets from their graves creep,
The sun shall falter, the stars dimmed,
And the hearts of mortals grow grim.
When the light doth shine through dawn's cool haze,
A fleeting grace to break the darkened maze,
Then Nwalme, Power of the old, shall raise,
A flame from the forgotten days.
By the morn, the castle of old shall rise,
From stone and dust beneath the skies,
Alive with whispers, a curse long sworn,
And one of six shall betray the five, forlorn.
Then the staff shall find its home at last,
Its power unbroken by the years long past,
And he, in limbo's grasp, shall cease to roam,
The king of silence shall reclaim his throne.
The master of the Plains, in shadow dressed,
Shall return with might to quell the blessed,
To rend the heavens with wrath untold,
And drown the light in shadows bold.
The winds shall weep, the oceans roar,
As the heavens break and darkness soars,
The birth of death, the end of days,
Shall bring the realm to its final gaze.

The adventurers feel the prophecy's weight as the old man speaks. A sudden flash of lightning strikes the elf's skeleton on the tree, and the air fills with the sound of cracking bone, shaking the ground beneath them.

The Screams of the City

As the lightning subsides, distant screams echo from the far corners of the city, a chorus of tortured wails. The city walls seem to tremble under their weight.

A man's voice breaks the silence in a panicked scream:
"The bones are burning, the bones are burning, by the mighty gods the bones of Ardhangk are burning!"

This cry is one of terror and anguish, confirming the city's cursed fate and the gravity of the prophecy. The adventurers feel the city's descent into darkness as the weight of the prophecy settles upon them.

The Prophecy Unfolding

The adventurers now stand at the crossroads of destiny. The lightning, the screams, and the words of the old man pull them into a tale of ancient power and betrayal. The city is alive with hidden dangers, and the bones of Ardhangk stir once more, threatening the doom foretold long ago.

Part B: The Dark Prophecy Unfolds

The Setting

Endelcrag, frozen in decay and sorrow, is marked by the Tree of Life's Despair and the curse of the elf's skeleton. Strange omens, black leaves, crows, lightning, signal that something far darker is at play. As night deepens, the adventurers are thrust into the prophecy's unfolding, where their choices will shape the city's fate.

  1. The Unraveling of Peace

    The black leaves on the dead tree spread, and the poisoned grass grows. The ground quakes and strange whispers stir beneath the city's ruins. Rivers weep black liquid, and the sun falters, casting a grim pall over the land.

  2. The Fleeting Grace of Dawn

    A brief moment of clarity appears as the dawn's light flickers through the dark sky, offering the adventurers a chance to make their choice.

  3. The Winds of Destruction

    The winds weep, the oceans roar, and darkness spreads over the land. The adventurers realize that Endelcrag's fate is tied to the prophecy, and the Dark Lord's return is no longer a myth, it's imminent.

  4. The Adventurers' Role

    The adventurers must decide how to confront the Dark Lord's return, whether by seeking the castle, finding the betrayer, or preparing for battle.

The final battle approaches, and the fate of the realm depends on the adventurers' choices.

The City in Despair: The Arrival of the Birds and the Dark Growth

As night stretches on, the city's curse begins to manifest in ways unforeseen. The caw of crows and the calls of vultures fill the air as they gather around the Tree of Life's Despair. The tree becomes a living symbol of despair as the birds roost in its branches, and black leaves begin to grow. The land itself begins to blacken, suffocating the life around it.

The Weeping of the Inhabitants

As the transformation of the land continues, the inhabitants' grief deepens. Sorrow fills the air as the few remaining citizens mourn their doomed fate. The inn, once a refuge, is now silent, save for the soft cries of those who once sought solace within its walls. The very souls of the city seem to weep in despair.

The Prophetic Omen Unfolds

The arrival of the birds and the black leaves marks the awakening of the Tree of Life's Despair. The city, consumed by the curse, now faces its end, and the adventurers must decide whether to fight or succumb to the growing tide of darkness.

The Choice Ahead

The adventurers now face a pivotal decision: will they fight to stop the curse from spreading, seek the forces behind the prophecy, or let despair claim the city?

Part C: The Adventurers' Final Challenge, The Prophecy's Completion

The Setting

The adventurers have witnessed the prophecy unfold, and now they must choose whether to embrace the darkness or fight for a future of light. This chapter will test their resolve and challenge their understanding of power.

  • The Prophecy of the Redeemer's Path

    When the Dark Lord's mystic blade is forged anew,
    And the withered lands of Ardhangk burns through,
    The earth shall crack, and the sky shall split,
    But there is a secret, where the light still sits.
    In the heart of ash, in the shadow of flame,
    The spark of hope shall rise again,
    The ancient stone, the whispering tree,
    Shall guide the lost, if they dare to see.

    When the black flock fills the sky's dark grace,
    And the tree of despair casts its hollowed face,
    Look to the roots, deep in the earth,
    For from the deepest dark, shall spring rebirth.
    A flame untamed, a heart of gold,
    In the hands of the pure, the future is told.
    But beware the one who wears the crown,
    For not all kings seek to lay it down.

    When the light through the haze does rise,
    Look to the West, where the old sun dies.
    The castle of old shall speak in riddles,
    And the one who breaks shall find the middle.
    Seek the staff where the river bends,
    For in its shadow, the path extends.
    The lost one, bound by fate's cruel thread,
    Shall find his peace among the dead.

    The master of the Plains, whose shadow looms,
    Shall falter in the presence of ancient runes,
    For there lies a song, forgotten and old,
    A melody to break the dark and cold.
    The herald of light shall sing it true,
    And in the valley of time, the sky shall turn blue.

    The winds will rise, the oceans churn,
    But in the darkest hour, hope shall return.
    To the one who walks the silvered road,
    And bears the burden of the ancient code,
    Shall find the key, where the four winds meet,
    The door to peace, where light and shadow greet.

    And when the blade of the Dark Lord is undone,
    When the land is healed and the battle won,
    The stars shall gleam, and the sun shall set,
    But the price will be paid, and none shall forget.
    For in the ashes of the lost and the slain,
    A new world will rise, and peace shall reign.

    1. The Forging of the Dark Lord's Blade

      The adventurers search for the blade central to the Dark Lord's rise, discovering ancient ruins tied to the weapon's creation. Hidden in the heart of ash, they find a path to the staff and its dark power.

    2. The Black Flock and the Rebirth

      The crows and vultures return, signaling the Dark Lord's rebirth. Beneath the roots of the Tree of Life's Despair, the adventurers must reach for a flame of rebirth hidden deep within the earth.

    3. The Castle, the Staff, and the Lost One

      The castle rises, and the adventurers must seek the staff that holds the key to defeating the Dark Lord. Along the way, they must confront a lost soul bound by fate's cruel thread.

    4. The Master of the Plains and the Herald of Light

      The adventurers confront the Master of the Plains and use ancient runes and a forgotten song to break the curse. A herald of light must rise to bring peace.

    5. Drow City of Nwalme and Castle Grull Prilmurk

    6. The Final Battle and the Return of Hope

      The adventurers prepare for the final battle. They must walk the path of balance between light and shadow, facing the Dark Lord and restoring hope to the realm.

    End of the Prophecy, The Adventurers' Choice

    The adventurers stand at the crossroads of destiny, with the fate of Endelcrag and the realm in their hands. Will they bring light to a world on the brink of destruction, or will they succumb to the darkness?


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