"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. [hider=Weapons] Ferric sells all the basic Simple and Martial weapons, as well as a few Martial variants which are Silvered. Other Specific Weapons he sells: Sycthe Simple Melee Weapon 1 GP 6 lbs Properties: Reach, Two-Handed 2d4 Slashing Sap Simple Melee Weapon 1 GP 1 lbs Properties: Light, Finesse, [i]Special[/i] 1d4 Bludgeoning [i]Special[/i] - 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, [i]Special[/i] 1d4 Piercing [i]Special[/i] - 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: [i]Special[/i], Thrown (30/90) [i]Special[/i] - 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. Katana Martial Melee Weapon 25 GP 3 lbs Properties: Finesse, Versatile (2d4) 1d6 Slashing Shuriken Martial Range Weapon 1 SP .25 lbs Properties: Ammunition, Light, Thrown (40/100) 1d4 Slashing 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. [/hider] [hider=Armor] 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. [/hider] [hider=Supplies] 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. [/hider] [hider=Others] 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 [i]Special[/i] property can never be replaced. [/hider]