Capellan said:
My concern is more with the PCs getting slaughtered than the lizardfolk
At the level the PCs will be when they do this, things can go badly very quickly. If they don't surrender or escape in time, you can end up with a TPK (the lizardfolk have little reason not to kill their attackers, after all)
On the contrary, the lizardfolk have
every reason not to kill their attackers, especially if their attackers are a typical human and demi-human adventuring party. The lizardfolk are desperate for allies -- indeed, the only reason they haven't already approached Saltmarsh for help is that the aquatic races believe humans (and dwarves, elves, etc.) to be too weak to help in a fight against the sahuagin.
Now a troop of air-breathers assaults the lizardfolk lair, and are defeated and captured. Why are the air-breathers here? Can they be... coerced... into revealing information? (This could be quite a tense role-playing situation: the lizardfolk trying to pry info out of the PCs, who are in turn trying to figure out what the lizardfolk are up to!) Better yet, if the lizardfolk treat the humans well, could the humans convince the town of Saltmarsh to help?
Perhaps the lizardfolk don't entirely trust these captive adventurers. Well, there just happens to be a nasty giant crocodile making trouble nearby... it's a win/win situation for the lizardfolk: either the PCs eliminate the giant croc, in which case they have proven their prowess and worthiness to join the alliance; or the giant croc eats the PCs, in which case the lizardfolk are no worse off than they were to begin with.
But even once the lizardfolk trust the PCs, I would make the PCs earn the trust of the visiting locathah and merfolk ambassadords. The trick is to find a way to do this without it seeming like Everquest -- you don't want something like, "The locathah ambassador says he will only trust you if you get McGuffin Item X from Location Y." Perhaps the locathah needs to be convinced via Bluff or Diplomacy to trust the PCs, and perhaps a PC with ranks in Knowledge (local) [that's the one for humanoids, right?] gets a bonus on his check. On the other hand, perhaps the merfolk challenges a strong PC to a wrestling match... in the water, where the PC takes penalties while fighting but the merfolk does not.
Meanwhile, the old lizardfolk cleric (I might actually make him an Adept under 3.0/3.5 rules) wants to discuss arcane matters with the PC spellcasters... there are tons of role-playing possibilities in Danger at Dunwater. You've just got to be creative. Remember, these are advanced, civilized lizardfolk: they speak Common and use weapons. (Although there is a more primitive faction that thinks that's the wrong path -- and yet more roleplaying could be the intra-tribe conflict coming to the surface as some lizardfolk
oppose any alliance with humans!)
I have issues with the LE, high-Int, high-Wis Sahuagin setting up their defences so badly.
Well, sheesh, Capellan. In that case the sahuagin should have attacked Saltmarsh already and obliterated it. Either you allow the PCs to get some kind of drop on the sahuagin, or there's no adventure.
And narratively, it makes no sense: Dunwater (should have) taught the PCs to expect (or at least, plan for) a rapid and organised response to any incursion.
Yes, it should have. Which is why the PCs must be made aware the the sahuagin are even more organized than the lizardfolk, and far more ruthless. They should be able to get this information from Oceanus, or the lizardfolk, or any of the other aquatic race's ambassadors. So if the PCs blunder into Final Enemy without being very well prepared -- then they deserve a TPK.
As an aside, my contingency plan for the raid last time was that if things went bad, we should pull out, wait for them to send troops to look for us, and jump them. Take the leader of the troops alive, and torture the information out of them. We didn't get to do it, due to some in-character conflict, but I think a plan like that might work. And it makes a lot more sense than trying to explore the base, in a lot of ways.
I would say that even a well-informed sahuagin leader doesn't necessarily know everything about the defenses. And when you get down to specific questions like "how wide are the corridors leading from the third guardroom to the sea-cave" -- I mean, who can remember that? Especially under torture? Unless you're playing a evil-ish campaign (and I know you are, Capellan), you don't want the PCs to be using torture to get information. You want them to use investigation, or stealth, or a heroic hit and run to buy time for the wizard to use clairvoyance or arcane eye....
qstor said:
I found a map online one time for the town of Saltmarsh
Ooh! Give us a URL, man!
Incidentally, the map of the Village of Poisson from WotC's Map-A-Week section would work for Saltmarsh. Of course you have to get past the really lame pun (poisson = fish, in French).