Hissing Sundries & Sundries Hiss

Est. 2025 Lizardfolk Rogue (S'ssik) / Ranger (Hraxx) — traveling merchants

Hissing Sundries & Sundries Hiss

S'ssik (the quieter, slick-scaled partner) speaks in clipped hisses and hands are always stained a dark green. Hraxx (bulkier, missing one claw) hums while barg...

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Shopkeeper

S'ssik & Hraxx (partners), a Lizardfolk Rogue (S'ssik) / Ranger (Hraxx) — traveling merchants (Lvl 5)

Keeper's Species

Lizardfolk

9 Misc3 Potions3 Weapons3 ArmorEst. 2k gp

Shop Inventory

(18)
Miscellaneous9

Sturdy, slightly rough hemp rope. Good for climbing, tying or securing gear.

Small iron lantern with a glass panel and a wick; comes with a portion of lamp oil.

Provides bright light in 15-ft radius, dim light for additional 15 ft.

Dried meat, hardcakes, and preserved fruits. Keeps for long journeys.

A bundle of ten daily rations compressed into a leather satchel.

Standard wooden torches. Each burns ~1 hour.

Provides bright light in 20-ft radius, dim light 40 ft total for each torch.

Leather waterskin treated to prevent contamination for a week.

Retains cool temperature in hot environments for several hours.

Picks, tension wrench, and other implements for opening locks and disarming traps.

Contains a hidden, razor-thin file that doubles as a lock bypass tool.

Leather case containing crudely drawn maps of local trails, minor ruins and watering holes.

Some locations are accurate; others may be deliberately misleading.

A swirling cyan liquid that refracts light oddly. S'ssik says 'use with caution.'

Unknown; tends to cause minor skin scales or temporary camouflage in some who sample it (GM discretion).
Potions3

A red, sweet-smelling potion that heals wounds when consumed.

Heal 2 HPRestores hit points when consumed (standard Potion of Healing effect).

Neutralizes common toxins, grants advantage on saving throws against poison for 1 hour.

Advantage on saves vs. poison for 1 hour after drinking.

Silvery potion. Grants the effects of the spider climb spell for 1 hour when drunk.

Allows walking on walls & ceilings for duration (spell effect).
Weapons3

A finely ground shortsword with a leather-wrapped grip. Superb balance for its price.

Standard light crossbow, reliable and easy to maintain.

A folding net used to entangle small-to-medium prey. Good for capture or crowd control.

Restrains target on a successful hit (uses net rules).
Armor3

Armor reinforced with metal studs; favored by scouts and rogues.

AC +12Stealth-friendly (no disadvantage to Dexterity (Stealth) checks from armor).

A one-handed small shield, useful for deflecting attacks but not as protective as larger shields.

AC +1

A moss-green cloak that seems to drink light; grants stealthy benefits and resistance to damp chill.

Wearer gains advantage on Stealth checks in natural terrain (GM adjudicates). May grant resistance to cold damage while in wet conditions (minor magical effect).
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S'ssik & Hraxx (partners)

LizardfolkRogue (S'ssik) / Ranger (Hraxx) — traveling merchantsLvl 5

Shop Atmosphere

S'ssik (the quieter, slick-scaled partner) speaks in clipped hisses and hands are always stained a dark green. Hraxx (bulkier, missing one claw) hums while bargaining and watches exits. They set up near the town's less-trafficked gate and keep a shallow wooden crate turned upside-down under their stall; beneath the crate they nervously glance at is a sealed trapdoor — sometimes you can hear faint echoes from below. They avoid questions about where they came from, but sell 'local maps' with deliberate misdirections. They accept coin, barter, and discreet favors. If the party presses them about the phial or cloak, they lower their voices and offer a 'friends' discount — but their prices go up if you mention the town guard.
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