1. Quests

U2 Danger at Dunwater

The player's have been contracted the Saltmarsh Town Council to investigate the Lizardmen of The Hool Marshes. Having discovered a large weapon cache aboard the smuggler ship, as well as incriminating documents, the party was informed by Oceanus that the smuggler's had been supplying the Lizardmen for some time. The Saltmarsh Town Council feats the Lizardmen are preparing to attack the village of Saltmarsh and have sent The Party to recon to see what information can be discovered that the village could use towards its defense

Session 4 & 5: An unexpected alliance

Delving deeper into the Lizardmen lair with prisoners in tow, the party stealthily bypassed a large gathering of Lizardmen engaged in martial training. Within a studious chamber, they discovered an old, frail Lizardman, whom they promptly took captive. To their surprise, he spoke Common and seized the opportunity to parlay before his potential demise.
The Lizardman introduced himself as Tripil , Chief Minister to the Lizardman Chief, Kar'Snth . He revealed that the Lizardmen were seeking alliances with various aquatic species to mount an attack against a tribe of Sahuagin that had displaced them from their homeland, forcing them into this temporary lair. Tripil explained that delegations from the Koalinth , Sea Elf, and Locathah had been contacted due to their shared animosity with the Sahuagin , but the humans of Saltmarsh were excluded, as the matter was deemed exclusive to “waterborne races.”

Seeing the party as representatives of Saltmarsh, Tripil proposed they join the alliance to help defeat the Sahuagin menace. Recognizing their misjudgment of the Lizardmen’s intentions and aware of the significant threat the Sahuagin posed to Saltmarsh, the party agreed to negotiate with Chief Kar'Snth .

In a tense discussion, the party committed to presenting the Lizardmen’s offer to Saltmarsh’s town council and to pay weregild (a death debt) to the chief. Seizing an opportunity to address a local threat while honoring the tenets of his goddess Semuanya , Chief Kar'Snth demanded the party slay a giant crocodile that had been terrorizing his tribe. The party accepted the task.

After bidding farewell to Oceanus , who departed to confer with the local Sea Elves, the party tracked down the giant crocodile. In a grueling battle amidst the gaseous swamp, they defeated not only the crocodile but also a Pan-Lung dragon controlling it. Bruised, bloodied, and battered but triumphant, the party set off for Saltmarsh to inform the town council.9f822161-ab9b-43d0-8f5e-2e0bd0fdb8f8.png
In the council chambers, the party successfully persuaded the council to accept the Lizardmen’s proposal and prepare to treat with their emissaries, who would arrive soon. After claiming their reward for investigating the “Lizardman/smuggler situation,” the party was approached by Eliander Fireborn . He urged them to investigate the dealings and motives of Gellan Primewater , whom he suspected had been willing to betray Saltmarsh by selling arms to the Lizardmen, only benefiting from their intent to use the weapons against the Sahuagin.

Given their longstanding animosity toward the suspicious councilman, the party readily agreed to look into Primewater’s activities.

Session 3: Into the Lizardman Lair

The party took a small rest from The Hool Marshes to reequip and recover. They also purchased a modest house to store the excess of their ever increasing inventories, as well as staff to guard their vault while away. While in town Theros Bronzewood and Seraphiel visited Welgar Brinehanded at Temple of Procan, where Seraphiel made a sizable donation to the temple's orphanage. Welgar Brinehanded informed them he was going to leave Saltmarsh for a while to look into a missing ship which had mysteriously returned , as well as rumors of vile acts a previously destroyed evil cleric conclave on the Isle of Abbey.

Returning from Saltmarsh with Oceanus, the party descended into the Lizardman lair. Near the entrance, a guard spotted them, and a battle erupted. The guard was soon joined by other Lizardmen, drawn by the noise of the fray. Using clever tactics and agile wall-climbing, the party dispatched the guards before they could summon reinforcements. Tracks in the lair suggested it was inhabited by dozens of Lizardmen.
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Listening at a door, Barrister Alemen overheard a Lizardman barking orders.Seraphiel translated, revealing that patrols were being organized for both the surrounding marshland and the lair’s interior.

The party ventured deeper into the lair to avoid another fight. They discovered a group of female Lizardmen preparing a banquet hall. The party swiftly defeated them, sparing one who surrendered. They took her prisoner and demanded she lead them to the kitchen, planning to poison or sabotage the Lizardmen’s food. After a brief interrogation, the party learned:

  1. The lair likely housed at least 100 Lizardmen.
  2. The Lizardman Chief had recently intensified warrior training.




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On the way to the kitchen, the party found a throne room adorned with trophies on the walls, including a hippo head, a fish-man head, and a gnoll head. Two Lizardman children were playing inside. Convincing the children they were “just playing,” the party took them prisoner. While searching the throne room, they discovered a key of unknown purpose and a secret passage leading to a  bedchamber, likely belonging to a Lizardman VIP, based on the ceremonial robes found inside.


Exiting the room, the party encountered two more female Lizardmen lounging, playing a strategy game, and drinking wine. The party swiftly eliminated them before they could attack or raise an alarm.

To be continued…

Session 2: Bullywugs, Oceanus Returns & Lizardman Liar Found

The Hool Marshes

Deep in the treacherous The Hool Marshes the party pressed onward in their quest to uncover the elusive Lizardman lair. The air hung heavy with the stench of decay, and the ground squelched beneath their boots as they ventured further into the western reaches. Guided by Seraphiel's expert tracking, the group navigated the twisting paths of the swamp, their senses sharp against the lurking dangers. Seraphiel's keen eyes spotted faint signs of Lizardman activity—broken reeds and clawed footprints—while their careful observation helped the party steer clear of pockets of noxious swamp gas that shimmered menacingly in the dim light.

9ef3525d-0de6-4ee5-b42f-f363bdbec4b4.jpgAs the party advanced, Seraphiel's instincts flared, halting the group just in time to detect an impending ambush. From the murky, reed-choked waters, a horde of Bullywugs erupted, their slimy forms leaping with alarming agility. This initial wave was merely a prelude, as more frog-like assailants surged forth, croaking war cries that echoed through the marsh.

Outnumbered and flanked, the party found themselves scattered, struggling to land blows against the nimble Bullywugs, who vaulted over and around them, tightening their encirclement. The situation grew dire, but hope flickered when Shardona Lightbright's Pseudodragon unleashed its soporific sting, felling several foes. Seizing the moment, Shardona wove a timely Sleep spell, sending another cluster of Bullywugs into a magical slumber and easing the pressure on the beleaguered party.

Just as the tide seemed to turn, a new figure burst onto the scene: Oceanus, sprinting through the swamp with a pack of Bullywugs in hot pursuit. Their sudden arrival complicated the fray, but the party rallied, closing ranks with disciplined precision. Using a blend of cunning tactics and the unconscious Bullywugs as makeshift barriers, they thwarted the final wave of attackers, emerging victorious amidst the churned mud and scattered reeds.

Panting from the battle, Oceanus reintroduced himself, revealing he had been tracking the party for days, drawn by their mission to find the Lizardman lair. Eager to join their cause, he offered his aquatic prowess to complement Seraphiel’s terrestrial tracking skills.

Together, the duo led the party through the marsh, their combined efforts uncovering subtle clues—a trail of disturbed mud and snapped branches. Their diligence paid off when they spotted a Lizardman hunting party slinking back to a concealed stronghold. Hidden behind dense shrubs and tall grass, a stout wooden door stood embedded in a low rise, its weathered surface betraying the entrance to what appeared to be a tunnel leading deep into the lair.

With the lair’s threshold in sight, the party steeled themselves for the challenges that lay beyond, their resolve hardened by the trials of the marsh and the newfound alliance with Oceanus.

 Next Steps

Given that a water route is now known, which would greatly speed up returning to the Liar (assuming a return trip by boat), the party is faced with a choice, go back to Saltmarsh for final preparation and return to the liar, or to press on immediately. Which shall it be?

Session 1: Journey to the Hool Marshes

The Hool Marshes

The party ventures from Saltmarsh to The Hool Marshes trying to to uncover the Lizardmen liar, and find any information related to them arming themselves for conflict with Saltmarsh

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Guided by the smuggler’s map, the party discovers signs of large pallets dragged from the shore into the marshes. Believing this trail leads to the Lizardmen’s lair, they leave their mounts behind and follow Seraphiel's tracking.

After a grueling day navigating the marshes, narrowly saving Theros Bronzewoodfrom drowning, the group finds a dead elf’s remains on a shattered flat-bottomed raft. While investigating, giant crustaceans ambush them. In a fierce struggle, Durik Ironhide and Barrister Alemen are struck down, but the party prevails.

Theros revives his fallen comrades, and, following Seraphiel’s lead, they loot and bury the elf’s body. Exhausted, the group camps for the night to recover, planning to resume their search for the Lizardmen’s lair at dawn.