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