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CHAPTER 6: THE FINAL ENEMY
HIS ADVENTURE BUILDS ON THE EVENTS OF
two previous adventures, The Sinister Se-
cret of Saltmarsh and Danger at Dunwater.
The following section provides a summary of
those adventures for characters who did not
participate in the missions.
The Final Enemy is designed for four to
six characters of 7th level. If you want to use story-based
character advancement (see chapter 8 of the Dungeon
Master's Guide), the characters gain a level for complet-
ing this adventure.
Background
Some weeks ago, the town council of Saltmarsh hired a
party of adventurers to investigate mysterious goings-on
in the decaying, supposedly haunted mansion on the
cliff top near the town. These adventurers discovered
that the alleged haunting of the house was a ruse de-
vised by a gang of smugglers importing contraband. The
adventurers overcame the smugglers in the house. then
boarded their ship and routed the rest of the gang. The
smuggling operation quashed. the adventurers were re-
warded by the grateful Saltmarsh authorities.
But even after the smugglers were routed. a danger re-
mained. The adventurers told the town council that they
discovered evidence that the smugglers had been selling
weapons to a nearby colony of lizardfolk. Their deduc-
tion was corroborated by Oceanus. a sea elf who was
being held prisoner aboard the smugglers' sh.ip when
the adventurers made their assault.
Now fearful that the lizardfolk planned to assault
Saltmarsh. the town council asked the adventurers to
seek out the lizardfolk lair and deal with the threat. The
adventurers journeyed to the lair, but they discovered
that there was no threat to Saltmarsh- at least not from
the lizardfolk. In fact. the lizardfolk w ere preparing to
go to war against a tribe of sahuagin, a brutal horde that
a year ago drove the lizard fol k from their original home.
Determined to regain their ancestral home, the lizard-
folk had begun purchasing weapons and were negotiat-
ing alliances against the sahuagin with the merfolk and
the locathah in the region; the koalinth were also ap-
proached but refused to join the alliance. The lizardfolk
hoped not only to expel the sahuagin and regain their
home. but also to deal the sahuagin enough of a blow to
discourage them from further aggression.
After discovering the intentions of the lizardfolk and
realizing that the sahuagin were the true threat to Salt-
marsh. the adventurers escorted two lizardfolk officers
back to meet with the town council and ask the aid of
the humans of Saltmarsh in the battle to come.
Now. with the sahuagin threat revealed and new alli-
ances formed. the town council of Saltmarsh once again
needs heroes- those accomplished enough to infiltrate
the sahuagin stronghold and return with knowledge that
will bring about the downfall of the final enemy.
Council of War
The Saltmarsh Town Council calls a meeting with the
adventurers who have been approached to undertake
the next mission. in the presence of as many townsfolk
as can fit in the modest town hall.
The meeting is also attended by several members of
each faction that has allied with Saltmarsh against the
sahuagin. Unless the party's actions in the previous
adventure drove away any potential allies, the following
representatives are present (with others in the vicinity).
Lizardfo/k. Two lizardfolk scaleshields (see appen-
dix C) named Garurt and Vyth represent their queen's
interests. They arc severe, no-nonsense soldiers. The
lizard folk have set up a camp outside Saltmarsh where
a dozen warriors are quartered. with the prospect of
more to come. Assuming the lizard folk are present at
the meeting, they provide precious information to the
council about their former lair (see "A Great Gift").
Merfolk. A single m erfolk salvager (see appendix C)
named Aryn represents her colony in the meeting. She
dislikes being on land and has trouble moving across
the cobbled streets of Saltmarsh. Aryn is one of six mer-
folk occupying a kelp bed near the docks of Saltmarsh.
Locathah. Sakith. a locathah hunter (see appendix
C), joins the meeting as the representative for his tribe.
A dozen locathah and their giant sea eel steeds swim
in the waters near Saltmarsh (see appendix C for both).
THE MASTER PLAN
At the meeting, the head of the council explains that
a combined force from all the allied species is being
assembled to strike the sahuagin fortress. Before this
attack can be correctly planned and executed, a small
group is needed to make a preliminary excursion into
the fortress. The information gained by this reconnais-
sance team (see "The Mission") will allow the allies to
plan a proper attack. The full assault will be launched
fourteen days after the reconnaissance team returns.
assuming the mission succeeds at least in part. The
council's hope is that the characters will accept this
assignment.
LAY OF THE LAND
Assuming the lizardfolk, Garurt and Vyth, are present
at the meeting, they produce a crude map that identifies
the location of the sahuagin stronghold. It occupies an
island in the estuary of thejavan River, some fifty miles
west and south of Saltmarsh. A coastal headland covers
one Hank of the island. which is connected to the main-
land by a stone causeway.
The lizard folk explain that this site is their former lair.
and it consists of a series of natural passages and caves
honeycombing the interior of the island. You should give
players information about the former lizardfolk lair and
the surrounding area, including but not limited to the
following details:
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