Bones & Battery — Ruins Supply Cache

Est. 2025 Human Ranger

Bones & Battery — Ruins Supply Cache

Marla counts every purchase by guessing how useful it would be in a nightmarish storm; she refuses to sell anything resembling a preserved animal part and will ...

MA

Shopkeeper

Marla Venn, a Human Ranger (Lvl 3)

Keeper's Species

Human

13 Misc5 Weapons1 ArmorEst. 296 gp

Shop Inventory

(19)
Miscellaneous13

A rebuilt leather rucksack patched with scavenged canvas and scrap metal plates. Two exterior pouches and a hidden inner pocket.

AC +1Grants advantage on Survival checks to keep gear dry/organized in harsh environments once per long rest.

A fibrous hood lined with scrap foam and stitched with scavenged wiring. Reduces sound of movement.

Wearer has advantage on Dexterity (Stealth) checks that rely on moving quietly while hood is fully donned. Can be used 8 hours before fibers compress and need airing.

Sealed metal canister of quarantined drinking water. Treats most common natural contaminants.

Heal 2 HPRestores 2 HP when consumed; drinking reduces one level of exhaustion (if any) once.

A small kit of cloth tape, antiseptic salve, and stitched sterile pads — not magical but useful.

Heal 4 HPAllows application to restore 4 HP (usable during short rests). Also grants advantage on Medicine checks to stabilize bleeding creatures once per use.

A sealed vial that emits dim, cold light for 6 hours. Contents slosh with a faint bioluminescent shimmer.

Emits dim light in a 10-foot radius and faint light for another 10 feet. Flammable; break vial deals acid to the breaker and spreads light.

A small tube of industrial adhesive—useful for quick repairs or securing splints.

Can be used creatively: granting advantage on a single Dexterity (Sleight of Hand) check to repair a minor break, or to secure a wounded limb for 1 hour granting +2 to saves vs. bleeding.

A scavenged religious pendant with a thin silver inlay. Rumored to ward against the uncanny things that dwell in the ruins.

Once per long rest, wearer can add + to a single saving throw made to resist a fear or mind-affecting effect originating from unnatural/undead sources.

Short rods that produce thick grey smoke for 1 minute when ignited, used to obscure movement or signal.

Creates heavily obscured area (5-foot radius) for 1 minute. Wind can disperse smoke ( Strength check to resist gusts).

A small cluster of cells rewired to power radios, lamps, or small devices. Holds a steady charge for 8 hours.

Powers any small device for up to 8 hours or one larger device for 2 hours. Can be connected to a makeshift stun trap (DM adjudicates effect).

A tinned meal packet good for one day. Heavier than wilderness rations, but nutritious and long-lasting.

Heal 1 HPProvides 1 HP when eaten; negates one level of hunger disadvantage for the day.

A small hand mirror with an ornate handle—useful for peering around corners or spotting things that don't reflect well.

Grants advantage on Perception checks to spot reflections, illusions, or creatures deliberately avoiding direct view once per short rest.

A paste made from crushed nightbloom and dusted ash. Induces drowsiness if smeared on lips or inhaled.

Applied to a cloth and held to a creature's nose: target must succeed on a Constitution save or fall asleep for 1 minute (wakes on damage). One use per vial.

A hand-drawn scrap showing a cluster of service corridors beneath the ruins, with notes in a shaky hand about 'cold spots' and 'metal trees.'

Grants advantage on Survival checks to navigate the Lower Service Tunnels and reduces chance of random encounter by half when using the tunnels once.
Weapons5

A one-handed axe fashioned from a house tool head and a wrapped metal rod. Rudimentary but sturdy.

On a critical hit, target must succeed on Strength save or have movement reduced by 5 feet until end of its next turn (handle can snag clothing).

A crude short shotgun cobbled from scrap—dangerous if mistreated, effective at close range.

Fires improvised slugs/shot. At 15 feet and beyond, attackers attack at disadvantage. Single shot before reloading (requires an action). Misfire on a natural 1 (10% chance to jam).

A short, crudely sharpened blade fit into a wrapped handle. Cheap and concealable.

Light, finesse. On successful sneak attack conditions (if rogue present) functions normally.

A glass bottle filled with a sticky flammable mixture and a cloth fuse. Dangerous but useful against gathered enemies.

Thrown (20/60). On hit, target and creatures within 5 feet take fire immediately and fire at the start of their next turn unless they spend an action to extinguish ( Athletics or Dexterity). Bottle shatters and is single-use.

A welded metal tube that fires a bright chemical flare. Useful for signaling or temporarily blinding foes.

On hit or impact, creates bright light in a 20-foot radius for 1 minute and dim light for another 20 feet; creatures looking directly at the flare must make a Constitution saving throw or be blinded until the end of their next turn.
Armor1

An ill-kept chain shirt scavenged and patched with plates. Heavy for its category but offers decent protection.

AC +13Worn imposes disadvantage on Stealth checks due to creaks unless padding is installed (costs additional 5 gp service).
MA

Marla Venn

HumanRangerLvl 3

Shop Atmosphere

Marla counts every purchase by guessing how useful it would be in a nightmarish storm; she refuses to sell anything resembling a preserved animal part and will haggle less if you trade a battery or a clean water can. The shop is buried in a collapsed vestibule lit by dim vials; wind whistles through broken panes and the smell of rain and rust lingers. Occasionally a distant metallic tapping can be heard — Marla calls it 'the pipes remembering.'
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