The town council, and representatives of the lizardfolk, locathah , merfolk, and sea elve,. the later in the form of Oceanus, meet within one of the buildings once used to build boat, since the merfolk are unable to walk the land. At the end of the tense and long winded meeting, the first meeting of the Alliance of the Hoolwatch comes to an end, resulting in an alliance between the five races.
Concerned that the sahuagin will attack if something is no done, a plan has been cobbled together. It will take nearly two weeks to gather a force to attack the sahuagin, but information will be needed. A force of lizardfolk and marines from Saltmarsh, with the party in command, is sent to the sahuagin lair to investigate and perform a little sabotage, slow the sahuagin down.
The lair is 50 miles from Saltmarsh, but by land, it would take nearly a week, and so a cutter is supplied with a crew to convey the party to a location near by, let them off at a nearby river mouth.
At the end of a 20 hour voyage, the party has but a couple miles across the swamp to get to the causeway toward the lizard folks lair. But when the island comes in view, the lizardfolk are shocked. The island is smaller and much lower than it was before, as if the very sea bed had been lowered, and indeed, it had been, by a full 80 feet, leaving only 30 or 40 feet above the sea. It also meant that the bottom two levels of the lair would likely be flooded.
Striking up a quick plan, the party enters with the lizardfolk shaman and two of the lizardfolk warriors, whole the remainder of lizardfolk and marines remain near but under cover, in case they are needed to cover an escape.
The causeway leads to a newly carved entrance to the lair, one blocked by thick stone doors with a brass slider. This time however, they had a better plan than just knocking the door down. Knocking on the door, when the slider is moved so those on the other side can see who is knocking, Den-Yazri uses his misty step to teleport to the other side of the door, and lifts up the bar, and moves away from the door with the bar. In the resulting melee, the party are able to kill all but two of the sahuagin, who were on the other side of a portcullis.
Another surprise they discover is that in the year the sahuagin have been here, they have greatly altered and modified the lizardfolk lair to suit their grandiose ideals.
Destroying the portcullis with Sunderer they give chase. They find them, along with a half a dozen more sahuagin on the other side of another portcullis. But like before, the sahuagin are quickly taken care of. Continuing on, exploring the level, they realize that the sahuagin have not alerted the lower levels. They realize that that might be seen as a sign of weakness, and could lead to the death of those who fled a fight.
The party discover a catch secret door, and beyond a chamber with a cache of items, some magical. They find a number of slaves, lizardfolk, hobgoblins and orcs, working the walls of one of the last rooms to be finished, part of the chamber still rough. The slaves were able to confirm that the sahuagin had not sent anyone down below to alert the rest of the lair.
The shaman cast water breathing on those unable to breath underwater, and they began exploring the lower levels. Utilizing stealth, they manage to only take on a few of the groups of of the hundreds of sahuagin in the lair, loot many rooms, and sabotage a number of locations in the lair.
Getting a fair tally of the force of sahuagin, they make their exit, leave the lair, and return to Saltmarsh, reporting back to the Alliance representatives.
The Alliance forces assembled at Saltmarsh. The Saltmarsh forces travel by ship to a near by land location, and travel to the causeway, to block off a land retreat, while the lizardfolk, locathah, merfolk, and sea elves make the main thrust via the underwater sea cave. Though several of the sahuagin did manage to escape, but the mission was seen by all as a complete success, as even the power of the sahuagin god, Sekolah was defeated with the death of the Baron and his High Priestess, and the sea bed rose back up to its normal level, sat which point it was all over.
The lizardfolk get to reclaim their lair, but decide to maintain a presence at the promontory, and establish an embassy in Saltmarsh’s Frog Park., as do the locathah, though on the shoreline. The merfolk do not establish a pennant presence, but the locathah plan to establish an area in their embassy for them.