
"Behind the bars of Saltmarsh’s jail, a madman whispers riddles of lost secrets—truth or madness, the choice is yours to unravel."
Storyline
In the dungeons beneath the Saltmarsh Barracks & Jail, a mysterious magic user is being held in the arcane-sealed cell, the one used to contain spellcasters. Unlike common criminals, this man is an enigma—a rambling madman who speaks only in riddles and cryptic stories.
Rumors say he stumbled out of the ruins, eyes wide with terror, before collapsing near the town gates. The guards arrested him, but they dare not engage with him for too long. Every attempt at questioning has ended with him performing minor magical tricks—floating objects, flickering lights, whispers in the dark. The superstitious guards fear that if angered, he could unleash something far worse—a fireball, an escape spell, or something unnatural.
Now, Kraddok Stonehorn has quietly begun seeking outside help—adventurers who can handle magic and perhaps make sense of the madman's words before the captain is forced to execute him out of fear.
Mad Mage's Cell

Behind the iron bars sits a ragged figure, his wild white hair and tangled beard framing a gaunt, timeworn face. His piercing eyes flicker with arcane energy—half wisdom, half madness. He mutters cryptic riddles under his breath, his fingers twitching as faint sparks of harmless magic dance in the air. Faded arcane symbols adorn his tattered robes, and strange etchings cover the cell walls, marking the ramblings of a mind lost between genius and insanity.
Basics
Location: Barracks & Jail
Levels: Any
Adventure Hooks
Kraddok’s Concern: Kraddok Stonehorn summons the party to determine if the jailed mad mage is a threat or just a lost soul, as his erratic magic unsettles the guards.
Rumors at the Wicker Goat: Tavern-goers whisper about a prisoner locked in the Barracks' dungeon, muttering cryptic riddles — his origins and sanity are in question. (see Rumor Table below)
Primewater’s Interest: Gellan Primewater has heard rumors of a magic-user imprisoned in the Barracks who knows something valuable. As a smuggler and collector of secrets, he is willing to pay the party handsomely for anything they can learn—especially if it leads to hidden treasure or artifacts.
Skerrin’s Intrigue: Skerrin Wavechaser (secretly of the Scarlet Brotherhood) approaches the party, claiming that Eliander Fireborn is keeping a dangerous secret from the people of Saltmarsh. He encourages them to investigate the prisoner and expose whatever they find, hoping to stir unrest and weaken Eliander’s position. If the party learns anything useful, he will make sure it finds the right ears… for his own agenda.
Rewards
✅ Potential Reward (Depending on Who They Align With)
Kraddok’s Favor: The party gains deeper connections within the guards, possibly allowing access to restricted areas, privileged information, or even manpower in future endeavors.
Primewater’s Favor: Gellan Primewater rewards the party generously for any useful information, especially if it leads to hidden treasure or arcane secrets. Aligning with him may grant access to smuggler networks, illicit goods, or underworld connections—but at the cost of making enemies in the Guard.
✅ Learning About a new Location – The prisoner’s cryptic riddles and ramblings may hold secrets about:
The Tower of Zenopus (levels 1-3)
The Hool Marsh (levels 4-6)
The Dreadwood (levels 7+)
Objectives
- Unravel the mystery surrounding the jailed magic user.
- Decipher the prisoner's cryptic riddles and determine if they hold valuable knowledge.
- Assess whether the prisoner is truly dangerous or simply misunderstood.
- Decide the prisoner's fate—leave him imprisoned, secure his release, or eliminate the potential threat.
Important Characters
Guards
Thorne Caldwell
Tomas Rios
Marcos
Ferrera Voss
Items
Tattered Journal
Strange Trinket
Scraps of Parchment
Leads
- Observing the Prisoner: Watching the jailed magic user may reveal patterns in his behavior, spellcasting, or moments of lucidity that hint at deeper truths.
- Speaking with the Guards: The jailers are fearful and reluctant, but pressing them might uncover previous interactions, strange incidents, or their own superstitions about the prisoner.
- Interrogating the Prisoner: Engaging with the mad mage’s riddles and fragmented stories could provide clues about the Tower of Zenopus, hidden knowledge, or even insight into his identity.
- Searching the Prisoner's Belongings: Examining any items taken from him upon arrest may reveal:
A strange trinket with unknown arcane markings.
Scraps of parchment with incomplete maps or encoded messages.
Tattered Journal
Signs of past enchantment, suggesting he may be under a lingering magical effect or curse.
Clues
- Arcane Etchings: The prisoner’s cell walls are covered in strange symbols, star charts, or notes though some seem incomplete or nonsensical.
- Tattered Journal: Among the prisoner's confiscated belongings is a weathered journal, its pages filled with scribbled riddles, forgotten incantations, and cryptic references to an "awakening."
- Residual Magic: Detecting magic reveals lingering enchantments on the prisoner, suggesting he may be under a curse, illusion, or compelled by an external force.
- Unfinished Map: A fragmented map is sketched on a scrap of parchment, suggesting an undiscovered chamber or hidden passage.
- False Prophecy: One of his ramblings predicts a coming disaster in Saltmarsh, but it's unclear whether this is madness or a real warning.
Rumor Table
Rumors at the Wicker Goat - or some other location.
These generic rumors create an air of mystery and danger, leading the party to investigate the mad prisoner and uncover the secrets he holds, possibly tied to dark forces or forbidden knowledge.
d12 | Rumor |
|---|---|
1 | "They say there's a madman locked up in the Barracks. Keeps muttering about things no one can understand." |
2 | "I overheard a guard say the prisoner’s been talking to the walls. Reckon he’s lost his mind in there." |
3 | "Some folks claim the prisoner can do magic—though he’s kept in chains, I’m not so sure." |
4 | "That crazy mage they’ve got in the dungeon? He’s always asking about a ‘key’ that could open anything." |
5 | "I heard he's been ranting about a cursed artifact—whatever that means. Guards don’t even want to deal with him." |
6 | "I heard he’s been speaking in riddles, talking about the end of the world or some wild thing like that." |
7 | "They say he was an adventurer who wandered into places where no one should go. Not sure what he found, but it broke him." |
8 | "The prisoner? He talks to the shadows like they’re his friends. Some say he made a deal with something out in the wilds." |
9 | "I hear he was part of a group that disappeared, and now he’s all alone, babbling about what he saw out there." |
10 | "That prisoner’s been talking about things that don’t sound human, strange voices and terrible things lurking where no one dares go." |
11 | "The poor bastard keeps saying he’s seen the ‘darkness that lies beneath the earth.’ It’s the kind of thing that makes the hair on your neck stand up." |
12 | "A traveler came by saying the prisoner knew something about a hidden place, somewhere folks fear to tread." |
Key Decision Points
✅ Who to Believe: Is the mad mage truly insane, cursed, or a harbinger of something greater? The party must decipher his riddles and determine if he is a harmless fool or a dangerous threat.
✅ Who to Serve: Will the party align with Kraddok, ensuring the barracks’ security, help Eliander keep the situation secret, or sell the information to Primewater or Skerrin for personal gain?
✅ The Mage’s Fate: Should the prisoner be executed, set free, or kept alive for further study? A wrong choice could have deadly consequences—for the town or the party.
✅ Factional Impact: The party’s actions will shape alliances in Saltmarsh, strengthening loyalty with the Guard, smugglers, or hidden powers—and making enemies in the process.
Possible Outcomes
Exposing the Mad Mage:
Eliander’s and Kraddok’s Reaction:
Both Eliander and Kraddok are angered by the exposure of the Mad Mage. Eliander feels his control over Saltmarsh is undermined, and Kraddok sees the public reveal as a failure of his leadership, weakening his authority over the Guard. The party’s actions in exposing the mage result in a lost relationship with the Loyalists, as they now view the party as disloyal or untrustworthy.Eda’s Opportunism:
Eda Oweland seizes the opportunity to paint Eliander as someone who is keeping dangerous magic under wraps—suggesting that his failure to act puts the town at risk. This allows her to rally support from the Traditionalists, as she positions herself as the defender of Saltmarsh's safety. The party gains favor with Eda and the Traditionalists, possibly securing future political advantage.Skerrin Wavechaser’s Delight:
Skerrin Wavechaser, working with the Scarlet Brotherhood, is pleased with the political unrest caused by the exposure. He may attempt to exploit the chaos by fueling further division within Saltmarsh, possibly even working to incite rebellion against Eliander’s control, strengthening the Brotherhood’s influence. The party may find themselves caught up in growing civil unrest due to their involvement.
Covering it up:
Eda’s Ignorance:
Eda Oweland remains unaware of the cover-up. She has no clue about the Mad Mage’s secret, and she might continue with her agenda without knowing that the situation has been handled quietly. This avoids her taking advantage of the situation but keeps her from using the issue as a political tool against Eliander.
Kraddok and Eliander’s Relief:
Kraddok is relieved that the situation is handled discretely and that no public unrest is sparked by the Mad Mage’s presence. Eliander is pleased with the silent resolution, as it helps him maintain control over the town and avoids a political scandal. Both men are happy with the outcome, and the party gains favor with the Loyalists and increased trust from the Guard.Primewater’s Reward:
Gellan Primewater, learning of the party’s role in the situation, will reward the party for discreetly handling the Mad Mage. If the party provides any useful information about the mage, especially concerning his knowledge of any arcane secrets, Primewater might offer further assistance, such as access to his network, smuggling routes, or financial backing for future endeavors.Skerrin Wavechaser’s Displeasure:
Skerrin Wavechaser would be disappointed by the party’s choice to cover up the Mad Mage’s existence, as it puts a damper on his plans for political unrest and the Brotherhood’s involvement. Skerrin may attempt to undermine the party’s influence, sowing discord and seeking a way to expose the truth in the future.
Future Hooks
Ruined Tower of Zenopus
Low Level Adventure (1-3)
The mad mage’s cryptic ramblings lead the party to the ruins of Zenopus’ tower, a place long abandoned but still brimming with arcane secrets and hidden dangers. The party must navigate ancient traps, decipher old magic, and uncover the tower’s dark history, all while facing the mystical forces that still haunt the crumbling stone.
(This leads into the Ruined Tower of Zenopus adventure, available on DriveThruRPG for low-level parties).
Lost Temple in the Hool Marsh
Medium Level Adventure (4-6)
A forgotten temple lies deep within the Hool Marsh, and dark whispers speak of cults operating in its ruined halls. As the party ventures into the marsh’s treacherous depths, they must confront ancient rites and dangerous foes guarding the secrets of the temple. Is this just a remnant of a lost civilization, or is there something more sinister at play?
Granny Nightshade’s Curse
High Level Adventure (7+)
The Mad Mage may be a mere puppet to an even greater evil—the ancient and powerful night hag, Granny Nightshade, who possesses the mage’s mind. Granny Nightshade dwells in the Dreadwood, her twisted fortress, Castle Spiral, situated at the nexus between the Shadowfell and Oerth. From there, she commands an army of undead and shadows, threatening the very land itself. The party must track down Granny Nightshade, confront her dark bargains, and stop the horrors emerging from her fortress, before the Dreadwood’s evil spreads to Saltmarsh and beyond.
