Sylvia took her time looking around, considering there weren’t any immediate threats like before. She soon found the large hole she and her friends created when they charged into the battle. And the kobolds were going to repair it. Oops.... Pushing that thought aside, Sylvia looked around until she finally found something. Another crack in the wall.
“Hmmm...What do we have here?” Sylvia asked out loud.
She definitely wanted to get Buddy to help knock down the wall and see where this led. However, she doubted the kobolds would appreciate them making another hole in the wall. Plus there was other business to attend to once everyone woke up. She also couldn’t send Dinah through due to the crack’s size. So for now, Sylvia decided to try and find something to use to mark this spot so she could find it again later for investigation.
There was an apple skewer on a nearby table that was thin enough to be put into the crack. That ought to help show where it was as well as maybe block anything coming in from the hole. Either way not much time had passed. About thirty minutes at most. In the distance inside of Dragon’s Watch you can see some smoke from huts setting up a breakfast fire. You’re pretty certain that there were no leftovers from the celebration, so chances are people are going to make new food. Seemed like the right time to start breakfast at any rate. You could hear Buddy’s heavy footsteps approach, leaning into the room and waving at you.
Sylvia took the apple skewer and slid it through the crack. That oughta do it. Now they can find their way back to this spot, and nothing will be able to come through it. After that, she stood back up and looked to Dragon's Watch. Looks like everyone's starting to prepare for breakfast...which she probably should too...
She looked towards the sound of Buddy's footsteps and she waved to him greeting, "Morning, Buddy!" She then started to head towards him and out of the room, "Think the others are up yet? I'll get started on making breakfast," She led the way out of the hall. She'll tell him, Pylia, and Shortfang about what she found once they've all woken up and assembled for breakfast. For now, she can only trust that the apple skewer will be there again when they return.
While walking out, Sylvia would try to talk with Buddy, noting that she saw him practicing his fighting moves this morning. As soon as they find a fire, Sylvia would start cooking breakfast with what food she still had on her from her travels. She remembered that she had a bag of sugar in the Bag of Holding. So with some of that sugar, she'd thought she'd try and make pancakes.
As your party gathered, you can tell that Shortfang and Pylia we’re still hung over. Pylia had to concoct herself a disgusting brew and left to consume it while Shortfang just seemed tired and annoyed at the louder noises. Buddy would write you some notes as well saying that he’s starting to feel like he’s physically remembering something about his old life, which was why he was practicing outside. He definitely knows he was a warrior. As for the pancakes you would need some local ingredients which fortunately the kobolds would share freely with you, allowing you to make some simple pancakes for the party.
As you informed them about the crack in the wall Pylia spoke up. “Do you think we should wait for Shor or tell Yorik about it? I definitely know we need to let the kobolds know, since this is right inside of their walls. Last thing they’d want is for trogs or some other enemy to get past their defenses.” Shortfang rubbed his chin contemplatively hearing about the crack and where it could lead. “Maybe tunnel to sea? But it have to be big tunnel. And how tunnel get there? Then again... Fort wasn’t here either.”
Sylvia could see that the both of them were hung over, so she spoke quietly as she greeted them, “Morning guys. I made pancakes,” When Pylia drank the disgusting brew and left for a bit, Sylvia found herself feeling bad for Pylia, and glad that she herself didn’t drink as much as the two of them did last night. Sylvia was glad to read that Buddy seemed to have recalled something about his old life.
After Pylia asked her question, Sylvia answered, “I think we should wait for Shor. We do still have business with him considering the stone, and I’m sure he would want to know about it as well,” She nodded in agreement at Pylia’s words of informing the kobolds.
When Shortfang voiced his thoughts, Sylvia thought about it as well. Those were some good questions. She answered, “There was some wind coming through the crack. It could very well be by the sea at the very least. As for the fort and tunnel...Maybe they used magic to make the both of them?”
Shortfang nods slowly, either to agree with you or to deal with his hangover. "Yeah... Trogs not smart. Not much magic. Red Stain not smart either, strong warrior, bad leader. Maybe cultist do it." He would slowly chew his pancakes as if the simply act of eating was painful for him. He seemed more than just hung over but rather sore and tired all over. He did come sleep rather later, about four hours or so after you bedded down and took on your astral form. "Well, I don't think we should wait here for him. From what Yorik told us last night, Shor is probably dealing with some political nonsense at the castle. I know for a fact that it will keep him occupied far longer than it has any right to. Maybe we'll run into him or some of his guards topside. If nothing else, we should go back and get our stuff from the Silver Stag if we're not renting the room for another day. Why don't we go visit Ferric? I'm sure his shop has been up and running by now. He knows Shor, and I'm sure that he can help settle a deal for us between our respective duties."
Sylvia nodded and agreed with Shortfang, "They are definitely more likely to be the ones to use magic," She then raised an eyebrow, noticing how he seemed tired and sore all over. ...Just what had Shortfang been up to with the kobolds from the fashion show?
She then turned her attention to Pylia when she spoke. She nodded in agreement at the mention of getting their stuff at the Silver Stag. When she mentioned visiting Ferric, she remembered Shor's words when they were inspecting the dead cultist's body. She snapped her fingers and she spoke up in realization, "That's right...! When we inspected the dead cultist's body, Shor said that he wanted to meet at Ferric's shop. So we might run into him there if he's not dealing with the politics!"
She then answered Pylia, "Yeah, let's go to the Silver Stag first, and then visit Ferric,"
Pylia nods, standing up and wiping her skirt down. "Works for me. Most of my stuff is back there anyways. We should also figure out what our indefinite living situation is going to be, at least for the short term. I don't mind staying at the Silver Stag, but maybe we could work out some sort of deal with the owners? One gold isn't that much considering our current and soon-to-be wealth, but I'd rather not have to worry about them taking out stuff out if something in our adventure keeps us from paying the daily rent."
Shortfang seemed to feel better now that he has a full belly, hopping to his feet and flexing his muscles. "Shortfang ready for anything! Get monies from Shor, buy shinies from Ferric! Shortfang need new crossbow, biggest crossbow!" He seemed to walk with a bit of a limp, but soon enough Shortfang's gait was back to normal after stretching and limbering up some more.
Buddy also wrote a note down to mention his thoughts. "If what Yorik and Pylia says is true we may need to investigate these cultists ourselves, at least while Shor is occupied. It won't be long before they realize the troglodytes did not take over the sewers and they may be covering their tracks as we speak." Buddy's handwriting seemed to notably improve as well. Before his writing was a bit scratchy as he wrote with haste, but now he could write very quickly and it looks like he wrote in the same sort of super formal style as he speaks, at least when you hear him in astral form.
Sylvia answered Pylia first, "We can certainly try. If we can't work something out, then we can at the very least pay another gold for the night, unless we manage to sell the Wakestone," She looked to Buddy when he wrote his note, and she answered him in agreement, "That's very true. And if we left them be, they might pull something like the war in the sewers again," She then stood up and after stretching a bit, she told her friends, "Right. Let's get going. Let's warn Longstrider about the crack first, and then we head to the Silver Stag,"
First Sylvia would find Longstrider, so they can tell her about the crack, and she would ask if they would be okay with the four of them busting down that part of the wall, so they can investigate the other side later.
After that, she would lead the way out of the sewers and back up to Gransys, hurrying to Silver Stag.
Longstrider was actually not at Dragon’s Watch, having left last night after celebrations were over. Instead one of her bodyguards, the ones with the tonfas, was assigned as the captain to protect and watch over the place until she can sort out how to secure their homes. he would however pass along the message and keep some guards on watch over the crack in case anything happens. For now however he suggests leaving the crack alone until they figure out to either explore it or break through it.
The trip back up to the Silver Stag was largely uneventful aside from some sort of disturbance in the market place. It seemed like someone’s shop was robbed, with the doors kicked down and many of the products stolen. The guards simply told the merchant to go to the castle and file a report as they left the scene and the angry merchant. There was otherwise no obstruction as you arrived to the Silver Stag.
It was a busy morning with workers here to eat, but not so busy that you could find the hostess. The elven woman sees you with a polite smile and wave. “Good morning. Is there something I can help you with?”
Sylvia was curious about the break in they passed on the way to the Silver Stag. However the guards were already there and told the merchant to go file his report at the castle, and the merchant followed that advice. Sylvia decided to leave that be and continue to the Silver Stag. She was glad to find the hostess. She greeted the hostess politely, “Hi. We just came back to pick up our stuff from the room we rented yesterday, but we were wondering if we could work something out in regards to staying for longer than just a night,”
“Ah, you’d like our extended residency then. Unfortunately the Silver Stag is strictly a tavern and inn, however we do have a partnership with a boarding house who can offer long term residency along with other amenities, such as laundry, cooking, and even transportation.” The hostess shows you a small wooden plaque. “As part of our partnership, the Silver Stag can help sponsor you one of their adventurer suites, a room similar to the ones we offer here but with additional benefits, as well as the permission to decorate and stock your room however you’d like. You’d also be allowed complimentary breakfasts here at the Silver Stag and discount drinks with the purchase of every meal.”
The plaque has the image of a Silver Stag rearing back on a decorative green and dark wood background. It was a bit heavy for a wooden object and about the size of a typical smartphone. On the back was the words Silver Stag inscribed in Silver.
Sylvia blinked as she listened to the hostess. It honestly did sound like a vacation package from back home. The amenities and the room sounded convenient. She held the wooden plaque like she would hold a smartphone. It was a shame that there weren’t any smartphones here. Ah well. She asked the hostess, “That sounds great. How much would an extended stay cost, and how long could we stay with it? Also, where could we find the boarding house?”
"The cost is one hundred gold coins. You will be allowed access to a room, the facilities, and the services for six months, though do understand that while you are living as a tenant you will have to abide by certain rules. The boarding house is just around the corner towards the market place, the tall round building called the 'Hearthfire'. When you buy this plaque, simply show it to whoever is at the front desk and they'll get you set up with the needed keys and paperwork." The elven woman says with a professional smile. "You should be given a bronze and silver key that will serve as both the key inside of your room, as well as allow you free breakfast and discount drinks whenever you choose to dine here."
Sylvia nodded at the information, and after the hostess answered her questions, she commented "I see..." She then told the hostess, "OK. Thank you for the information. We'll be right back," After saying that, Sylvia headed for their room so that they can get their stuff. Once they do, Sylvia would head back to the counter, and return the key to the hostess. As she did so, she thanked the hostess for the help and their hospitality. She told her friends as they headed out, "Let's wait until after Ferric's shop before we buy the plaque," She was thinking of seeing if they can meet Shor first before they buy a six month wait. Maybe they can go for a small house instead...
There was no disagreement as you group gathered their things and returned the key over. Ferric wasn't too far away and by now the day has started, with people out and about doing business. Ferric's shop was just down the street and open for business, or at least you'd assume as much. The door was open and it looked like Ferric was inside minding the shop. It looked much cleaner now than it did at first: the walls were decorated with all sorts of foreign and exotic paintings, carvings, and tapestries. On the ground floor were various suits of armors and weapons on display. Most were protected behind a glass display and looked quite fancy. Even the items that you were allowed to handle were not of amateur make; these looked like the sort of things that you had to commission someone thousands of dollars to make back at home. And of course there were other items here as well, such as various potions, scrolls, and even a few miscellaneous things that may either just be for decoration or have some power to it.
Upon entering the shop there was a small chime above you that rang, alerting Ferric of your presence. "Ah, welcome, welcome! Always a pleasure to see you all here. Welcome, to the Ultimate Equipment! We've got just about anything you could need, or anything you might want." Ferric said with a very practiced sales pitch. He seemed to most be joking as he sits behind a counter and looks at the group. "Been a while since I've last seen you all. Seems like you've been through a lot. Good things I hope! What can Ferric do for you today?"
Sylvia looked around the shop, and she was impressed. The store looked amazing, and there was clearly a lot of items here that people back home would pay thousands for. She smiled as Ferric gave the four of them his spiel for the customers, and she chuckled, "Sounds like you've had a lot of customers come by before us, Ferric," She nodded in agreement with his words, and she answered smiling, "Yeah, Two days is pretty long. We've been pretty busy ourselves. There doesn't seem to be any dull moments in Gransys! How have you and Mica been?"
After he asked what he could do for them, she answered "We'd thought we should stop by, and maybe browse your wares. Though, out of curiosity, has Shor come by recently? During the past two days he has mentioned wanting to meet us here, in your store,"
"Ah he's been doing real fine. He's a bit slow socially, but once I gave him some work to do he's much happier now! Chatty too, but that's never a bad thing. As for me, business is good, so I'm doing great! New shops always attract adventurers wanting something rare or a good deal." Your party started to browse around as you chatted with Ferric. You could see in the corner of your eye Mica, who seemed to have his own station as he was tinkering with something small in his hands. "Haven't really seen Shor in the shop since I opened up. Let's see... I think last I saw him was when he was yesterday I think, heading up to the castle. He must've found some real trouble as he was real scruffed up. Tried to stop him and ask if he needed any help, but he just said that he was on the job. Understandable I suppose, man's got an important job. Don't suppose you know what that may be all about?"
Sylvia smiled and she answered Ferric, "I'm really glad to hear that," When he asked about Shor and the situation, she answered him, "We might. Unfortunately, that'll have to be a story for another day. Don't know who may be listening, considering the troubles in Gransys lately. Sorry," She remembered her advice to Shortfang and decided to follow her own advice. then decided to look around at Ferric's wares. She wanted to see what were viable options for gear for purchase.
"Ah, I see what you mean. Understandable, I'm sure I'll learn about it soon enough when the time's right. Anyways if there's anything you want to buy, I've got everything you could ever ask for! Here, allow me to show you around." Ferric walks around his counter to show you everything he figures you might be interested in, both weapons, armor, supplies, and other goods. Many of their weapons are things you might've seen before in video games or movies, but here they're right before your eyes. Ferric even allows you to handle them. The rest of your party members seem to be looking over equipment that suits them personally, with Buddy in particular hanging out with Mica and watching him work.
"So I know I shouldn't be asking you about whatever you've been up to, top secret and all, but if you have anything you want to sell I'll be more than willing to buy, no questions asked. Well, as long as it's not stolen of course. Though we may be friends I'm still an honest merchant and I'd rather not get into trouble with my cousin for selling stolen goods." Ferric mentions as he was showing you some healing potions.
Ferric sells all the basic Simple and Martial weapons, as well as a few Martial variants which are Silvered. Other Specific Weapons he sells:
Sap Simple Melee Weapon 1 GP 1 lbs Properties: Light, Finesse, Special 1d4 Bludgeoning Special - If you strike a surprised humanoid target with a Sap, do an additional 4d4 points of damage. If this is enough damage to bring them to zero health or below, they are unconscious. If it is not enough, they only take the regular amount of damage.
Hidden Blade Simple melee Weapon 15 GP 1 lbs Properties: Finesse, Special 1d4 Piercing Special - This weapon is specifically designed to be subtle and hidden in other objects or even weapons. They can be hidden underneath the wrists, inside the toe of a boot, or other places. Anyone who searches your for this weapon does so at disadvantage.
Bolas Simple Range Weapon 5 GP 2 lbs Properties: Special, Thrown (30/90) Special - When you successfully strike a large size creature or smaller with a Bolas, they are Grappled instead of taking damage. The creature or another creature adjacent can take an action to pass a DC 10 strength check to break free of the Bolas, destroying it in the process. A Bolas has an AC of 8 and 3 HP.
Compound Bow Martial Range Weapon 75 GP 4 lbs Properties: Ammunition (80/320), Finesse, Two-Handed 1d8 Piercing
Walloping Ammunition 10 GP .1 lbs Properties: This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Veteran's Cane 100 GP 1 lbs Properties: When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Ruby of the War Mage 100 GP .25 lbs Properties: Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Ferric sells all Simple, Medium, and Heavy armors. Additionally he sells various types of shields and armor upgrades.
Light Shield 5 GP 2 lbs Properties: Equipping a Light Shield to your arm does not occupy the hand, allowing other items to be held and used. Wielding a light shield increases your Armor Class by 1. You can benefit from only one shield at a time.
Tower Shield 25 GP 10 lbs Properties: A tower shield requires 13 strength to equipped or else you suffer -5 to your movement speed. Wielding a tower shield increases your Armor Class by 3. You can benefit from only one shield at a time.
Armor Spikes 15 GP 2 lbs Properties: Armor Spikes can be attached to any armor or shield. While equipped with the armor or shield that has Armor Spikes, you may treat the Armor spikes as a simple melee weapon with the light property.
Quick Clasps 20 GP 0 lbs Properties: These clasps replaces the straps and other binders of a given set of armor, reducing the time it takes to don or doff the armor by half.
Comforting Padding 500 GP 10 lbs Properties: These specially made elvish silk cushions can be lined inside medium or heavy armor. This padding allows the wearer to comfortably rest even in armor.
Ferric carries a wide array of supplies, from camping supplies to adventuring supplies. He sells all mundane adventuring supplies and the following magic supplies:
Potion of Healing 25 GP 1 lbs Properties: Heals 2d4+2 points of damage.
Potion of Greater Healing 100 GP 1 lbs Properties: Heals 4d4+4 points of damage.
Potion of Supreme Healing 250 GP 1 lbs Properties: Heals 6d4+6 points of damage.
Magic Scrolls (Zero Level) 25 GP 0 lbs Properties: This scroll can replicate a cantrip/orison level spell. The spell attack is +5 and the DC is 13.
Magic Scrolls (First Level) 100 GP 0 lbs Properties: This scroll can replicate a first level spell. The spell attack is +5 and the DC is 13.
Magic Scrolls (Second Level) 250 GP 0 lbs Properties: This scroll can replicate a second level spell. The spell attack is +5 and the DC is 13.
Magic Scrolls (Third Level) 750 GP 0 lbs Properties: This scroll can replicate a third level spell. The spell attack is +6 and the DC is 14.
Magic Scrolls (Fourth Level) 3000 GP 0 lbs Properties: This scroll can replicate a fourth level spell. The spell attack is +6 and the DC is 14.
Heat Stone 75 GP 2 lbs Properties: Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold (between 0° F and –20° F). A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage.
Traveler's Any Tool 200 GP 4 lbs Properties: This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of artisan’s tools for most Craft skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any magic bonus on attack rolls.
Snapleaf Token 250 GP 0 lbs Properties: While falling, the bearer can snap and destroy the snapleaf as an reaction to gain the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.
Folding Boat 300 GP 4 lbs Properties: This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Mobile Home 3000 GP 10lbs Properties: This object appears to be a small round box with wheels on the side. When placed on a flat surface with sufficient space, you can speak a command word that will transform the box into a carriage that can comfortably fit eight medium sized creatures. Though the carriage is 600 pounds itself, any additional cargo or passengers inside or on the carriage do not increase it's weight. The carriage as an AC of 18 and 200 Hit points. It is immune to poison and psychic damage. It is resistant to fire, cold, acid, and lightning damage. Lastly when the Mobile Home is empty, a command word can be spoken to allow the item to transform back into a small box.
Finally Mica himself can enchant your weapons and armor for a modest fee. He can do basic +1 enchantments for 2000 GP as well as the following:
Flaming 1000 GP Properties: Enchants a weapon to do an additional 1d4 Fire Damage.
Freezing 1000 GP Properties: Enchants a weapon to do an additional 1d4 Frost Damage.
Shocking 1000 GP Properties: Enchants a weapon to do an additional 1d4 Lightning Damage.
Animal Animosity 500 GP Properties: Does an additional 2d4 weapon damage against beast type creatures. While possessing this weapon, you have disadvantage on any charisma checks to influence beast type creatures.
Green Bane 500 GP Properties: Does an additional 2d4 weapon damage against plant type creatures. While possessing this weapon, you have disadvantage on any charisma checks to influence plant type creatures.
Death Detector 500 GP Properties: A weapon with this enchantment glows when undead are near. While glowing the wielder has advantage on any perception or investigation checks to find undead creatures.
Ferocity 1000 GP Properties: When you land a critical hit with this weapon, the weapon's base critical damage bonus is always maximized. This enchantment does not affect other damage sources.
Muffled 3000 GP Properties: This enchantment grants advantage advantage on stealth checks, or removes disadvantage on stealth checks on armor that normally grant disadvantage on stealth checks when worn. Regardless any armor with this enchantment does not cause any notable amount of noise while moving.
Fortification 3000 GP Properties: Once every 24 hours, armor enchanted with the Fortification enchantment can negate the effects of a critical hit against themselves and turn it into an automatic failure.
Glamor 1000 GP Properties: This enchantment allows an armor or weapon to take on an form of a different object or set of objects. However due to the disguise being an illusion, physical interaction with the object will reveal it's deception.
Monastery 2000 GP Property: When applied to a weapon, this weapon counts as a monk weapon for all features and abilities that can apply to monk weapons.
Alter Armament 2000 GP Property: This enchantment can replace a property of a weapon with the following: Finesse, Light, Heavy, Reach, or Thrown (20/60). If the weapon has no properties, one of the previous properties can be added. A weapon's Special property can never be replaced.