The Forsaken Cache

Est. 2025 Human Ranger

The Forsaken Cache

Maris speaks in quiet, clipped sentences and constantly rubs a faded sigil on her forearm when nervous. She refuses to sell bones or human remains and will hagg...

MA

Shopkeeper

Maris Thorne, a Human Ranger (Lvl 4)

Keeper's Species

Human

3 Weapons1 Armor9 Misc2 Potions1 Misc2 MiscEst. 486 gp

Shop Inventory

(18)
Weapons3

A crudely sharpened short sword salvaged from a ruined armory. Balanced enough for a competent hand despite surface rust.

None; old etchings suggest former owner used it to ward off restless spirits.

A heavy club with a few spikes hammered in. Crude but effective for bashing threats that aren't easily harmed by sharp blades.

Spikes may cause minor bleeding at DM's discretion (no mechanical ongoing damage).

A dagger with a thin band of silver fused to its tip — useful against creatures harmed by silver.

Counts as silvered for the purposes of overcoming resistances that require silvered weapons.
Armor1

Leather armor taken from a fallen scout, patched with scavenged bronze plates along the shoulders and chest.

AC +12Slightly stiffer; grants advantage on saving throws vs. environmental cold once per long rest (from improved insulation).
Miscellaneous9

A battered iron lantern with a sliding hood. Burns bright for up to 6 hours on a single vial of oil — or flickers ominously in certain ruined halls.

Hood allows dimming to throw light in a narrow cone; occasionally sputters when undead are near (roleplay cue).

Hard biscuits, dried meat, and a small pouch of foraged roots. Not pleasant, but filling.

Eating restores nothing mechanically, but consuming appropriate portions reduces the chance of suffering from exhaustion when traveling in the ruins at the DM's discretion.

A compact iron grappling hook with a 50 ft hemp line, knotted and reinforced — useful for scaling broken walls.

Use with an Athletics check to secure anchors; line can bear up to 600 lb before fraying (DM may call for checks if under stress).

A bent silver amulet bearing the faded sigil of a long-dead faith. It still radiates comfort to those of similar creed.

Clerics or paladins using it as a spellcasting focus suffer no penalty; once per long rest it grants +1 to a single Religion check when investigating ruins.

Short-handled torches wrapped in cloth and dipped in pitch; last about 30 minutes each.

Can be used as improvised weapon ( fire) or to ignite flammable objects. Flickers oddly near certain ruins features.

A stained scrap of parchment showing part of an old catacomb level. Landmarks are smudged but useful for orienting explorers.

Gives advantage on one Survival or Investigation check to navigate the marked area (single use).

Hefty iron crowbar useful for prying open sealed doors and chests in collapsed ruins.

Grants advantage on Intelligence (Investigation) or Strength (Athletics) checks to force open stuck doors or remove debris when used properly.

A scratched brass coin stamped with a protective rune. Feels faintly warm when danger is near.

Once per day, the wearer receives a bonus to AC vs. the first attack made by an incorporeal undead in a combat.

A bundle of crushed herbs and lichen bound with linen; used to staunch bleeding and stave off infection.

Stabilizes a creature at 0 HP automatically when applied (no medicine check required). Using it as a healer's kit substitute reduces time for long-term recovery checks.
Potions2

A small vial containing a bitter grey liquid said to neutralize common venoms and toxins found in the ruins.

When consumed, grants advantage on saving throws against poison for 1 hour.

A common red potion that mends minor wounds.

Heal 2 HPHeals HP when consumed.
Miscellaneous1

A small, corked vial of blue-green liquid. When smeared on a doorway or rune it forms a fragile, short-lived protective ward.

When applied to a doorway or object, creates a ward that imposes disadvantage on the first attack roll made by a creature entering that space or interacting with that object within 8 hours. Single use.
Miscellaneous2

A carved phalanx bone strung on sinew. It hums faintly in moonlight and is warm to undead touch.

While worn, grants advantage on saving throws against fear once per long rest. Wearing it openly may draw unwanted attention from necrotic entities.

A pinch of dark powder that smells faintly of moss and old paper. Used by explorers to muffle sounds temporarily.

When scattered, grants a 10-foot-radius area silence for up to 1 minute (as the silence spell, single use). Best used sparingly; Maris won't vouch for long-term effects on the mind.
MA

Maris Thorne

HumanRangerLvl 4

Shop Atmosphere

Maris speaks in quiet, clipped sentences and constantly rubs a faded sigil on her forearm when nervous. She refuses to sell bones or human remains and will haggle more favorably for information about the ruins (maps, rumors, loot). The shop is set in a half-collapsed room under an arch of fungus-streaked stone; torches gutter and the air smells of dust and iron. Occasionally a distant stone scrape echoes through the underground, and Maris will pause and lower her voice until the sound passes.
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