Their mission was clear. Deliver the lizard folk and their goods to the lizard folk base and determine if they were a threat to Saltmarsh. A successful mission would see them as the owners of The Sea Ghost.
It was only about 3 hours sail to the landing place shown to them by the lizards. Extremely close to town for a group that seems to be arming themselves. The sea elf accompanied them, so he could find out for his people.
Following their lizard escorts, the party went ashore and travelled across a headland to find the hidden entrance. The lizard escorts made this entry fairly amicable and they were handed over to a guard officer, who took them to see the Lizardfolk Queen.
The Queen and her advisors were a lot more fluent in common and the introductions went very smoothly.
It was quickly clear that the Lizardfolk were arming themselves to retake their home, further up the coast, that had been taken from them by a band of sahuagin. They also had emissaries visiting from the menfolk, the koalinth and the locathah. The sea elves had not been invited due to animosity between them and the koalinth. Humans had not been invited as the Queen couldn’t see the benefit of land dwellers in what would be a sea or undersea fight.
The party suggested that perhaps they could help with weapons, suggesting things like crossbows could also be added. More conversation ensued
At the end, the queen said that she would consider their proposals and respond soon. She would call them back when she was ready to discuss. In the meantime, they could roam freely within the Lizardfolk’s home.
Which the party did. They were asked not to enter a few sleeping chambers, and one area which the Lizardfolk used other creatures to guard the entranceway.
Wandering around they made a good impression on the lizards. Especially when they demonstrated the power and accuracy of the crossbows to the soldiers. This scored them a lot of points.
There was a tense moment when the koalinth emissaries spied the sea elf with the party. However, in the spirt of peace, and that the elf quickly moved away, nothing occurred.
In the end the queen agreed to send two emissaries to Saltmarsh, to begin negotiations. The party returned to the Sea Ghost, and sailed back to Saltmarsh.
This session was entirely RP’d. The session completed the entire Danger at Dunwater without any fighting. There were a few persuasion and insight checks. A couple of moments where there party did think about poking in where they had been asked not to but they did not.
Throughout their visit, the DM tracks what kind of an impression they are making on the Lizardfolk. Doing good things, establishing good relationships, being courteous would add numbers, with bad things, like releasing sahuagin prisoners or fighting with emissaries would reduce the number. At the end, if the number was high enough the queen would send them home with emissaries.
The party was probably meant to kill the lizards back on the ship, but that’s not what happened, so they entered this module in a very different place to the normal. I gave them a high positive number to start with because of that, and for returning the weapons. They treated courteously with the queen and friendly to their youngsters. They hit it off with the soldiers by showing them the additional weapons and (apart from the koalinth) were friendly to the other emissaries. They got a high number quite easily. (and were so close, and the session was about to end, so I didn’t feel like running the extra killer croc event)
Now they have some time off (they think) in Saltmarsh while the crown and the Lizardfolk negotiate….