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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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