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Anyone remember the old AD&D Module U3 The Final Enemy? It was the third and final part of the U series (the first one was U1 The Sinister Secret of Saltmarsh)
Anyway, I would love to have a decent copy of U3 The Final Enemy to complete my set. Does anyone out there in Paizo land by any chance have a copy, or know of one, that they would be willing to part with???
Thanks!!!

The Outlaw Josie Whales |
Anyone remember the old AD&D Module U3 The Final Enemy? It was the third and final part of the U series (the first one was U1 The Sinister Secret of Saltmarsh)
Anyway, I would love to have a decent copy of U3 The Final Enemy to complete my set. Does anyone out there in Paizo land by any chance have a copy, or know of one, that they would be willing to part with???
Thanks!!!
Would a PDF work?

Aaron Bitman |

The Hit Pointe has a copy for $17. (That's more than I would pay for it, but you may feel differently.)

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I remember it; it's a stonker. (That's a thumbs up, by the way)
It's also a bit thicker than its predecessors. I think they realised that a subtle party could have got through U1/U2 with minimal combat (indeed, if you don't do subtle in U2, you're a dead dog), so they pulled out the stops to make the PCs get their hack on.
Are you planning on running this in 1E, 3.5 or PF? And how far have you got? I've run U1/U2 in every edition, and tweaked them last time, to allow for the PCs being higher level (3rd-4th).
I added a tribe of gnolls inland, supplying guards for the wizard, and added several gnolls to the ship.
I might still have some ass-kicking lizardfolk NPCs, to beat some sense into any PCs with delusions of superiority.
I altered the lizardfolk's weregild sidetrek, to killing off a savage, isolationist lizardfolk druid, who had split the tribe, and was hindering peaceful progress, which I felt was more appropriate for the environment and political situation.
I added a larger sahaugin tribe farther out to sea, and the fort in U3 was a minor outpost. The truly aquatic members of the alliance would be busy attacking the main force, while grudgingly accepting the landwalkers could play their part diverting reinforcements (the idea was to continue into the 2nd Edition series Evil Tide/Night of the Shark/the other one whose name I forget).
I had the gnoll tribe attack the town while they were at Dunwater (revenge by the smugglers' wizard) to kill off the NPC priest and cut off their healing. This also cut off their access to water breathing potions for U3, so they were told of a turtle-shaped magical font, believed to exist in a flooded village up the coast, which had been wiped out by the sea-god for cavorting with daemons. (I wanted a side trek to level them up, and it allowed me to fill the castle on the cliff with my take on Warhammer Fimir).
The group fell apart after that due to out-of-game problems, which were mirrored by in-game jerkitude, so I didn't get to run U3 in 3.5.
I do think that it will be seriously more lethal than in 1E, due to the heightened senses of the main opponents being spelled out, making them very difficult to surprise. I'd keep that in mind when updating or scaling the adventure for your PCs.

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Thanks everyone!
A PDF would certainly be better than what I have now, which is NOTHING :) but I am a print guy, so ideally I'm looking for a good copy of the actual print module.
I ran these back in the Golden Years of 1E AD&D and had a blast. I want to update them to Pathfinder and run a group through them.
I do check on EBAY from time to time but I seem to find copies for sale that seem way over priced.