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Adventure Information

The Murkwater Maniac is an adventure written for 5-7th level characters using the
Dungeons & Dragons 5E system.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,


Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Nico Scarpi and
published under the Community Content Agreement for Dungeon Masters Guild.

This adventure was written with the help of the RPG Writer Workshop, an initiative
to help publish your first RPG supplement. A huge thanks to the people behind
the Workshop for building this amazing platform complete with planned lessons,
tutorials, resources, pep-talks and more! If you are interested in writing RPG content
I absolutely recommend following one of the (free) workshops at
www.RPGWriterWorkshop.com.

Did I mess up somewhere? Something on your mind? For feedback and questions
please reach out to me via NicoWritesRPGs@gmail.com.
The Murkwater Maniac
by Nico Scarpi
Adventure Synopsis With his face hidden behind the mask the
The PCs find themselves in the bustling harbor Murkwater Maniac could be anyone. That’s awesome,
city of Murkwater Port, which is hosting its annual because now you’ll have a stage for that NPC who
Fishtrader’s Festival. All is fun and games until the wants revenge against the party. Maybe that one
festivities are interrupted and the PCs find themselves bandit who escaped while they were murdering his
in the middle of a twisted murder scene. It appears comrades has finally found a way to get back at the
a mysterious killer is running rampant, threatening party. Or that friendly elf has really spiraled into
to make more victims. A night of laughter and fun is madness after the PCs burned down her tavern and
quickly turned into a nightmare as the party is forced fled in the middle of the night. You get the point. The
to play the criminal’s evil games in an attempt to stop great thing about wearing a mask is that anyone could
this madman. hide behind it.

Who is the Murkwater Maniac? Default Persona


If you find it hard to come up with a person, you
Cruel and vile, the masked murderer dubbed the
can always revert to the default persona. In this
Murkwater Maniac is a psychopath whose passion for
case, the Murkwater Maniac is Tarz Seleno, a former
theater and art has completely overtaken his sanity.
playwright from a different land. Tarz was kicked out
He believes the thrill of performing on stage is the
of his theater company when the plays he thought
greatest excitement a person can feel. In a twisted way,
up started to get more violent and eerie, much to
he wants nothing more than for others to enjoy that
the dismay of the actors. When no other theater
feeling by placing them in life-threatening situations,
companies would have him he was approached by
which to him is a complementary experience. The
a fiendish creature who offered him the power to
Murkwater Maniac considers himself a designer, an
prove his doubters wrong. Hungry for vengeance
architect of plays, while his victims fill in the roles
the playwright made a pact, binding his life to the
and the location is the stage. In this adventure, the
creature in exchange for magical abilities.
Murkwater Maniac has chosen the party to be his
With a renewed purpose he staged small
next cast of characters which is why they’ll find it easy
performances with his former colleagues starring as
to follow his clues.
oblivious leads. Using his newfound magical abilities
Blessed with the magic of his fiendish patron, the
Tarz was able to lure his victims into the desired
Murkwater Maniac uses compulsion magic to turn
situation which meant a world of anguish for them.
people into his temporary minions. Once enthralled
The more they suffered, the more he relished and the
they are forced to help him set up his traps and
more he vindicated his art.
sometimes even take part in them (which the Maniac
Over time, Tarz became a master at executing his
considers a supporting role in the performance).
performances while evading the authorities. When
Although cruel to his targets, the Murkwater Maniac
at last he was able to finish his vengeful quest, he
usually feels quite indifferent towards the people he
started travelling the land, always on the lookout for a
charms. Often he allows them to be released from his
suitable cast of characters for the next performance to
grasp as soon as they’ve served their purpose.
please his patron.

Who is behind the mask?


The villain of this adventure is shrouded in
mystery. The few clues the PCs will find before they
can eventually unmask him only reveal that he wears
an unsettling mask with demonic features. He forces
his temporary minions to wear a similar mask to rob
them of their identity while making sure his targets
are at the center of the spotlight.

3
Introduction is a family-friendly escape room activity popular with
Welcome travellers, to Murkwater Port. The finest children and Worldwaker is just a normal scimitar
harbor city to find yourself in after some stressful with its pommel carefully painted. This light-hearted
adventuring. Rid yourselves of your worries and enjoy prank has become a tradition amongst the people of
the finest things the city has to offer you whether that Murkwater Port who try their best to keep the illusion
is browsing the markets for marvelous goods from alive. Usually, once inside, it is clear to the parties
all around the world, trying out the many local fish they’ve been tricked when there is nothing more to
specialities or just enjoying the beautiful view from do than solving childish puzzles and avoiding fake
the docks over the harbor. danger. Afterwards, the organizers of the event hand
Murkwater Port is a densely populated yet calm out badges to the parties granting them free food and
city thriving on the trade its harbor provides. Located spice in most of the stands on the festival as a token of
on a key point of several trade routes, Murkwater Port apology for pranking them.
offers accommodation to several trade ships a day,
strengthening the city’s economy as it has for several Chapter 1: Escape Games
decades now. The Port houses about 3000 people, Come the evening, the festival should be where
not including the ever-present traders and marines the party is heading. They find the contest’s entrance
temporarily staying at the local inns. near a long wooden construction covered with
several cloths hiding the inside. Once they’ve signed
The Fishmonger Festival themselves up one of the organizers takes them
Perhaps the most hyped attraction the city has to over the rules. She explains that the contest will be a
offer is the annual Fishmonger Festival. This local fair time-based competition where the party has to make
is a celebration of the region’s bountiful fish harvest their way through three rooms. To get to the next
and has grown over the years to be a much anticipated room, they will have to complete certain challenges
event for the locals. The festival is a time where one detailed in each room. She explicitly tells them these
can not only take pleasure in the local delicacies to challenges can be anything and will be revealed
their heart’s content, but browse the many curios local once they are in the room. When all challenges are
traders have gathered over the year as well as enjoy completed, the party will unlock the way to the next
countless games, shows and competitions for young room. When they’ve completed all three rooms, their
and old. timer stops. The team with the shortest time wins the
One such event is particularly exciting for the PCs: contest. She adds that objects marked with a black
the Best Adventurers Contest, which they learn to be a cross are not part of any of the challenges and are thus
competition for groups where the party will be tested not to be interacted with. You can use this info later
on several of their adventuring skills. Any of the locals to dissuade PCs should they spend too much time
the party meets during their visit encourages the PCs investigating a prop. Finally, if the PCs are stuck on
to partake in the festival and participate in the event. a challenge, they can ask for a tip by shouting loudly,
Surely, with their experience they’d have no problem though they will be penalised with 5 minutes of extra
winning such a contest. On top of that, the city is time.
littered with posters of the event, daring any group Throughout the rooms, the party will find several
of adventurers to earn the title of ‘Best Adventurers’. puzzles for them to solve and hidden objects for
Additionally, the posters speak of a reward for the them to find. The goal of the escape games isn’t so
winner. Originally, the prize would be a scimitar much to test the PCs intelligence as it is to entertain
named Worldwaker. You may adapt this to any reward them. Instead, try to direct their focus to the fake
you find more enticing to the party. Otherwise, props and laughable attempts by the organisers at
Worldwaker is an ornate scimitar with a beautiful creating intimidating sets. Give your players as much
silver and adamantine pommel said to hold mystical resources as you want. It wouldn’t be the first time
powers over earth and rocks. a party used magic to steamroll through the contest
Unbeknownst to the party, the locals have made and the organisers are quite used to it by now. After
it a bit of a game each year to encourage travelling all, the PCs are (probably) adults playing a game for
adventurers into participating in the competition children.
which they dress up as a serious contest with an Here’s how players can handle each clue.
awesome reward. In truth, the Best Adventurer Contest

4
• Players can have their character investigate is easy enough for small PCs but medium characters
objects in the room, which automatically must make a DC 16 Dexterity check or risk becoming
succeeds in finding a clue related to that object. trapped in the tight tunnel.
• Party can make an Investigation check with a
DC of 15 to have one of the characters find a Fake Fire Trap
hint about the next clue. Inside, the PCs can find the organisers’ attempt
• Party can call for a tip by shouting really loud. at recreating a fire trap: Two wooden planks, cut
They will be penalised with 5 minutes of time. and painted in the likelihood of flames, block the
Once they’re ready, the organizer starts the timer way to the end. A soft orange glow radiates from a
and opens the door for them to enter. As a fun little permanent dancing lights spell hidden behind both of
addition, you can time the event in realtime to add the planks. Using the hidden lever from the torture
to the illusion. Additionally, let your players draw the equipment causes the planks to rotate backward,
room you’re describing to give them a better visual blocking the dancing lights and granting passage for
understanding of the layout as well as the set pieces as long as that lever remains pulled. Ofcourse, any PC
found inside. with a Strength score of 10 or greater can just brute
force the planks down to pass. At the end, another
Room 1: Castle Dungeon lever can be found that when pulled, opens the closed
hatch. Next to the lever, a small note can be found.
This 30 by 20 feet room is made to look like the inside The white parchment trimmed with blue ink contains
of a castle dungeon. The walls are made of tight- the next clue for the party: He should have used his
hung cloths (supported by bales of hay) with stone head.
bricks painted on them. You have entered through
the southern entrance and find the door to the next 2. Closed Hatch
room diagonally on the opposite wall. Two torches
illuminate the room from the eastern and western An iron hatch breaks the pattern of stone bricks on
wall. In the northern wall a closed hatch is encased the northern wall. Closer inspection reveals it to have
at about 2 feet above the ground. The northern part no easy way of opening.
of the eastern wall holds a rack of torture equipment.
Opposite of the hatch, the southern wall has two PCs can open the hatch using raw strength by
broken manacles drooping from their iron chains. In making a DC 20 Strength check though it should be
the southwestern corner of the room, several vases obvious the organisers did not intend for them to do
of varying sizes can be found. Above them, scratches that.
made by fingers disturb the pattern of the bricks.
Fake Skeleton
When the lever in the Fake Fire Trap is pulled, the
1. Scratches on the Wall hatch opens and a skeleton falls out. With its hands
bound by manacles, the skeleton quickly comes to
The scratches are easily identifiable as being made a halt in an awkward, uncomfortable pose. Closer
by human hands. The shape and placement of them inspection reveals it to be made out of wood as well as
hints that they are the product of someone trying to to not be entirely anatomically correct.
claw their way up the wall. Sure enough, a few inches The party’s next clue is hidden inside their new
above the scratches, one of the stone bricks appears to companion’s head, as hinted by the previous clue,
be out of place, sporting a different hue of the grayish where they once again find a white parchment
color. trimmed with blue ink. This time it reads: May the
Once a character can reach the out of tone brick at light guide your way.
its 8 feet height, they can easily pull it away, revealing
a tiny tunnel of 4 feet deep, 2 feet wide and 1 feet 3. Torches
4 inches tall. The tunnel is obviously designed for
Both torches seem to be enchanted to avoid giving off
children to be raised up to the entrance, then crawl
warmth, most likely as a security precaution against
a short distance to reach the end. Crawling through
accidental fires. They can be removed from their
holders to better illuminate specific areas or objects.

5
When inspecting the torches, a DC 22 Perception The symbols correspond to the following numbers:
check is enough for a player to notice faint • Star - 3
glimmering lines on the outskirts of the light. The DC • Square - 4
for this check is decreased by 10 when the party has • Circle - 6
found the Fake Skeleton clue. The lines appear and • Triangle - 7
disappear in sync with the flickering of the closest • Moon - 9
torch. The PCs can trace the lines with any light When the secret lever is pulled, the Fake Fire
source (most likely a PC carrying one of the torches) Trap is deactivated. This should be hinted at by some
which will lead them to the manacles on the southern mechanical clunking if the party has not found the
wall. Between the two broken manacles, four symbols Fake Fire Trap yet. When the lever is released the trap
are written in the same materials as the glimmering springs back into place.
lines: A square, a triangle, another square and a star.
5. Vases
4. Torture Equipment A total of nine ceramic vases in varying sizes can be
Closer inspection reveals the rack contains five found here. Closer inspection reveals all of them to be
different torture tools. Each one of them has a empty.
different symbol as well as a different number
scratched into it. Almost all of the tools can be taken
off the rack except for one, which makes a mechanical 6. Door
sound when pulled.
The door appears to be locked with a 4 digit
combination lock, the numbers on it are set to four
zeroes.

6
These numbers are of course 4743, the obvious has it sporting a wide grin which, on closer
result of the symbols found with the torches and the inspection, has a human finger protruding out
numbers mapped to them on the torture equipment. of it.
• Instructions on creating an ointment that
causes steel to temporarily bend and become
Room 2: Laboratory supple. The folder includes a drawing of a
Where the first room was almost empty, this one is smug looking human knight standing between
filled with tons of furniture, curios and miscellaneous several distressed looking orcs wielding limp
items. The room has the same size as the previous one axes and swords.
but this time you enter from the western side of the • Another folder holds several ripped pages from
southern wall. a book in which the author explains how to
The western wall has several paintings and posters create a massive war machine that is seemingly
hanging from it. specifically designed to snatch enemy mounts
The northern wall has a door in the middle, flanked and throw them away. A simplistic blueprint
on the left side by a coat rack with a coat and a hat reveals the machine to be at least 40 feet tall.
hanging on it and on the right side by a knight’s • A delicately written formula for creating a
armor on display. potion that allows the imbiber to talk to orcs.
A globe sits in the northeastern corner of the room The notes have little hearts and simplistic
with two posters looming above it. The rest of the smiling faces scribbled in the side margins in
eastern wall is occupied by a bookcase with a cabinet. pink and yellow colors. A drawing of an orc
A shelf lined with curios takes up the eastmost space and a human angrily leering at each other is
of the southern wall. A solitary cupboard stands crossed out. Next to it, a similar drawing has
between the entrance and the shelf. On it, various lab the orc and human interlocked in a friendly
equipment can be found. conversation.
In the middle of the room, two tables are illuminated • These notes describe how it is possible to create
by a simple chandelier hanging from the ceiling. The small metal items such as a ring or a key by
easternmost table holds an alchemical setup that mixing several substances detailed over the
clearly starts with a funnel and ends in a box. The next few pages. One of the included drawings
westernmost table has a locked compartment and depicts an alchemical setup similar to the one
some folders sprawled over it. stationed on the easternmost table.
This should get the party started. The last project
In this room, the party will have to find the seven allows them to use the alchemical setup on the
substances necessary to make the key that will allow other table to create the key for the compartment.
them to pass to the next room. They’ll have to find According to the notes, they require seven substances
the correct alchemical formula first, identify the which they have to mix using the setup.The notes talk
substances and finally follow the trail of clues to about the following substances:
collect them all and craft the key to continue. • Deer Saliva
• Piece of Cooled Core
1. Westernmost Table • Crushed Rhinoceros Horn
• Tazerian Spider Venom
The table appears to have done service as a desk. A • Malook
pot of dried ink, two quills and a total of five folders • Tantalas Exis
containing documents are sprawled across the table. • Kledrioner’s Moonblood
Flipping through them reveals each of the documents Unfortunately, the only information written about
to be notes for a certain alchemical project. The them are the steps in which they have to be mixed
locked table compartment requires a key to open. together, so the party does not know what to look
The alchemical projects are the following: for. In truth, the substances are made up and are
• A complex formula detailing the steps, actually substituted by the real materials required
components and equipment necessary to to perform such an alchemical feat. This means that
transform a bunny into an exotic looking any Intelligence check made to identify them should
canine with strange colorful stripes in its automatically fail. Luckily, the PCs can learn the
fur. An illustration of the strange creature appearance of the substance from one of the posters

7
of the western wall. Additionally, the entry for Deer Chandelier
Saliva has the following line written next to it to start A PC inspecting the chandelier can find a small
the party off: Left some in my pockets? vial of Malook attached to it, cleverly hidden out of
The compartment contains the way to open the plain sight. The chandelier hangs on a comfortable 7
door to the next room and thus the party will have feet height and any medium character can easily reach
to get the key to open it. Additionally, the lock can it. Wrapped around the vial is the next clue, again,
be picked with a DC 22 Dexterity check and can be white parchment trimmed with blue ink: Grab your
forced open with a DC 20 Strength check (though mount you’ll find the next one, between Zellik’s Haven
allow a spying organiser to interfere before they break and Terik’s Twisted Town. This is a reference to one of
the compartment). the maps above the globe.

2. Easternmost Table 3. Western Wall


Upon further inspection, the box the alchemical setup The western wall is filled with paintings and posters.
ends in appears to be a cast for a key. A small fire
silently torches one of the conical flasks in the setup. • Two horses gallop on a meadow, sunlight
Several notes are sprawled over the table but they accentuating their pearly white fur
appear as gibberish once inspected. • Seven different vials are lined on a desk, each
with distinct different colors and density. Their
The alchemical setup will be used by the PCs once names are written beneath them in swirly
they have gathered the components and are ready to letters.
craft the key. • An exotic city sits abandoned on a body of
water. Its golden walls almost entirely devoured
by undergrowth.

8
• Two colorful fish are swimming harmoniously Clutched in the armor’s right hand the PCs can
in circles in a well kept pond. Stones, water find the vial of Kledrioner’s Moonblood, carefully
lilies and reeds accentuate the painting in a hidden in an opening in the armor. A DC 18
strangely symmetrical way. Investigation check is enough for a player to do so.
Additionally, the DC of this check is reduced by 10
The second painting of course depicts the seven once the party has found the clue hidden in the map
substances needed to craft the key. Once the PCs have poster. Wrapped around the vial, a new clue written
read the document containing the alchemical process on a white parchment trimmed with blue ink pushes
or when they ask about it you can reveal the names the party towards the next direction: The hunt has
and appearances of the substances: ended, an eye for an eye. The ivory trophy, lift it up
• Deer Saliva: Transparent, mucous high. This hint refers to the rhinoceros horn on the
• Piece of Cooled Core: Black, rocky shelf.
• Crushed Rhinoceros Horn: Gray, powdery
• Tazerian Spider Venom: Green, glowy 7. Globe
• Malook: Red & gold, shifting fluid
• Tantalas Exis: Orange, jelly, strings of white A detailed, wooden globe sits in the northeastern
inside corner of the room, flanked by two posters. The
• Kledrioner’s Moonblood: Silver, thick liquid, poster on the northern wall seemingly depicts the
pulses yellow same unknown world that is painted on the globe.
The one on the eastern wall is a hand drawn map
4. Coathanger of a place called ‘Genario’s Realm’, again unknown,
which has several towns, bridges and other points of
Rummaging through the coat’s pockets will result
in the PC finding the bottle of Deer Saliva as well as a interests marked on it.
piece of paper hinting at the next substance’s location: Two substances are hidden here by the organisers.
My glow enticing, may I suggest, you come and find me The first one can be found in a hidden compartment
amongst the rest. inside the globe, which can be opened by tilting it.
Inside, the PCs will find the piece of Cooled Core
5. Door wrapped in a cloth together with the following hint:
From the darkest depths to the sun so fine. The light has
The thick metal door does not have a lock or even blinded you all this time which should lead them to
a knob. Most likely it will swing open via some the vial of Malook on the chandelier. An Intelligence
mechanic. check of DC 15 is required to notice the globe can be
The door will be opened when the locked tilted, unless the players have found the matching clue
compartment is opened by the the freshly crafted key. in which case they automatically notice this.
Any other attempts at opening the door should fail The other substance here is hidden inside a small
automatically. alcove behind the eastern poster. A small tear in
the material of the poster (between the city Zelik’s
Haven and the settlement called Terik’s Twisted Town
6. Knight’s Armor Display which lies northeast of that) gives an indication of
The armor stands stationary on its pedestal, its pieces where the PCs might look. A DC 20 Perception check
held in place by a cleverly crafted wooden structure. allows PCs to notice this tear in the poster. Lifting up
The armor’s left arm is holding a shield protecting its the tear reveals the alcove in which a tiny bottle of
side, the right clutches at its breast. Darkness peers Tantalas Exis is stored together with a folded up white
back at you through the helmet’s visor. Several dents parchment trimmed with blue ink. The clue reads as
and impurities can be spotted on the armor from this follows: Forged from iron, in battle he was slain. Flesh
close, and it’s clear that the gold trimmings are just has long since faded, but his iron grip will remain and
painted on. The pedestal has a nameplate near the refers to the knight’s armor on display.
feet, dubbing the previous owner of the armor ‘Lord
Cintus’.

9
8. Bookcase • Add three drops of the Tazerian Spider Venom
to the bottle of Tantalas Exis. Close the bottle,
The books in the bookcase all have blank pages within then gently sway until the Tantalas Exis
their binders. When opening the cabinet, you are liquifies.
greeted by an empty space aside from a few cobwebs. • Add one scoop of the Crushed Rhinoceros
Horn to the Tantalas Exis liquid. Sway gently to
spread the powder over the whole bottle.
9. Shelf • Prepare the alchemical setup.
• First, pour the Kledrioner’s Moonblood mixed
Several items of interest are neatly lined up on a
with the Cooled Core into the funnel.
velvety cloth on this shelf. From left to right you
• Immediately follow up with the Deer Saliva.
find an ornate box containing silver pellets, a small
Wait out the chemical reaction between the
rotund jar with dull grey powder, a big ivory horn and
two substances before continuing.
a strange mechanical contraption that twitches and
• Follow up with the liquified Tantalas Exis
buzzes every odd second.
mixed with Crushed Rhinoceros Horn.
The next clue in the chain is the Crushed • Finally, drip the contents of the vial of Malook
Rhinoceros Horn which can be found in the small into the funnel over a period of thirty seconds.
jar next to the horn. After the corresponding clue has • Wait for the steam to subside before opening
been found, PCs automatically make the connection the cast and retrieving the object.
between the horn and the contents of the jar. As the steam subsides the PCs can open the cast
Especially since it quickly becomes clear the horn and retrieve their freshly made key. The key feels
holds no secrets. On top of that, the cap of the jar has metallic though with enough force it can be bent and
a silhouette of a horn drawn on it. twisted.
When the party opens the locked drawer they find
yet another note. This time however it is just a folded
10. Cupboard up plain brown parchment. Crimson red letters spell
A collection of vials, bottles and jars can be found the following: Bobbing the of sea. waits you the of city.
on the surface of the cupboard, hosting a variety of Patience you’re late. victim swiftly. These meaningless
liquids, powders and everything in between. Most words are only the first part of the clue given by the
of them are transparent, some sporting bright colors Murkwater Maniac about his next victim. The bottom
and one even glows with a sickly green color. Several left corner is smudged with what can only be a drop
empty test tubes sit in a small wooden rack, next to it of blood. Simultaneously, a hidden mechanism in
lay a set of iron pincers and two spoons. The drawers the compartment gets activated and the door to the
of the cupboard are empty. next room swings open with the muffled shrieking of
metal on metal. Immediately after, a scream can be
On the cupboard the PCs can find another of the heard coming from the newly opened chamber.
substances: the Tazerian Spider Venom. This is of
course the bottle that glows with the sickly green
color. Underneath it, the party can find the next clue Room 3: Circus Tent
written on a white parchment trimmed with blue ink.
The last room of the contest is circular. The walls are
The clue goes as follows: Dig deep if you want to know
comprised of a white and red striped cloth that hangs
more, you’ll find the next one in the world’s core which
from a pole in the center of the room. A stuffed doll
refers to the Cooled Core hidden inside the globe.
resembling a lion sits before a transfixed hoop. Next
to it several other plushies resembling animals await
Crafting the Key their turn behind the lion. On the other side of the
Once all ingredients are gathered, the PCs can room, several mirrors big and small are installed in
begin crafting the key. You can just let this succeed a circle. From the support beams, attached by strings
since the steps are simple enough but if your players on her limbs, a woman hangs lifelessly in mid air. Her
are interested the formula goes as follows: body, clad in dancer’s clothing, is twisted in a dancing
• Crumble the piece of Cooled Core to a powder. pose by the strings that hold her afloat. A mask with
• Add the Kledrioner’s Moonblood and shake demonic features covers her face, but her empty gaze
until the substance stops pulsing. leaves no mistake about her passing. Behind the body,

10
crimson red letters stain the canvas wall while soft been able to further their investigation. With the
violin music is playing in the background. Just left of festival going on Molimo is currently experiencing a
the door, one of the organisers is staring at the scene. lot of stress and after he has introduced the party to
Her knees are trembling and her eyes are full of fear. the antagonist in the Murkwater Maniac the Guard-
Captain loses interest in them. Molimo turns away
The letters on the canvas are of course the second any of their further questions since he’s too eager to
part of the clue the Murkwater Maniac has left behind investigate the scene. When prompted with the clue
for the PCs. They read as follows: on Waves the She for the party found he rolls his eyes dismissively, stating
in heart the My wavering, running Another is made. that he’s sorry they won’t be able to finish their contest
run. After that the city guard are too busy guarding
What happened? and investigating the area to further deal with the
PCs.
During their time in Murkwater Port, the party
has become the target of a mysterious psychopath
who goes by the name of the Murkwater Maniac.
He has prepared a whole night full of excitement
for the PCs whom he considers his cast of main
actors for the night. During the festival, he killed
one of the women working backstage, dressed her
up and hung her from the support beams. He used
her blood to write the second part of the clue on
the tent’s wall and cast Major Image to have the
violin play for his dancer. He replaced the original
clue in the locked compartment with one of his
own so only the PCs would be able to follow the
breadcrumb trail he laid out for them. Finally, he
magically charmed one of the organisers so she
would enter the chamber from the backstage when
the door is opened.

2+1D4 rounds after the scream, the city guards


rush in to take over the crime scene. Before that, the
party has some time to make sense of this situation
(they might be confused about whether this is part of
the contest or not). The shocked organiser is there to
do just that. She answers the questions the PCs have
with a stammering voice, unable to take her eyes off
the horrific scene. They can explore the chamber in
the meantime but they won’t find any evidence of the
Maniac.
When the guards do arrive they quickly take
over the area. The party is questioned by Guard-
Captain Molimo, a lanky human man with a stern
visage. Once it’s clear they weren’t present when the
murder happened (the charmed organiser pleads
them innocent) he opens up about the incident. The
Guard-Captain explains the city has been terrorised
by a masked murderer which they’ve dubbed the
Murkwater Maniac who kidnaps and kills people
in all sorts of strange manners. Though he’s made
several victims over the past year, the Maniac’s trail
is shrouded in chaos and the city guard has never

11
Chapter 2: Patience of the Waves Once they’ve settled on checking out the harbor,
The PCs leave the contest’s premises with a lot they’ll need to find the last clue to further narrow
of questions. Luckily, they hold all the answers down their search. The Murkwater Maniac has
themselves. By combining the words written on the cleverly hidden the name of the ship he’s set his trap
tent’s canvas and the clue from the compartment, they on in the riddle. Both the words ‘patience’ and ‘waves’
can decipher the message that the Murkwater Maniac have capital letters when they shouldn’t have them
has left for them, which is another riddle. The riddle and once the party finds the ship named ‘Patience
will guide them to a ship docked in the port called the of the Waves’ there should be no mistaking the
Patience of the Waves, where the Maniac has prepared connection. Allow the PCs the following options:
a trap (or a performance as he would prefer to call it) • They automatically link the words to the name
for the PCs. The riddle goes as follows: of a ship.
• Int DC 14 to note the capital letters where
Bobbing on the Waves of the sea. there shouldn’t be.
She waits for you in the heart of the city. • The clue reminds a local of a recent ship that
My Patience wavering, you’re running late. arrived in the city.
Another victim is swiftly made.
Aboard the Ship
Deciphering the Clues When they find the Patience of the Waves at one
There are three aspects that the party will have to of the docks, the PCs are greeted by a red carpet
figure out about the clues. The first being the word running all the way from the dock, up on a boarding
order. Separately, the clues are seemingly just random plank and onto the ship. On board, the red carpet
words, though together they form the riddle that will flows across the wooden planks before disappearing
provide them with a lead. Allow the party to recall inside the hull. The crew of the ship is charmed by the
the words written on the tent’s wall to help solve this Murkwater Maniac and forced to do his bidding. All
puzzle. of them are wearing similar demonic masks like the
• The PCs automatically make the connection dancer from earlier was wearing. Six crew members
and join the two clues forming the message. stand at attention in two neat lines next to the carpet
• A member of the city guard stops the party to and bow as soon as a PC makes use of the boarding
ask some questions and asks about the piece of plank. Afterward they remain motionless in their
paper they found. He notes that it appears that bowing positions. By design, the Maniac has allowed
the message is missing its other half. them to whisper and they use this freedom to steer
• A DC 13 Intelligence check is enough to note the party towards the danger in the hull. Although
the unusually big spacing between the words these crew members have their memories erased
hinting at a second clue that will fill in these (their bodies still obey the Maniac’s commands) and
gaps. thus cannot warn the PCs for the trap belowdecks,
Second, the riddle mentions someone is waiting they do know the captain’s wife is in danger and beg
for them in ‘the heart of the city’ so it is likely they’ll the party to swiftly rescue her. The mesmerised sailors
find some answers there. In this case, the heart of don’t respond to any impulses or questions and try to
the city is not the center but rather the harbor, since maintain their position as best as possible.
Murkwater Port is so dependant on it. The PCs might
not know this immediately so give them the following
options:
• The PCs understand the heart of the city refers
to the harbor where all trade flows through.
• A city guard notes that the center of the city
(a storehouse where local farmers store their
vegetables) is probably not what the note
meant by ‘heart’.
• Any of the locals can point the PCs towards the
harbor.

12
extra difficult for Medium sized characters and they
What happened? have disadvantage on their Acrobatics check. Large
When most of the people working in the harbor or bigger characters do not fit between the gap and
had left to prepare for the festival, the Murkwater cannot crawl over the barricade.
Maniac made his way towards the Patience of
the Waves. Using his compulsion magic he easily 3. Contraption:
turned the crew into his slaves and made them When a PC manages to climb the barricade for the
wear the fiendish masks. The captain followed first time they notice the contraption on the other side
suit and his wife was taken as a hostage. She was of the hull. On a crate, a candle with 2 fuses stuck in
bound at the back of the hull while the crew was to it is slowly burning. The fuses are both connected to a
barricade the way with barrels and crates. He then big pile of barrels filled with gunpowder. The candle’s
ordered them to wait at their positions for the PCs flame is dangerously close to the fuses and they go
to arrive. Afterwards, the Maniac killed the captain off after 3+1D3 rounds of noticing the contraption.
in cold blood and used his life fluids to write the If the fuses aren’t stopped the contraption will
next clue on the back of the barricade. Finally the explode dealing 10D10 damage to everyone on the
Maniac kidnapped the captain’s son to use in the contraption’s side as well as everyone on the barricade
final act. and 10D6 damage to everyone on the other side of the
barricade. The Murkwater Maniac has also rigged the
contraption with a magic trigger. When the candle is
Below Deck doused a flare will go off on the ship’s deck signaling
Following the red carpet, the party descends the mesmerized crew to carry out the second part of
into the darkness of the ship’s storage where the the Maniac’s plan. The sailors on deck will move to
Maniac has prepared a scene for them. In the close and lock the entrance to the hull while the rest
struggling light of two lanterns the PCs notice a big of the crew will surprise the PCs below deck.
improvised barricade made of barrels, crates and
other miscellaneous items that divides the hull into 4. Crates and Barrels:
two. The area with the entrance is mostly empty aside Unbeknownst to the party, the rest of the crew
from the odd barrel, crate and chest that didn’t make is ordered to hide within the remaining barrels and
it into the barricade. In the northeastern corner one crates scattered throughout the first section of the
of the charmed sailors (1.) waits in the shadows for hull.
the PCs to enter and starts playing a sad song on her Creatures: A total of 8 crew members are holed
violin once they do. She too is wearing one of the up in the containers. They are forced to wait patiently
demonic masks. She keeps playing throughout the for the flare signal after which they will jump out of
encounter while sobbing “I have to play for you” and hiding and attack the PCs. Two of them are carrying
“Hurry, before it is too late”. On the other side of the greataxes, three use maces and the last three carry
10 foot barricade the captain’s wife sits bound to a handaxes. As with the rest of the Murkwater Maniac’s
chair. Before her, her dead husband lays face-down on victims they hold no control over their bodies but
the ground. A couple of feet further, the Murkwater they are allowed to softly plead for the mercy of the
Maniac has left a ticking time bomb in the form of a party.
sinister contraption rigged to blow up any minute.
Mesmerized Sailor
2. Barricade: Medium humanoid (human), LN
Armor Class 14 (leather armor)
The red carpet continues its way below deck running
Hit Points 26 (4d8 + 8)
all the way over the 10 feet tall improvised barricade
that divides the hull in two. Speed 30ft.
Str Dex Con Int Wis Cha
A PC can try to climb the barricade with a DC16 15 (+2) 16 (+3) 14 (+2) 9 (-1) 10 (+0) 10 (+0)
Athletics check after which they can attempt to cross Tools choose one from gaming set, violin or navigator’s
it with a DC15 Acrobatics check to see if they can tools
find stable footing when crawling. The 2 feet gap Skills Acrobatics +4, Nature +6, Survival +2
between the barricade and the ceiling makes this Senses passive Perception 10

13
Languages Common interpret the woman’s noises as that of a helpless
Challenge ½ (100 XP) bound person. Before her, a mask lies on the floor,
Special Traits which the Murkwater Maniac placed on her but she
Mindbound: Magical spells and effects that cause the was able to shake off during her captivity. Next to
person to be charmed require an additional DC 18 Cha the mask, the body of the captain lies motionless, his
check to succeed. blood seemingly drained from his veins. The Maniac
Actions murdered the man in cold blood so he could use his
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
life fluids to write the next clue on the back of the
barricade. Any PC that crosses the barricade can see
target. Hit: 9 (1d12+2) slashing damage.
the bound captain’s wife and the six words written
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
in her husband’s blood on the barricade behind her:
target. Hit: 5 (1d6+2) bludgeoning damage.
show, podium, applause, dance, curtain and song.
Handaxe. Melee Weapon Attack: +4 to hit, range 20/60 ft.,
one target. Hit: 5 (1d6+2) slashing damage. Freeing the woman takes 2 + 1D3 rounds after
which she starts sobbing about the Murkwater
The lone violinist in the corner of the area is forced Maniac kidnapping her son. As soon as the enthralled
to keep playing even as the PCs engage in combat sailors hear the woman’s voice they follow a different
with her crewmates or herself. She does however command: They immediately start hacking away
regain control of her body when the rest of the crew is at the walls and floor of the hull. In 1D3 rounds,
released from the Maniac’s grasp. one of them manages to make a hole and water
starts pouring in. The captain’s wife has an Athletics
5. Captain’s Wife: and Acrobatics modifier of +5 for the purposes of
Behind the blockade the captain’s wife is gagged climbing and crossing the barricade.
and bound to a chair, unable to move or make a
sound aside from a muffled scream. As soon as she Treasure: The captain still has his +1 rapier
hears the violinist play she tries to alert the party adorned with an intricate sapphire crystal strapped to
of her presence. A DC15 Perception is enough to his waist. The captain’s wife is too busy caring about

14
her late husband and kidnapped son that she doesn’t Chapter 3: Time for the Finale
care if a PC takes the weapon with them. The rapier’s When the party is able to escape their sinking
design and the sapphire crystal increase the weapon’s coffin the survivors of the crew along with the
value to double that of a normal +1 rapier. captain’s wife regroup on the dock. Once ieveryone
is accounted for they thank the party for their timely
Event Order intervention. At the sight of their sinking vessel
however, their gratitude is quickly overtaken by
• Violinist starts to play
concern. If the captain’s wife was able to survive the
Contraption: ordeal, she sobbingly pleads for the party to save her
• Goes off in 3+1D3 rounds son from the hands of the Maniac. Otherwise, the
• Dousing the candle sets off the flare alarm remaining members of the crew try to convince them
Flare Alarm: to rescue the young boy.
• Crew on deck closes and locks door.
• Crew in hull attacks PCs After their trial aboard the Patience of the Waves
Freeing the Captain’s Wife the PCs should have enough information to decipher
• Crew tries to sink the ship. the next location. The six words written on the
barricade all have something in common with a
theater. A building, the PCs can quickly learn through
the locals, of which the city only has one off. If the
Escaping the Ship PCs are unable to piece the puzzle together, the crew
Once a hole is made, the crewmembers will be members are able to help. One of them discovers
released from the spell. They drop their weapons to that the inside of his mask has the name of a theater
the ground and immediately take off their masks. company written on it. Abandoned and deteriorated,
After 1 round they have come back to their senses the decrepit theater can be found in the old district
and are able to help the PCs. After 2 + 1D4 rounds, of Murkwater Port. Although the locals are swift to
the hull is filled with water and any character still in it point the way towards the theater, they warn the party
starts to drown. the building has been haunted and none dare to enter
• The PCs can escape by breaking the door it. Some even claim to have heard eerie music come
which requires a Strength check with DC 30. from its empty hall from time to time.
• Picking the door’s lock is successful with a DC
24 Sleight of Hand check. The Drama Dome
• Alternatively they can use any teleportation Ever since Ellido experienced his first drama show
magic to relocate themselves or shapeshift and by the hands of a travelling gypsy theater company
escape through the cracks of the door or the the young elf knew what he wanted to do when he
roster used to load cargo into the hull. grew up. In the years following this revelation he
• Finally, small characters may swim through the worked hard to become a talented writer and a great
hole to escape the hull with a DC 12 Athletics actor, earning him enough gold to found his own
check. Medium characters must also succeed at company. Together they travelled the land netting
a DC 10 Dexterity check or risk getting stuck them fame and fortune with every play as well as
for that round. ever increasing his entourage of actors, stagehands
and the like. When Ellido’s company arrived in
Murkwater Port the elf decided that the city’s lack of
a theater was a great business opportunity for them
to settle down. Couple of months later the Drama
Dome opened her richly decorated halls for the
public. Seasons passed and Ellido’s theater business
thrived in its new haven. Sadly, like all good things,
his fortune came to an end. When the elf refused to
cast one of the newer actresses as the main role in a
play, the distraught damsel grabbed a nearby dagger
and pierced the writer’s heart in a fit of rage. With

15
Ellido’s death, the pillars of his enterprise crumbled Cafeteria
and within months the Drama Dome was forced to A dusty stairway leads the party towards the
close her doors. It did not take long for the locals to basement where the building has its cafeteria. The
label the building as haunted and has remained empty further the party descends, the more the eerie melody
ever since, even being avoided by the homeless of the echoing through the building is drowned out by
city. Until recently, when the Maniac arrived and felt sounds of racket followed by high-pitched laughter.
such a strong aesthetic connection with the place he When the PCs reach the bottom the first thing they
decided to make it his lair. For the last couple of days notice is a wet feeling in their boots. Any source
the Murkwater Maniac has been using its chambers of light immediately reveals the cause as the whole
to plot his next show, undisturbed by the supernatural cafeteria is flooded with a layer of ale an inch deep.
presence that stalks the building’s ruined halls. Creatures: The culprits are a group of gremlins
who occasionally raid the cafeteria. They drink
Facade themselves into a stupor from the leftover barrels
of ale while destroying the place romping in their
There’s no doubt about the building’s deteriorated intoxicated state. The layer of ale is the result of
state. Vermin scurry freely from the many cracks in one of the feys smacking headfirst into a stack of
the walls into the street. The majority of the eastern barrels causing them to come tumbling down and
wall has caved in due to the collapse of a support break onto the floor, much to the amusement of his
pylon. Planks have been hammered over the broken drunken friends. When the PCs find the gremlins,
windows in a pitiful attempt to keep the elements out. the feys are already beyond tipsy as they laugh at
The once colorful sign above the entrance, its palette one of their friends trying in vain to juggle his third
now dictated by moss and rust, reads The Drama glass mug. Confident they can take on the party the
Dome. The subscript below it having lost too many seven feys immediately attack in an attempt to defend
letters to the test of time to be legible. their playground. If the PCs weren’t able to sneak
The building’s doors curiously enough are wide up on them (by breaking the door for example), the
open, inviting the PCs into the darkness of its halls gremlins do their best to set up an ambush, but fail to
where a soft, eerie melody originates from. dim the lone candle sitting on the bar which may give
their maneuver away.
Foyer
The PC’s are greeted by a musty smell when they Drunken Gremlin
make their way inside the building. Several broken Tiny fey, chaotic evil
floorboards cause the party to mind their step while Armor Class 11
they venture deeper into the darkness. The posters Hit Points 10(3d4 + 3)
that decorated this hall have all been eaten by the Speed 40ft.
building’s insectile residents or decayed to a sickly Str Dex Con Int Wis Cha
yellow color losing their contents. The old ticket 8 (-1) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 8 (-1)
booth is only barely recognisable under the many Skills Stealth +6
cobwebs that seem to wrap it up like a gift. The door Senses passive Perception 10
left of the entrance led towards the modest cafeteria Languages Sylvan, Common
below the building, while the door to the right took Challenge ½ (100 XP)
visitors to the practice stage. Both these doors are now Special Traits
locked but can be lock picked with a DC25 Sleight of Innate Spellcasting. The gremlin’s innate spellcasting
Hand check or broken down with a DC20 Strength ability is Wisdom (spell save DC 13). The gremlin
check. Straight across from the entrance, past the can innately cast the following spells, requiring no
ticket booth, the party can continue their way towards
components.
the main stage through the gallery.
• At will: prestidigitation
• 1/day: confusion
Magic Resistance. The gremlin has advantage on saving
throws against spells and other magical effects.
Pack Tactics. The gremlin has advantage on attack

16
rolls against a creature if at least one of the gremlin’s a dagger from his workbench and plunged it into
allies is within 5 feet of the creature and the ally isn’t his heart before storming out and sealing the secret
incapacitated. chamber. Since then, no one has set foot into the
Shadow Stealth. While in dim light or darkness, the study. Sure enough the party find the remains of the
gremlin can take the Hide action as a bonus action. elven writer who’s been left here to rot. Between the
Drunken Stupor. The gremlin’s intoxicated state impairs ribs the weapon of his demise can still be found, a
its ability to fight. The gremlin takes a -2 to attack rolls beautiful jeweled dagger which Ellido crafted himself
and AC.
as an important prop for an upcoming show. On the
study table the playwrights’ drafts and notes for future
Actions
plays can be found, ordered neatly per project. Finally,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
a small workbench sits into the corner of the study,
target. Hit: 2 (1d4) piercing damage.
which Ellido used to make props and miscellaneous
Sabotage. The gremlin has advantage on Dexterity items for his shows.
checks to sabotage any mechanical system or vehicle. Treasure: The notes the playwright made are
well preserved and can be sold to someone in the
Hall to Practice Stage entertainment business for 300 gp. The dagger’s
intricate design bumps it value up to at least 1400 gp.
During the theater’s glory days this hall undoubtedly
was a sight to behold. Now its huge mosaic windows
are covered with rotting planks and thick layers of Gallery
moss hide the once beautiful artworks displayed here. This short hall connects the foyer to the main stage.
The ominous creaking of the floorboards an omen Its walls are laden with paintings and artworks that
of the danger that is about to befall the party. The depict the theater company’s greatest plays. As with
PCs sudden passage causes a part of the building the rest of the building, it is painfully obvious how the
to collapse as the old chandelier and a piece of the once beautiful splendor this hall possessed has faded
roofing comes hurtling down on the party. Everyone throughout the years.
within 10 feet of the foremost PC must make a DC
12 Dexterity save to dive out of the way of the threat One of the paintings is discernibly larger than the
from above. Characters that fail the save take 2d10 others and hangs exactly in the middle of the wall.
bludgeoning damage while characters that fail the It depicts Ellido posing on an intricate desk as he’s
save by 5 or more take 4d10 bludgeoning damage staring pensively in the distance while writing on a
instead as they are buried under the rubble. The piece of parchment. At first there seems to be nothing
collapsed ceiling completely blocks the way towards wrong with the canvas although on closer inspection
the practice stage. it appears as if a crimson stain is forming on the
elf ’s back. A shivering sensation befalls any PC that
Secret Study notices this. When Ellido’s back is colored completely
Once the dust settles, allow the PCs to make an red with blood, a sharp wind suddenly howls through
Investigation check at DC 20. Any character that the hall. In the flickering light of the torches the
succeeds this check notices a hidden door in the painting abruptly changes. The elf now stares straight
wall made visible by the hurtled debris. It takes only towards the party, his eye sockets deep, hollow holes
a couple of moments to clear a path and the door is while his body appears rotten and decayed. “I did
easily opened by pushing it aside, revealing a small not deserve this!” he screams as another gust of wind
passage upwards. Ellido had the secret door leading buffets the party and blows the doors shut. Within
towards a small study made for whenever he wanted that moment he lurches forward and jumps out of the
to completely focus on writing his plays. Only the elf canvas, manifesting his spectral body in a whirlwind
knew about the passage so he could rest assured to of energies.
not be interrupted during his work. On the night of
his death however, one of the actresses was able to
follow him here. She tried to blackmail Ellido into
giving her the lead role in his next play but when the
playwright refused she was left with nothing but her
anger. When he turned his back to her she grabbed

17
Haunt of the Drama Dome Material Plane while it is in the Border Ethereal, and vice
Creatures: After his death, Ellido’s spirit was versa, yet it can’t affect or be affected by anything on the
unable to depart to the afterlife. Anchored to his other plane.
theater, the ghost of the playwright stalks the Drama Horrifying Visage. Each non-undead creature within 60
Dome, scaring away all who would dare trespass. feet of the ghost that can see it must succeed on a DC 13
Twisted by rage over his undeserved death, the spirit Wisdom saving throw or be frightened for 1 minute. A
is forced to spend eternity searching in vain for its frightened target can repeat the saving throw at the end
killer unable to conceive any thought beside revenge. of each of its turns, ending the frightened condition on
When the party searches the gallery, Ellido’s spirit itself on a success. If a target’s saving throw is successful
once again manifests itself to unleash his anger on the or the effect ends for it, the target is immune to its
interlopers. If any of the PCs have the dagger from Horrifying Visage ability for the next 24 hours.
the secret study on them, the ghost directs all its rage When the party is able to bring down the ghost, the
towards that character, convinced it was them that elf ’s spirit is finally freed from its bond to the theater.
murdered him.

Ellido’s Spirit
Main Stage
With Ellido’s spirit dealt with the way to the main
Medium undead, neutral evil
stage is clear.
Armor Class 11
Hit Points 45 (10d8) Opening the doors from the gallery reveals a large
Speed 0 ft., fly 40 ft. (hover) circular room scarcely illuminated by the meager
Str Dex Con Int Wis Cha rays of moonlight shining through the broken dome-
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) like glass roofing. The once perfectly placed chairs
Damage Resistances acid, fire, lightning, thunder; now lie in heaps scattered throughout the hall. The
bludgeoning, piercing, and slashing from nonmagical wooden stage at the bottom of the sloping floor lies
attacks
completely demolished, a sight befitting the rest of
the interior. Left of the entrance, one of the balconies
Damage Immunities cold, necrotic, poison
has collapsed, the result of years of vandalism and
Condition Immunities charmed, exhaustion, frightened,
negligence. In the middle of the hall, a 12 foot high
grappled, paralyzed, petrified, poisoned, prone,
mound made of rubble, broken chairs and moss-
restrained ridden vegetation looms ominously, taking in almost
Senses darkvision 60 ft., passive Perception 11 half of the area. On top of it, a young boy with raven
Languages Elvish, Common hair sits bound and gagged to a chair, his sobbing eyes
Challenge 4 (1,100 XP) pleading the party for help.
Special Traits
Ethereal Sight: Ellido’s Spirit can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and vice
Creatures: Four quasits mischievously strut
around the captain’s son, occasionally prodding and
versa.
pushing the frightened boy as they relish in his fear.
Incorporeal Movement: Ellido’s Spirit can move through
The quasits are a gift from the Maniac’s patron who
other creatures and objects as if they were difficult
revels in the chaos the man brings to the world. To
terrain. It takes 5 (1d10) force damage if it ends its turn the Maniac the little fiends are perfect volunteers for
inside an object. supporting roles in his plays.When the PCs notice
Spectral Prison: As long as Ellido’s Spirit is manifested, them they start laughing mockingly, daring the party
white and black flames dance around the edges of the to engage them. Two more of the fiends hide invisible
gallery preventing anyone from entering or exiting. inside the mound of junk waiting for the right time to
Anyone passing through the magical flames takes 10 strike.
(2d10) necrotic damage.
Actions Quasits (6) Monster Manual p.63
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Of course the Murkwater Maniac was expecting
Etherealness. Ellido’s Spirit enters the Ethereal Plane the party to arrive and has planned his final play for
from the Material Plane, or vice versa. It is visible on the tonight accordingly. While the PCs are concerned

18
with freeing the captain’s son (which is part of his Yes, marvelous! A divine performance. You
script) the Maniac has time to monologue using have been my best cast in years. The passion,
a Minor Illusion cantrip. At the end of each round the drama, all wrapped up in a sublime
the illusory voice of the Maniac booms a part of his blanket of despair. I truly wish we could
speech while a hidden quasit emerges from its hiding continue our performance forever. But alas,
spot to attack a surprised PC. Throughout the whole just like your lives this play ends tonight!
encounter the Murkwater Maniac employs another
illusion to mimic several violins playing an intense With a quick movement of his hands, the
song. Treat the mound of rubble as difficult terrain. Murkwater Maniac sets off several fireworks all over
the balcony blinding every PC that fails a DC 14 Dex
save. He unsheathes his rapier and jumps down to
Round 1:
join the fray, laughing maniacally.
The quasits attack anyone who tries to scale the
mound to reach the kidnapped boy. In the midst of
the fighting, a booming voice can be heard addressing Murkwater Maniac
the PCs. Medium humanoid (any race), any alignment
Ah, the fun and games we had tonight Armor Class 12(15 with mage armor)
A show of passion, what grand delight Hit Points 78 (12d8 + 24)
Speed 30 ft.
Round 2: Str Dex Con Int Wis Cha
The remaining quasits continue to try to keep 10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
the party from rescuing the son. One hidden quasit Saving Throws Wis +4, Cha +7
joins the fray attacking the most vulnerable PC. The Skills Deception +7, Persuasion +7
illusory voice continues his speech. Senses darkvision 60 ft., passive Perception 11
A cruise of tension, excitement galore Languages Abyssal, Common
Like nothing you’ve ever felt before Challenge 7 (2,900 XP)
Innate Spellcasting. The warlock’s innate spellcasting
Round 3: ability is Charisma. It can innately cast the following spells
The fiends continue to sow chaos in the fight and
(spell save DC 15), requiring no material components:
are unafraid to use their hostage as a meat shield. The
• At will: alter self, mage armor (self only),
final quasit emerges from hiding to strike another
suggestion
unsuspecting target as the Maniac concludes his
Spellcasting. The warlock is a 12th-level spellcaster.
speech.
You’ve heeded my call, obeyed my rally Its spellcasting ability is Charisma (spell save DC 15, +7
Now it is time for your finale to hit with spell attacks). It regains its expended spell
slots when it finishes a short or long rest. It knows the
Round 4: following warlock spells:
Suddenly the remaining quasits stop their assault • Cantrips (at will): alter self, mage hand, minor
and temporarily disengage, circling around the party. illusion, prestidigitation
With the sounds of battle diminished the PCs can • 1st-4th level (3 5th-level slots): burning hands,
hear clapping from one of the balcony seats above charm person, enthrall, fear, hallucinatory terrain, hold
them. The Murkwater Maniac has followed the person, hypnotic pattern, major image, misty step, ray of
encounter closely and is immensely impressed by the enfeeblement, scrying
party’s performance. The criminal just cannot resist Actions
to congratulate them before inevitably having to Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
end their lives in service of his art form. The Maniac target. Hit: 6 (1d8 + 2) piercing damage.
reveals himself from atop one of the balconies and Reactions
bows to the PCs. Stage Trick (Recharge 4-6). If the Murkwater Maniac
would take damage from a ranged physical or spell attack
he can instead disappear in a whirlwind of cloak and
cloth and reappear behind the attacker making a melee
weapon attack with advantage.

19
Conclusion
With the Maniac defeated the PCs have freed
Murkwater Port of its notorious killer. Not long after
their victory the city guard rush into the theater.
When it becomes clear the party has taken care of the
murderer they act surprised yet elated. Guard-Captain
Molimo congratulates them on their feat while also
apologizing for his previous behaviour. To make the
latter as short as possible he expresses interest in their
side of the story. If the identity of the Murkwater
Maniac is still not revealed by now Molimo cannot
hold his curiosity any longer and unmasks the killer.
With the PCs’ newfound information, the Guard-
Captain can puzzle together and reveal the story
behind their latest conquest. Finally he offers them
the bounty of 3000 gp that was already resting on the
Maniac’s head. When the captain’s son and his mother
are reunited the party is once again thanked for their
heroism. With their captain dead and ship sunk they
are sadly unable to reward the PCs with any material
value. You can however have the captain’s wife and
crew return in a later adventure as indebted allies to
the party.

20

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