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Underwater #U3

The Final Enemy

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In The Final Enemy, the enemies of Saltmarsh have been identified and their evil must be averted. 48-page booklet and cover with fold-out map.

48 pages, Paperback

First published September 1, 1983

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Dave J. Browne

4 books4 followers

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5 stars
6 (16%)
4 stars
10 (27%)
3 stars
16 (44%)
2 stars
3 (8%)
1 star
1 (2%)
Displaying 1 - 3 of 3 reviews
Profile Image for Joel Jenkins.
Author 106 books21 followers
November 9, 2022
In this adventure the players are charged by the town council of Salt Marsh to make a reconnaissance of a sahuagin fortress. These aquatic creatures are planning to raid and destroy Salt Marsh and the players need to find out the layout and weaknesses of the fortress.

The module is recommended for 8-12 players and the group might even have a couple of fighters from the town come along in addition to a dozen lizard people (if the players didn't buy into the perception that they were enemies and utterly destroy them in the previous adventure). I don't know how the town council (or the writer of the module) believes that a successful reconnaissance can be made by two dozen people. Really, one thief with a holster of invisibility potions has a better chance of succeeding.

What the adventure sets up is really more of an exploratory strike to throw the enemy into disarray and delay them until Salt Marsh can gather allies for a full-strength attack. Hopefully, this exploratory strike can be made with the element of surprise, but that could easily go wrong.

There are a lot of sahuagin in this fortress and it is a difficult task to strike far enough into the fortress to get the pertinent information without being overwhelmed by the enemy.
Profile Image for Stephen Simpson.
673 reviews17 followers
June 6, 2015
A strong end to a good series and one of the only to make good use of the sahuagin. It's difficult enough to reward smart gamers (and punish dumb/reckless ones), but not unfair and not unreasonable.
Profile Image for Ross Kitson.
Author 11 books28 followers
July 28, 2025
The third of the U series, U3 is by far the most brutal and can be unforgiving, although not in the instant death style of earlier late 1970s modules. It's also a module that got a 5e glowup in the book Ghosts of Saltmarsh where it's pitched for 7th level.
This adventure is for levels 3-5 in old money, but with a larger number of victims, sorry adventurers (parties up to 12 I think). Personally I'd think smaller numbers of level 4 or 5 could manage its challenge if the players are clever.
The premise is that the characters from U1 and U2 are dispatched on a recon mission to the former lizard man lair now overrun with sahaugin. They are tasked with infiltrating and assessing troop numbers, types, defences of the lair etc. Initially they have false sense of security with sketches from the lizardmen, which may help a little, but they soon discover that the sahaugin have been doing major home improvements and have also flooded the lower levels. Fortunately, unless they are really daft, the adventurers find a bunch of kit that'll make exploring the underwater areas possible (rather than some poor Magic User blowing his only level 3 spell on water breathing).
The lower levels are stacked with enemies, and stupid play will inevitably result in death or capture. Within the mission and backing away from the arena and its dozens of enemies, and the barracks with loads of foes, there are still some potentially cool scraps and loot, notably the temple area with its shark; the throne room and the 4-armed Baron; the Baroness and her poor maid; and a tough seacave that might be the escape route (though the secret tunnel is better). It would take some skilful DMing and play to ensure there's some challenging battles, but avoiding slaughter of PCs when the whole base comes at them. Adding in underwater combat rules and altered spells and this module deserves its tough reputation.
The presentation is good: three map screen; 48 page booklet with player maps; NPCs listed at the end which I liked, although the structure of text means it's sometimes hard to read what's in the keyed rooms-- bold type would be useful to avoid having to use a highlighter or create a roster. The art is okay, sitting between the classic early art of Trampier and Otus, and the style of Elmore and Easley. I note some is Keith Parkinson, who was amazing painting covers. The cover here follows the sometimes lacklustre style of UK modules.
Overall, one of my favourite modules of the era. I'd say 4.5 stars, so rounded up to 5.
Displaying 1 - 3 of 3 reviews

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