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...
Shopkeeper
S'ssik & Hraxx (partners), a Lizardfolk Rogue (S'ssik) / Ranger (Hraxx) — traveling merchants (Lvl 5)
Keeper's Species
Lizardfolk
Shop Inventory
(18)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.
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.
Leather waterskin treated to prevent contamination for a week.
Picks, tension wrench, and other implements for opening locks and disarming traps.
Leather case containing crudely drawn maps of local trails, minor ruins and watering holes.
A swirling cyan liquid that refracts light oddly. S'ssik says 'use with caution.'
A red, sweet-smelling potion that heals wounds when consumed.
Neutralizes common toxins, grants advantage on saving throws against poison for 1 hour.
Silvery potion. Grants the effects of the spider climb spell for 1 hour when drunk.
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.
Armor reinforced with metal studs; favored by scouts and rogues.
A one-handed small shield, useful for deflecting attacks but not as protective as larger shields.
A moss-green cloak that seems to drink light; grants stealthy benefits and resistance to damp chill.
S'ssik & Hraxx (partners)
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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