Neere's Grocers and Sundries

210 year old Otterfolk construction, small sized

Location: Enden

Owned by: Neere

This half-timbered house is a short walk from the water. The dwelling also serves as a Grocers and Sundries.

Occupants

Name Role Age Gender Race Description
Choon Housekeeper 11 Female Otterfolk She is an adolescent otterfolk with black eyes and grey fur with light brown spots.
Dreama 0 Female Otterfolk She is an infant otterfolk with grey eyes and grey fur with white fur on their feet.
Flooma Seyeteepup Grocer's Apprentice 8 Female Otterfolk She is an adolescent otterfolk with black eyes and grey fur with white spots.
Frearup Grocer's Assistant 38 Male Otterfolk He is an adult otterfolk with grey eyes and grey fur with brown stripes.
Frearup 3 Male Otterfolk He is an otterfolk child with grey eyes and light brown fur with grey fur on their feet.
Herup 48 Male Otterfolk He is an elderly otterfolk with black eyes and medium brown fur with light brown spots.
Joor 0 Male Otterfolk He is an infant otterfolk with grey eyes and grey fur with light brown fur on their feet.
Llealee Grocer's Assistant 36 Male Otterfolk He is an adult otterfolk with grey eyes and light brown fur with dark brown fur on their feet.
Lulumeep Cleypup Grocer's Assistant 27 Male Otterfolk He is an adult otterfolk with grey eyes and medium brown fur with dark brown fur on their face and chest.
Neere Grocer 38 Female Otterfolk She is an adult otterfolk with black eyes and medium brown fur with light brown spots.
Proorup Thienapup Grocer's Assistant 28 Male Otterfolk He is an adult otterfolk with black eyes (behind a pair of spectacles) and black fur with grey spots.
Shrela Housekeeper 22 Female Otterfolk She is an adult otterfolk with grey eyes and grey fur with light brown fur on their feet.
Thetee Housekeeper 11 Female Otterfolk She is an adolescent otterfolk with grey eyes and medium brown fur with light brown fur on their feet.
Weyekin Grocer's Apprentice 12 Male Otterfolk He is an adolescent otterfolk with black eyes and medium brown fur with grey spots.

Family Tree

Items for sale

⟳ Re-roll shop stock.

At this location, items are priced between 114% and 115% of their base value.

Available Price Value Item Description Weight
2 29 gp 25 gp Acid (vial) As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. 1 lb.
2 1 sp 6 cp 1 sp 4 cp Barley This grain will need to be milled before you can cook with it 14 lbs.
3 2 cp 1 cp Candle For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
7 3 cp 2 cp Cauliflower A small sign says 'Harvest Fresh' 2 lbs.
9 3 sp 5 cp 3 sp Dried Pear Slices Packed with flavor. Keeps & travels well. 1 lb.
3 3 cp 2 cp Dried beans These hard little vegetables will keep through the winter, but need soaking in water before you can cook with them. 1 lb.
3 5 gp 7 sp 5 gp Hunting trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 lbs.
3 12 gp 10 gp Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 lb.
1 110 gp 100 gp Magnifying glass This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
6 3 cp 2 cp Onions A punnet of fresh Onions. 1 lb.
3 110 gp 100 gp Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
13 5 sp 7 cp 5 sp Rations (1 day) Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 2 lbs.
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