The Lizardman Shaman of Zassil'torr
In the heart of the Fens of Tor, shrouded in mist and surrounded by treacherous waters, lies the lizardfolk village of Zassil'torr. Known for its tenuous trade relationships and rich herbal resources, the village hides a dangerous secret: the ambitions of an ancient and malevolent force. At the center of this secret is a lizardman shaman named Ssarkosh, the Swamp Seer, who seeks to awaken a long-dead tyrant, Rasskarth, the Devourer, and usher in an age of chaos under the dark god Sess'innek.
Despite High Warden Ssalissar’s efforts to maintain neutrality, pirate merchants have begun infiltrating the village under the guise of trade. These pirates seek rare swamp herbs and fungi, particularly the highly sought-after Daggercap Mushroom, known for its potent and dangerous effects. This trade threatens to destabilize the delicate balance within Zassil'torr, aligning the village with illicit activities tied to the slave trade.
"Kassarin clings to neutrality, to stagnation. I offer the path of strength, of dominion."
Zassil'torr and Its Tensions
The Village of Zassil'torr
Zassil'torr is a neutral haven for lizardfolk and humans who come for trade. Its precarious existence hinges on the leadership of Lightkeeper Kassarin the Wise, who follows the teachings of Semuanya, the lizardfolk god of survival and balance.- Leadership: High Warden Ssalissar is a venerable lizardfolk matron who ensures the village remains a safe trading hub.
- Trade Relations: The village exports rare swamp herbs and elixirs, sought after by merchants from Ashton and smugglers from Nulb.
- Growing Corruption: Pirate merchants have begun trading illicit goods, including drugs used in the slave trade, undermining the village’s neutrality.
"In the black waters of the Fens, I have seen the vision of Rasskarth. He waits to lead us to glory once more."
Ssarkosh’s Emergence
While High Warden Ssalissar maintains stability, Ssarkosh, a fanatical shaman, has risen in influence among a faction of younger, aggressive lizardfolk. This group rejects Semuanya in favor of Sess'innek, the chaotic tanar'ri lord of domination and conquest.- Ancient Rites: Ssarkosh discovered forbidden texts and ancient ruins in the Fens, connecting him to Rasskarth, the Devourer, a long-dead lizard king who worshipped Sess'innek.
- Sect of Sess'innek: Ssarkosh’s followers are pushing Zassil'torr toward militarization and chaos.
Rasskarth, the Devourer
Rasskarth’s story, rooted in Verbobonc’s history, looms as a dark warning."Rasskarth is not a memory. He is the future, waiting beneath the mud and stone of Qalnossk."
History of Rasskarth
Rasskarth was a lizard king who ruled the Fens of Tor and parts of Verbobonc, Viscounty from 15 CY to 85 CY, using sorcery and tyranny to dominate lizardfolk and humans alike. He worshipped Sess'innek, whose gifts granted him both magical prowess and monstrous strength.- Rise to Power: Rasskarth led his people into a golden age of conquest, enslaving the human settlements around the Velverdyva River.
- Downfall: Defeated by the first Count of Verbobonc, Rasskarth’s tomb was sealed in the heart of the Fens with ancient wards to prevent his return.
- Legacy: His dying words, cursed with the power of Sess'innek, promised his eventual return.
The Tomb of Rasskarth
- Tomb Uncovered: Ssarkosh has uncovered the location of Rasskarth’s tomb and begun rituals to awaken the Devourer.
- Defenses: The tomb is guarded by undead, lizardfolk constructs, and swamp-dwelling horrors.
- Dark Magic: Rasskarth the Great Lizard King. Ssarkosh uses the black waters of the Fens and ancient relics to weaken the wards protecting the tomb.
Background and Motivation
Ssarkosh grew up in Zassil'torr, but his views clashed with High Warden Ssalissar’s teachings of neutrality and survival. Guided by visions from Sess'innek, he sought out the ruins of Qalnossk, an ancient lizardfolk city, where he unearthed artifacts tied to Rasskarth.- Goal: To awaken Rasskarth and lead a united lizardfolk army in conquest of the Fens and beyond.
- Conflict: Ssarkosh’s ambitions directly challenge Kassarin’s leadership, threatening to plunge Dawnmarsh into civil war.
"The Fens of Tor are ours by right. No human, no lizard, no god but Sess'innek will take them from us."
Relationships
- High Warden Ssalissar: Ssarkosh views her as weak and overly trusting of humans.
- The River Pirates of Nulb: A tentative ally, Ssarkosh trades swamp herbs and poisons for weapons and slaves.
- Rasskarth’s Legacy: Ssarkosh believes himself to be the chosen emissary of the Devourer.
Trade with Pirate Merchants: The Torfen's Connection
Growing Corruption in TorfenDespite High Warden Ssalissar’s efforts to maintain neutrality, pirate merchants have begun infiltrating the village under the guise of trade. These pirates seek rare swamp herbs and fungi, particularly the highly sought-after Daggercap Mushroom, known for its potent and dangerous effects. This trade threatens to destabilize the delicate balance within Zassil'torr, aligning the village with illicit activities tied to the slave trade.
Pirate Crew Involved: The Crimson Trader
Of the many pirate crews operating in the region, The The Crimson Trader captained by the ruthless half-elf Captain Marad Vesrek , is best suited to the illicit trade with Torfen.Why the Crimson Trader?
- Slave Trade Network: Captain Vesrek’s crew is deeply embedded in the slave trade, and the Daggercap Mushroom aligns with their brutal operations.
- Connection to Dark Powers: Vesrek and his enforcer, maintain ties to demonic patrons, mirroring the chaos that Ssarkosh seeks to unleash.
- Militarized Operation: The crew’s military structure allows for efficient and discreet smuggling operations, bypassing law enforcement in the region.
The Devil’s Song’s Methods in Torfen
- Trade Strategy: The crew uses intermediaries to maintain plausible deniability, ensuring that their direct connection to the slave trade remains hidden.
- Negotiation: Captain Vesrek has aligned with Ssarkosh, trading weapons, gold, and magical trinkets in exchange for access to the Daggercap Mushroom and other swamp resources.
- Coercion: When diplomacy fails, the crew’s enforcers use violence or blackmail to secure their goods.
Consequences of the Trade
The growing presence of the Devil’s Song has sparked unease within the Lizardfolk village of Zassil'torr, with significant ramifications:- High Warden Ssalissar’s Struggle: The High Warden views this trade as a dire threat to the village’s neutrality but fears alienating her followers by confronting Ssarkosh directly.
- Ssarkosh’s Influence: The shaman uses the pirate alliance to consolidate power, offering his followers wealth and protection in exchange for loyalty.
- Erosion of Neutrality: Zassil'torr’s reputation as a neutral trading hub is at risk, as merchants from Ashton and other villages grow suspicious of its ties to criminal activities.
Adventure Hooks for Players
- The Divided Village: Adventurers must navigate the growing schism in Zassil'torr, potentially siding with High Warden Ssalissar or Ssarkosh.
- Ritual Interruption: Ssarkosh’s rituals to weaken Rasskarth’s tomb could threaten the entire region, forcing the players to act.
- Cult Connections: Ssarkosh has received support from the Temple of Elemental Evil, with agents supplying dark magic to accelerate his plans.
- Pirate Ties: Ssarkosh’s dealings with Nulb’s pirates could provide players with valuable intelligence—or lead to a dangerous ambush.
- Intercept the Trade: The party is hired to investigate and disrupt the flow of Daggercap Mushrooms to the pirates, uncovering Ssarkosh’s involvement in the process.
- Expose the Devil’s Song: Players infiltrate the pirate crew or Zassil'torr to gather evidence of the smuggling operation, forcing Kassarin to take action.
- Sabotage the Mushroom Supply: A faction within Zassil'torr approaches the adventurers to destroy the patches of Daggercap Mushrooms, eliminating the pirates' primary motivation to trade.
Ssarkosh’s Ritual
Ssarkosh’s rituals require three relics from the Fens:- The Eye of Sess'innek: A gem with the power to control swamp creatures.
- Rasskarth’s Scepter: Hidden in Qalnossk, it channels dark magic.
- The Heart of the Fens: A natural spring corrupted by Sess'innek’s influence.
"Sess'innek does not ask for faith alone. He asks for blood, strength, and conquest. I will give him all three."
Complications
- Dawnmarsh’s Civil War: A conflict between High Warden Ssalissar’s and Ssarkosh’s followers could erupt during the players’ visit.
- Mordrin Orcus’s Involvement: The Cult of Orcus seeks to manipulate Ssarkosh, using Rasskarth’s resurrection to sow chaos.
Conclusion
Zassil'torr, once a symbol of neutrality and survival, stands at a crossroads. With Ssarkosh’s ambitions threatening to awaken an ancient evil, adventurers must tread carefully to uncover secrets, navigate political tensions, and prevent a catastrophe that could devastate the Fens of Tor and beyond.
Rasskarth, the Lizard King by 3orcs
"The old ways are weak, bound by survival alone. Sess'innek teaches us to conquer, to rise above prey and predator alike.
Ssarkosh, the Swamp Seer
Ssarkosh is a lean, wiry lizardfolk with deep green scales and a pair of bright, almost glowing yellow eyes. His attire is adorned with fetishes, bones, and swamp moss, and he wields a staff topped with a clawed hand, the symbol of Sess'innek.- Role: Shaman and spiritual leader of Sess'innek’s cult in Dawnmarsh.
- Personality: Charismatic and fanatical, with a deep, commanding voice and a piercing gaze.

Ssarkosh, the Swamp Seer by 3orcs
"The mushrooms bloom where Sess'innek’s gaze falls. Their power will shatter chains, or bind those too weak to resist."
Ssarkosh, the Swamp Seer
Medium Humanoid (Lizardfolk), Chaotic Evil- Armor Class: 15 (natural armor)
- Hit Points: 82 (11d8 + 33)
- Speed: 30 ft., swim 30 ft.
16 (+3) | 12 (+1) | 16 (+3) | 14 (+2) | 18 (+4) | 14 (+2)
- Saving Throws: Wis +7, Cha +5
- Skills: Arcana +5, Deception +5, Nature +5, Religion +5
- Damage Resistances: Acid
- Senses: Darkvision 60 ft., Passive Perception 14
- Languages: Draconic, Common
- Amphibious. Ssarkosh can breathe air and water.
- Dark Visionary (Recharge 5–6). As a bonus action, Ssarkosh can channel dark energy from Sess'innek to grant himself advantage on all saving throws until the end of his next turn.
- Swamp's Chosen. Ssarkosh can command swamp-dwelling creatures (like crocodiles or giant frogs) within 60 feet to attack or guard without requiring a saving throw.
- Cantrips (at will): Druidcraft, Poison Spray, Thaumaturgy
- 1st level (4 slots): Entangle, Fog Cloud, Shield of Faith
- 2nd level (3 slots): Hold Person, Darkness
- 3rd level (3 slots): Bestow Curse, Call Lightning
- Multiattack. Ssarkosh makes two melee attacks.
- Claw Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and 4 (1d8) poison damage.
- Poison Spray (Cantrip). Ranged Spell Attack: DC 15 Constitution saving throw, range 10 ft. Hit: 12 (3d6) poison damage.
- Summon Swamp Beasts (1/Day). Ssarkosh summons 1d4 crocodiles or 2d4 giant frogs, which appear within 30 feet and act on Ssarkosh’s initiative. The creatures remain for 1 hour or until dismissed.
- Vengeful Swamp. When Ssarkosh takes damage, he can use his reaction to cast Entangle centered on himself.
Ssarkosh can take 1 legendary action per round, choosing from the options below:
- Choking Fog (Costs 1 Action): Ssarkosh creates a 10-foot radius of thick, poisonous fog centered on himself. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and be blinded until the end of their next turn.
- Hexing Glare (Costs 1 Action): Ssarkosh targets one creature he can see within 30 feet. The creature must succeed on a DC 15 Wisdom saving throw or have disadvantage on all attacks against Ssarkosh until the end of Ssarkosh’s next turn.
Related Locations
The Daggercap Mushroom
The Daggercap Mushroom is a rare fungus found only in the deepest, most shadowed areas of the Fens of Tor. Named for its thin, blade-like cap that drips with a bioluminescent green liquid, the mushroom is prized by pirates and slavers for its insidious properties. Effects- When consumed raw or distilled into a tincture, the mushroom induces a state of docility and compliance, making it easier for slavers to control their captives.
- Prolonged exposure leads to addiction, physical weakness, and, ultimately, death, making it a cruel tool in the slavers' arsenal.
The mushroom grows in dangerous, predator-infested areas of the swamp, often guarded by territorial lizardfolk or monstrous creatures. Harvesting requires specialized knowledge, which pirates must either acquire from Zassil'torr traders or forcefully extract from unwilling locals.

Daggercap Mushroom shadowed areas of the Fens of Tor by 3orcs
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