Page 113 - ghosts-of-saltmarsh
P. 113
• The lair is a three-level cave system inside a rocky is-
COMBAT NOT REQUIRED
land. Remarkably, the island seems to have sunk into
The characters are considered an elite team that can bring
the surrounding sea, leaving only the top one-third back the needed information. They will likely need to fight
visible from above the water. some of the sahuagin, but must remain quiet as often
• The main entrance is now a large cave that faces as possible to avoid becoming overwhelmed. If they can
the seacoast. achieve the mission goals without combat, they're playing
The lizardfolk made few changes to the place. only smart and well. The intent is to get the players to think tac-
tically and avoid unnecessary fights against a superior foe.
adding stairs to connect the levels.
Reward the characters' efforts to move past areas filled
The sahuagin have made drastic changes to their with sahuagin undetected, but do not hesitate to have the
former lair, beyond submerging the two lower levels sahuagin react if the characters behave carelessly.
beneath the water. All the alterations to the lair made
by the sahuagin arc described in the "Sahuagin Strong-
Upon arriving near the stronghold, the characters
hold" section below.
must decide where to disembark and how best to ap-
If the lizard folk are not present at the meeting, the
proach the fortress itself. If the lizardfolk are present.
map and the related information are provided by scouts
they recommend a daylight landing at the river mouth.
who have explored the area without attracting any atten-
In any event. the keelboat will not come ashore or drop
tion from the sahuagin.
anchor anywhere near the island. The characters are
expected to use the rowboats to get to shore while the
MISSION GOALS
keelboat sails well out of view of the fortress for the du-
The objectives of the mission, which must be accom-
ration of the party's mission. At a predetermined signal
plished if the reward is to be gained. are fourfold:
or after some period of time, the keelboar will return to
l. Determine the strength of the sahuagin force: how see if the characters are ready to be collected.
many warriors. lieutenants. and other battle-ready
troops are present.
SAHUAGIN STRONGHOLD
2. Locate important areas within the fortress: where are
The fortress and former home to the lizard folk is a
the warriors barracked. the officers quartered, and
the leaders housed. rocky island located at the mouth of thejavan River.
When the lizardfolk laired there, the island was almost
3. Discover any significant defensive measures: traps,
entirely above sea level. Thadrah, the sahuagin high
areas readied specifically for defense, and other dan-
priestess of Sckolah, worked ritual magic that sank the
gers the attacking force must avoid or overcome.
island by lowering the seabed.
4. Discover how advanced the sahuagin preparations
The cave entrance that once provided the lizardfolk
are and when they might mount their first attack.
access to the lowest level of the island caves has been
submerged in 80 feet of water. The stone causeway that
APPROACH BY SEA
previously led from the shore to the cave entrance now
If the characters want to travel by sea, the council pro- leads to a new set of stone doors built by the sahuagin.
vides them with a modified keelboat with two pairs of The fortress depicted in this adventure is not a typical
oars, two rowboats. and a step-down mast, large enough sahuagin settlement. This is a singular situation-an
to accommodate the characters and any reasonable experimental. fortified base in coastal waters from
amount of equipment. Navigation and propulsion of which sahuagin forces can exert an iron hand of domi-
the craft is handled by two members of the town guard nation over all races inhabiting the adjacent waters and
(guards), who pilot the boat but do not disembark when coastal region. If this experiment proves successful, the
the characters reach their destination. (If the characters sahuagin plan to construct more bases of this sort until
experienced Danger at Dun water. th is boat is of the their control over all waters and coasts is complete, and
same sort as the one they used in that adventure.) maritime commerce is at their mercy.
ABOUT THE ORIGINAL
Dave). Brown and Don Turnbull out reconnaissance on a dangerous
bring the Saltmarsh trilogy to a con· sahuagin lair.
clusion in this 1983 adventure. As We've added an epic final battle
befits TSR UK's talent for creating where the characters have a chance
unique scenarios, The Final Enemy to lead a final, decisive assault on
challenges players to plan and carry the sahuagin fortress.
Cll \l'TER b rill' H...;At I Nl·M'I
II:.!

