
Who is the Mad Mage?
The Mad Mage is a figure cloaked in mystery, his true nature and motivations unclear. Depending on the backstory you choose, he can be a key figure in unraveling dark secrets or a pivotal catalyst that drives the party into a larger conflict. While his magical abilities are not overwhelming on their own, his command of story, illusion, and manipulation makes him far more dangerous than he seems.
Roleplay:

Regardless of the level you place the Mad Mage at, it’s important to emphasize his unpredictability and mystique. His power lies not in the strength of his spells, but in his ability to conjure vivid, unsettling stories and weave them into the unfolding events. The mage can make even simple spells feel like ominous omens—whether through the use of harmless illusions, arcane displays, or just cryptic riddles that shake the party's confidence.
While his spell list includes basic tricks, these abilities, when combined with his erratic behavior, make him seem far more dangerous and unpredictable. Though mostly non-threatening, his Fire Bolt introduces an element of genuine risk, especially when mixed with his trickster nature. The party will never be quite sure if he is merely a harmless madman or if he holds the key to unlocking great power—or even a hidden dark force that could destroy them all.
Spells
Cantrips:
Mage Hand – Conjures a spectral hand to manipulate small objects. The mage may use this to move items eerily, creating a sense of unease for the party.
Prestidigitation – Performs minor magical tricks such as flickering lights, harmless sensory effects, and cleaning/soiling objects. He might use this to disorient or entertain the party while making them feel like there is more to him than meets the eye.
Thaumaturgy – Creates harmless effects such as booming voices, flickering flames, or opening doors. This can be used to create a sense of foreboding or play with the party’s perception.
Minor Illusion – Creates a sound or image within range. The Mad Mage uses this to disguise threats or craft phantom images to mislead or misdirect.
Fire Bolt – A simple mote of fire, dealing 1d10 damage. While harmless compared to his other abilities, this spell adds a layer of unpredictability and potential danger.
1st-Level Spells:
Silent Image – Creates a realistic but intangible illusion of up to 15 feet in size. The Mad Mage may use this to create false visions, further manipulating the party into thinking they’re seeing something that isn’t there, sowing confusion and doubt.
Disguise Self – Magically alters his appearance for up to an hour. The Mad Mage could use this to assume a different form, becoming a person from the party’s past or even something strangely familiar, leading them to question reality.
Detect Magic – Senses the presence of magical auras. The Mad Mage uses this to perceive hidden magical forces, guiding the party towards things they otherwise might not notice.
Shield – Creates a magical barrier, increasing his AC by +5 until the start of his next turn. While defensive, he might use this to evade confrontation, making the party believe he is more powerful than he appears.
The Mad Mage’s Backstories
Below are four potential backstories that explain the Mad Mage’s presence in Saltmarsh and tie him to larger mysteries in the region. Feel free to combine elements or adjust them to fit your campaign.
1. The Wizard Who Learned a Deadly Secret
Backstory:
The Mad Mage uncovered a dangerous secret—a secret tied to one of Saltmarsh’s hidden threats, such as a cult in the Hool Marsh or an ancient power buried within the Tower of Zenopus. His mind was shattered by this knowledge, and now he is locked away in Saltmarsh’s jail, raving about the end of days. The party will need to uncover the truth, while possibly being manipulated by powerful creatures trying to keep his knowledge from the world.
Tie to Location:
The party will need to decide whether to protect the Mad Mage or assist the dark forces trying to silence him. This creates the perfect opportunity to introduce a chase, a race against time, and the need to uncover the secret before the mad mage is killed or his knowledge lost forever.
Encounter:
While investigating the Mad Mage's cell, the party is approached by a shadowy figure who warns them to stay away from the Mad Mage, claiming that if the mage’s secret is revealed, Saltmarsh will be plunged into chaos. Soon after, magical creatures (perhaps illusionary demons or fiends) attempt to capture or kill the party, hoping to prevent them from learning the secret. If the party successfully defends themselves, they discover a cryptic symbol or an ancient map hidden on the mage’s belongings, leading them to the Tower of Zenopus, Hool Marsh, or Dreadwood.
Mad Mage's Riddles
d8 | Riddle | Possible Meaning |
|---|---|---|
1 | “What is lost in the shadows but found in the depths of light?” | A hidden artifact or secret buried deep within the location. |
2 | “The key to the door is not in the lock, but in what you fail to see.” | Something is hidden in plain sight, possibly a hidden passage or magical item that can be found with careful observation. |
3 | “To walk through fire, you must first be willing to burn.” | A sacrifice or risk is necessary to uncover the truth or gain access to a powerful secret. |
4 | “In the earth’s dark heart, the truth lies dormant, waiting for the fool to wake it.” | A dangerous power or hidden truth that must be unearthed, likely leading to ancient magic or dangerous knowledge. |
5 | “Not all things that are seen are real; some are only shadows of what was.” | An illusion or trap could be hiding the true nature of something important, requiring the party to think beyond the obvious. |
6 | “A mirror reflects not what is, but what could be, should you dare to look beyond.” | The mad mage’s vision may be tied to visions of alternate realities or foreseeing a possible future, requiring the party to interpret his riddles carefully. |
7 | “The serpent’s bite poisons the soul, but it is the serpent’s own tail that is the key to freedom.” | Self-sabotage or a destructive loop might need to be broken to unlock the truth or release an ancient curse. |
8 | “The sea cannot drown the tide; the storm cannot break the mountain, but all will fall when time forgets.” | The forces at play are timeless, suggesting a long-forgotten pact or timeless danger tied to the mad mage’s secret. |
The Secret:
The Mad Mage has learned about a dangerous power buried deep in one of the locations:
Tower of Zenopus (levels 1-3): He discovered that the tower's ruins hold an artifact of immense power tied to the Vecna-like figure who once lived there, and he's the last person who can stop it.
Hool Marsh Cult (levels 4-6): The mage knows about a ritual the cult is planning that could open a portal to a dark dimension or awaken an ancient entity, and they intend to use Saltmarsh as their gateway.
Dreadwood (levels 7+): The Mad Mage’s knowledge could stop Granny Nightshade’s dark bargains with the Nine Hells, stopping a ritual that would grant her dominion over Saltmarsh or even the entire region.
2. An Adventurer Lost to Madness
Backstory:
The Mad Mage was once part of an adventuring party that ventured into the dangerous wilderness surrounding Saltmarsh, only to lose his friends to a deadly force. Over the years, he slowly descended into madness, unable to remember what happened or who he once was. All he knows is that something terrible happened, and he was the last survivor. The party must help him recover his memories to piece together his story and uncover the hidden evil that drove him mad.
Tie to Location:
In this case, the party’s goal is to help him remember his purpose and piece together the mystery. The journey may lead to dangerous locations where they uncover clues and possibly face enemies that he once fought but couldn't remember.
Encounter:
The party stumbles upon a memory fragment of the Mad Mage, where he briefly regains his sanity and tries to warn the party. He speaks of his fallen companions, hinting at their demise, and how they were all betrayed by a dark power. Before he can reveal more, his mind slips again, and his wild magic erupts, causing a dangerous rift in reality. The party must quickly stabilize the area and find clues, where the mage’s lost memories are tied to a sealed portal or a trapped artifact.
Mad Mage's Riddles
d8 | Riddle | Possible Meaning |
|---|---|---|
1 | “A memory stolen leaves nothing behind but a shattered path.” | The Mad Mage’s lost memories hold the key to uncovering the path of his past and what went wrong in his adventures. |
2 | “What was taken in the night is never found in the daylight.” | A hidden clue or artifact, lost during his adventures, is concealed by powerful magic. |
3 | “The one who stands alone will never walk far, but the one who remembers can cross the stars.” | The Mad Mage’s companions are tied to the secrets of his past; the party must reconstruct the lost pieces of their story. |
4 | “What’s been forgotten will return when the forest whispers your name.” | The Tower of Zenpus, Dreadwood or Hool Marsh may hold the key to his past—a whispering memory or clue that connects to the madness. |
5 | “I stood with the fallen, but their names are lost to the wind.” | The Mad Mage’s lost friends were key to stopping a greater threat, and their fate is entwined with the current events. |
6 | “The dead walk in shadows, but the living walk in light, where the two cross, the key lies.” | A hidden location is the final resting place of his companions or a dangerous artifact. |
7 | “The fire that burns within cannot be quenched, but the flames have secrets to tell.” | The Mad Mage’s arcane knowledge holds the key to a dangerous secret, possibly tied to a fire-wielding artifact or magic. |
8 | “What the forest guards, none may take, for the price is their mind.” | A dangerous location protected by mental magic, holds a key to the Mad Mage’s past, but retrieving it comes at a cost. |
The Secret:
The Mad Mage knows he once had a purpose—he was trying to stop something terrible. He was carrying a critical piece of knowledge, but after the massacre, his mind unraveled. The party must help him piece together his past and discover the truth about what he was trying to prevent.
Tower of Zenopus (levels 1-3): His party was investigating the ruins of the tower, perhaps uncovering a secret about an ancient wizard’s experiment or unleashing a dangerous magic that the Mad Mage now holds in his fragmented memories.
Hool Marsh (levels 4-6): The party may find that his adventuring party was the first to discover the cult in the marsh, and they were killed by the creature worshiped there. The Mad Mage may have witnessed the summoning of something horrifying.
Dreadwood (levels 7+): The Mad Mage may have once battled Granny Nightshade’s dark magic in the Dreadwood, only to be defeated and forced into madness, with only fragments of his memory remaining.
3. A Spy Against the Scarlet Brotherhood
Backstory:
The Mad Mage was once a spy for Saltmarsh, infiltrating the Scarlet Brotherhood to uncover their dark plans. However, the Brotherhood erased his memory, leaving him a shell of his former self. Now, he knows that someone in Saltmarsh is secretly part of the Brotherhood, plotting something that could destroy the town. The party must help him regain his sanity and uncover the identity of the traitor in Saltmarsh before it’s too late.
Tie to Location:
The party will have to piece together his lost memories and identify the agent in Saltmarsh. They could face unexpected dangers as the Scarlet Brotherhood seeks to eliminate anyone who knows their secret.
Encounter:
The Mad Mage, in a rare lucid moment, speaks of a dark plot within Saltmarsh orchestrated by the Scarlet Brotherhood. He reveals cryptic clues that point to a trusted figure in the town—a high-ranking official who has secret ties to the Brotherhood. As he speaks, a group of Scarlet Brotherhood agents enters the scene, intent on silencing the Mad Mage forever. The party must decide whether to protect him or help the agents capture the mage, uncovering their hidden agenda and the true extent of the conspiracy within Saltmarsh.
Suggested Scarlet Brotherhood NPC: Skerrin Wavechaser
Mad Mage's Riddles
d8 | Riddle | Possible Meaning |
|---|---|---|
1 | “The shadows are many, but the one in the cloak has no face.” | A hidden agent of the Scarlet Brotherhood has infiltrated Saltmarsh, and the party must uncover their identity. |
2 | “A lie is but a thread in a web, but the one who weaves it will catch all who fall.” | The Scarlet Brotherhood has woven a web of deception around Saltmarsh, and the party must figure out where the threads lead. |
3 | “The fox wears the skin of the hound, but the hound will still sniff him out.” | Someone in Saltmarsh pretends to be an ally, but they are a hidden enemy. The party needs to unmask them. |
4 | “A coin without a mark is worth nothing, but a coin with a symbol holds great power.” | The Scarlet Brotherhood uses covert symbols or coins to communicate. Finding them will reveal hidden secrets or allies. |
5 | “A book closed in a drawer speaks louder than a thousand words.” | A hidden document, potentially tied to the Scarlet Brotherhood, holds the key to their plans and must be found. |
6 | “The shadow’s edge is where light will blind you.” | A secret deal or meeting takes place in a dark location, but the party must find a way to expose it. |
7 | “The man with no name will speak in whispers, but his voice will be the loudest.” | A secretive figure within the Brotherhood must be revealed through careful investigation. |
8 | “To uncover the thief’s face, one must first understand the mask he wears.” | The Scarlet Brotherhood hides behind false identities, and the party must pierce the deception to find the truth. |
The Secret:
He knows that someone in Saltmarsh is secretly working for the Scarlet Brotherhood—a hidden agent who is plotting against the town, perhaps influencing key figures or preparing to destabilize the region. The Mad Mage can’t remember who the person is, but he knows they're here, and they’re dangerous.
Tower of Zenopus (levels 1-3): The tower holds arcane secrets the Brotherhood sought, and the Mad Mage may have been attempting to steal these secrets or warn the town.
Hool Marsh (levels 4-6): The cult in the marsh may have ties to the Brotherhood, and the Mad Mage was trying to uncover their plans before his memory was wiped.
Dreadwood (levels 7+): The Brotherhood might have struck a deal with Granny Nightshade to carry out a darker ritual, and the Mad Mage uncovered their plan before being erased.
4. A Cult Leader Gone Mad
Backstory:
The Mad Mage was once the leader of a cult, which attempted to summon an ancient, powerful being from another plane. The ritual went wrong, and the entity took control of the cult, driving the Mad Mage to madness. He barely escaped with his life and has been hiding ever since. Now, the cult continues to worship the dark entity, and they are close to completing their ritual. The party must stop them before they bring the entity into the material world.
Tie to Location:
In this case, the Mad Mage’s knowledge is essential to stopping the cult’s rituals. The party must decide whether to help him recover his sanity or find a way to destroy the cult before they complete their plans.
Encounter:
The party receives a distressed plea from the Mad Mage, begging them to stop the cult that still exists. He reveals that the cult is planning to summon a being from another plane, an entity of pure evil, using an ancient ritual that could destroy Saltmarsh. As the party attempts to track the cult down, they are confronted by cultists in the woods, who offer the Mad Mage’s life in exchange for the party’s cooperation in the ritual. The party must decide whether to stop the cult and prevent the summoning, or confront the horrors unleashed by the Mad Mage’s former cult.
Mad Mage's Riddles
d8 | Riddle | Possible Meaning |
|---|---|---|
1 | “The altar is set, but the stone will not accept the sacrifice.” | A failed ritual has led to the cult’s madness, and the party must stop the ritual. |
2 | “What was bound by chains is now free, and what was free will be bound.” | The Mad Mage’s cult summoned something unnatural, and now it is loose in the Tower of Zenopus, Hool Marsh, or Dreadwood. |
3 | “The stars have fallen and the moon has hidden, but the answer lies within the dark.” | A ritual was tied to the movement of celestial bodies, and stopping it requires the party to uncover the dark forces at play. |
4 | “The mirror reveals nothing, but the reflection tells all.” | A cultist within Saltmarsh is misleading the party, and they must look beyond the surface to uncover the truth. |
5 | “The bones of the old world will speak to the fool who listens.” | A long-dead cult leader or lost artifact holds the key to stopping the new cult’s plans. |
6 | “The tree grows tall, but it is the roots that anchor it.” | The cult’s true power lies in hidden locations, and the party must uncover these root causes before the cult's influence spreads. |
7 | “The echo is louder than the voice, but the voice has power.” | Ancient voices from the past control the cult, and finding the source could expose their real plans. |
8 | “What is born from the blood of the living, returns to claim the land.” | The madness of the cult is tied to sacrifices or blood magic that must be stopped before it consumes the land. |
The Secret:
The Mad Mage knows that the cult still exists and continues to worship the entity that possesses them. The cult is likely tied to the Tower of Zenopus, the Hool Marsh, or Granny Nightshade, and their rituals could have catastrophic consequences for Saltmarsh if they are allowed to continue.
Tower of Zenopus (levels 1-3): The cult's rituals might have been tied to the Tower’s power, and the Mad Mage knows that their twisted magic is connected to something ancient.
Hool Marsh (levels 4-6): The cult has established a stronghold in the marsh and is working to summon a dark god. The Mad Mage’s knowledge could help the party destroy their influence before it's too late.
Dreadwood (levels 7+): The Mad Mage may have stumbled upon Granny Nightshade’s twisted pact with the cult, and now his mind is breaking under the weight of what he learned.
