Scrap's Wasteland Baubles

Est. 2025 Human Artificer

Scrap's Wasteland Baubles

The shop is a single low-roofed shelter of corrugated metal and glass, jammed into a sand-swept alley between ruined caravan hulks. Jewelry, half-melted brass i...

MA

Shopkeeper

Marris 'Scrap' Havel, a Human Artificer (Lvl 6)

Keeper's Species

Human

8 Misc5 MiscEst. 24.5k gp

Shop Inventory

(13)
Miscellaneous8

A battered but complete set: files, pliers, loupe, soldering rod and a small anvil. Carries the smell of oil and dust.

Required for crafting and appraising gems; grants advantage on Investigation or Perception checks related to jewelry when used by someone proficient.

Small glass lens in a brass frame. Important for spotting inclusions or hairline fakes.

Grants +2 to checks to identify gem quality when used with Jeweler's Tools.

Simple kit for cleaning and buffing metalwork and stones.

A honey-gold gem mined from irradiated sand; glows faintly under moonlight.

Minor luminescence; provides dim light in a 5-foot radius for up to an hour when held.

A clear, heat-hardened crystal whose core pulses faintly like a heartbeat. Highly sought by collectors.

Once per day, can be crushed into a poultice to grant advantage on a single check to resist heat/exhaustion for 1 hour.

A small, dense shard of platinum recovered from a ruined machine; useful for high-grade inlay work.

A swirling opal that seems to change to match the wasteland sky. Slightly warm, flaky residue on one side.

Once per day, if crushed and breathed in carefully by a spellcaster, it grants +1 to the spell save DC for a single necromancy or transmutation spell cast within the next hour.

A tooth-like carved onyx hung on a bit of twine. Considered a good-luck charm for nimble-fingered folk.

Once per day grants +2 to a single Sleight of Hand check when invoked.
Miscellaneous5

A brass brooch with a tiny working gear and etched runes. Warm to the touch.

AC +1Grants a bonus to AC while worn. Once per long rest, can cast Shield on the wearer (as the spell) when triggered.

A tarnished silver locket containing a sliver of what looks like baked bone and a tiny sundial.

Heal 8 HPOnce per day, opening the locket emits a warm pulse that heals the wearer for HP and clears 1 level of exhaustion if the wearer has no magical protection.

A plain band inlaid with a thin line of crushed blue crystal. Stable and old.

AC +1Grants +1 to AC and saving throws while worn.

A necklace of beaten brass and a polished sunstone, engraved with old ward sigils. It hums faintly on scorching days.

Wearer has advantage on saving throws to avoid exhaustion from heat and can ignore the first level of exhaustion caused by forced marches/acidic winds once per long rest.

A small pin that creates a 3-foot radius of harmless warm light. The metal stays cool.

Emits bright light in a 10-foot radius and dim light for an additional 10 feet. Once per long rest, the wearer may spend 1 minute to convert the pin's energy into a protective ward granting resistance to fire for 1 hour.
MA

Marris 'Scrap' Havel

HumanArtificerLvl 6

Shop Atmosphere

The shop is a single low-roofed shelter of corrugated metal and glass, jammed into a sand-swept alley between ruined caravan hulks. Jewelry, half-melted brass instruments, and glass jars full of tiny gears are heaped on every surface; a ragged tarp pinned with gemstones makes a shady patch out front. A perpetual thin film of grit coats everything; when you speak, Marris pulls a small brass whistle from under her apron and tucks it back in again. She counts prices on the rim of a cracked monocle and keeps a battered geiger-counter for customers who ask about 'old-magic' goods. Scrap is fond of bartering—especially for mechanical parts, clean water, or anything that smells faintly of ozone.
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