🧱 The Supply Yard of Ember Bastion

“You want steel? Pay in blood or coin—either way, you’ll feel it.”
—Quartermaster Halka

📍 Location & Layout

Tucked behind the western wall of Ember Bastion, just past the soot-smeared training yard and a shrine of cracked flameglass, lies the Supply Yard—a wind-battered enclosure cluttered with crates, carts, mules, and the ever-present smell of old rope and tallow.

The ground is hard-packed ash and gravel. Rain drains poorly here, so slicks of black mud collect between stacks of supplies and the bones of long-dead barricades. A makeshift awning of tarred canvas stretches from one ruined outbuilding, giving some cover to a central counter where Quartermaster Halka reigns supreme.

🛠️ Quartermaster Halka the Quartermaster

"Burnt-Wing Halka" to those who whisper it—gruff, scarred, and blunt as a boot to the gut. Halka is the Supply Yard’s iron-fisted soul, the last stop for those seeking gear before delving into Stonehell or riding the Vyrkasha marches.

She offers:

  • All standard gear (at a 50% premium)

  • Hard-to-find dungeon supplies

  • Limited divine consumables (if the clergy agrees)

  • Refitting services for worn arms and armor

Halka takes no credit, no IOUs, and no sob stories. But for those who bring back something useful—or lose a limb doing good—she may reach behind the “unlisted” crates.


📦 Public Stock vs. Lodge Cache

While most see crates of rope, crowbars, and torches, Pale Lodge agents know better.

Hidden behind a reinforced tool locker, beneath a false barrel of ruined flour, lies the Ash Mark Reserve—a covert Pale Lodge cache, rotated weekly through shadowed couriers and illusion-tagged manifests.

🔐 Access Code: A specific knock, followed by the phrase, “The trail forks but leads home.”
Halka will nod, grunt, and walk away. What’s in the crate, she never says aloud.

📜 Cache Mechanics:

  • Once per week, Excisionists may roll (1d6) to see what is available. See the “Ash Mark Reserve” table in prior documentation.


💰 Pricing & Inventory

Most gear follows OSE prices, increased by +50% due to scarcity, risk, and isolation. See master list above. Holy water, silvered weapons, or exotic items (like sanctified oil or ghost mirrors) are subject to clergy approval or special request.

📎 Haggling is discouraged. Halka will only lower prices in exchange for:

  • Rare curios

  • Stonehell salvage

  • Worn Lodge rings

  • Unknown relics for appraisal


🧱 Environmental Details

  • The Hammer Post: A weather-beaten plank where broken tools are left. Sometimes, Halka leaves wrapped bandages there for free. No one mentions it.

  • Pale Lodge Markings: Faint chalk trails, boot sigils, and notch marks on crates—Lodge members may spot these with a successful Wisdom check.

  • The Flamehook: A rusted polearm bolted above the yard entrance. Said to have killed a beast made of tongues. It watches over the yard still.


🔥 Rumors & Hooks

  • “The Broken Mule”: A draft mule named Cricket limps in the corner, said to be bound to a dead Lodge scout. Sometimes she brays when relics are nearby.

  • The Missing Manifest: A crate marked for delivery to Helmwatch Hall never arrived. Halka suspects sabotage or worse.

  • Halka’s Oath: A Warden reports seeing Halka whisper into the firepit at night. Something answered in sparks. She denies it.


🎲 In Play

  • Bastion PCs can treat the yard as a full outfitter (within reason).

  • Pale Lodge Excisionists may gain unique intel, messages, or relics through the cache—sometimes leading to new quests or internal conflicts.

  • Halka herself may request aid discreetly if the wrong people start asking about her past.


🕯️ Summary:

The Supply Yard is more than a gear post—it’s the beating, grumbling heart of Ember Bastion’s war on the dark. Beneath its crates and curses lies a thin lifeline to something greater: trust, loyalty, and the Trail that never forgets its own.

When the sun sets red on the Vyrkasha fog, and brave fools pack for the deep halls of Stonehell, it is Halka who fits them for their last stand.

“If you make it back, I’ll sharpen your blade for free.
If not, I’ll sell it to someone who will.”

—Created with 5E Game Masters Assistant.

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Let's do this again. Include Halka and a list of all the mentioned supplies. Then include a second section for anything related to the Pale Lodge.
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Certainly! Here's a fully formatted write-up for the Supply Yard of Ember Bastion, divided into two clear sections:


🛠️ The Supply Yard of Ember Bastion

“Steel, smoke, and silence. That’s the price of walking back alive.”
—Quartermaster Halka

📍 Overview

Tucked inside the western quadrant of Ember Bastion, the Supply Yard is a crowded sprawl of crates, broken carts, rope coils, and rust-flecked weapons. Everything smells like old pitch, boiled tallow, and stone dust. It is the last place many adventurers visit before crossing into the cursed lands near Stonehell—and often the first place they return to, wounded and wiser.

Quartermaster Halka oversees it all from behind a makeshift desk built atop a shattered altar. She records every transaction in a battered logbook, secured with three iron clasps and a dagger stabbed through the spine.


👩‍🏭 Quartermaster Halka

Once a feared enforcer in Ashkarin’s underworld, Halka Feldrinn now serves Ember Bastion as its sole supplier and wartime quartermistress. Gruff, sharp-eyed, and missing two fingers and half an ear, she runs the yard with discipline and scathing wit.

She is trusted by both the Wardens of St. Ras and the Disciples of Vaughn, though she officially belongs to neither. She's respected by the Pale Lodge, too—but that’s a quieter arrangement.

💬 “Don’t ask where it came from. Don’t ask if it’s cursed. Ask if it works.”


📦 Gear & Goods Available (Standard Inventory)

Prices are 50% higher than Ashkarin’s market due to supply risks. All items are subject to availability and Halka’s mood.

ItemPrice Notes
Torches (6)2 gpBurn with heavy soot; reliable
Lantern Oil (1 flask)15 gpSmoky, 6-turn burn
Rope (50 ft., hempen)15 gpFrayed but strong
Grappling Hook35 gpRusted but functional
Rations (1 week, iron)15 gpSalty, dry, chew-tested
Waterskin2 gpSmells faintly of wine
Tinderbox5 gpFlint, steel, char cloth
Crowbar8 gpEngraved with “Let us—pry”
Hammer & 10 Iron Spikes8 gpUsed to seal vaults
Chalk (3 pieces)2 gpRed or white available
Holy Water (1 vial)35 gpBlessed weekly
Bandage Bundle (3 uses)15 gpHeals 1 hp with rest
Antitoxin Poultice45 gp+2 to saves vs poison
Sanctified Oil (1 vial)23 gpBurns undead; flammable
Worn Traveler’s Cloak3 gpWith Ember Bastion patch
Blessed Candle (3-hour)8 gpGlows blue near undead
Warden-Issue Rations (1)3 gpLentil stew brick
Small Iron Mirror15 gpSpot ghosts, illusions
Spare Weapon (club, etc.)8 gpService-grade only
Pilgrim’s Bedroll8 gpSmells of incense and moss
Backpack (400 coins)8 gpPatched bottom
Large Sack (600 coins)1 gpBloodstained
Small Sack (200 coins)0.5 gpTied with ratgut cord
Iron Rations (1 day)2 gpHard as stone bread
Flint and Steel5 gpCarved striker in tin case
Wine, Common (flask)1 gp"Red Gut Biter"
Pole (10 ft.)2 gpBrass capped
Arrows (20, quiver)8 gpSimple fletching
Crossbow Bolts (30, case)15 gpHeavy steel tips
Silver-Tipped Arrow (1)8 gpGlimmers faintly in moonlight
Javelin2 gpBreaks 1-in-6 use

🐎 Animals & Wagons

Animal / VehiclePriceMoveCarry CapacityNotes
Horse (draft)60 gp90’ (30’)4,500 cnFor burden
Horse (riding)115 gp240’ (80’)3,000 cnFast, expensive
Mule45 gp120’ (40’)2,000 cnStubborn but reliable
Cart (light)150 gp60’ (20’)8,000 cn1 horse or 2 mules
Wagon (standard)300 gp60’ (20’)30,000 cnNeeds 2 horses
Wagon (heavy duty)——50,000 cnRequires 4 horses

Consumable Weapons & Ammunition 

Weapon / AmmoPrice (gp)Damage / UseRange / Notes
Javelin2 gp1d45'–30' / 31'–60' / 61'–90'; throwable, breaks 1-in-6
Arrows (20, quiver)8 gp—For longbows/shortbows; simple fletching
Crossbow Bolts (30, case)15 gp—Heavy steel tips; clatter ominously
Silver-Tipped Arrow (1)8 gp—Effective vs lycanthropes, fey, and certain undead; glimmers faintly in moonlight