Before leaving, the Healer does take the time to inform you about a magical scroll dealer roughly three streets away that she visits, and assures you as to his quality. She also mentions having treated a cartographer the other day called Wilhelm, but she doesn't know where he's staying.
As you leave, you notice a heavy downpour just outside of the town on a single side. Deciding to head back to the inn, you make a few stops along the way, eventually buying Goldthorn a functional explorer's outfit for 13 gp. You arrive unmolested, just in time for Bertha to throw open the door. She has to turn back a couple of rowdy drunkards with strict instructions to queue at the window for drinks.
Eventually you get inside. There aren't many people staying the night; only two other groups that you notice, and one of them has a curtain separating them from the others. Bertha makes a round, offering you all an evening meal and checking if there is anything else you all need, but otherwise you are left alone for the night. Despite the loud noises coming from outside, Wilf does a surprisingly good job of filtering the sound through the open window, and it all quietens down several hours later.
Over the evening, you take the time to cast mending on your armour, repairing the damage caused by your injury. You also cast detect magic, which highlights your wand, your clasp, your five potions, your stiletto, and Goldthorn's boot sheath. The night passes otherwise uneventfully as you and Goldthorn rest behind your screen, and you wake bright any early feeling thoroughly refreshed.
Wilf yawningly makes an appearance roughly an hour after first light, offering breakfast to anyone who is still there.
As you make your way towards the scroll dealer that you were directed to, you notice the immediate difference Goldthorn's new clothes have on the people around you. Although you are still attracting attention, there are far fewer stares coming your way, and they seem less hostile and more curious.
As you turn down the street, you find a stall that must be what Healer Hurst was referring to; less of a stall than a cart with the walls pulled off, exposing shelf upon shelf of rolled up scrolls thrown about haphazardly. There is an elderly man sat at a desk besides the cart, his thin white hair standing erect in a way reminiscent of a lesson you had about the dangers of lightning. He bows over his desk, scrawling something with a large orange quill, but at your approach he peers at you through thick glasses before rattling off a list of what he currently has in stock from memory.
Alarm – 30 gp
Burning Hands – 30 gp
Cause Fear – 30 gp
Darklight – 30 gp
Darsson’s Cooling Breeze – 30 gp
Detect Weaponry – 30 gp
Grease – 30 gp
Hold Portal – 30 gp
Identify – 30 gp
Instant Search – 30 gp
Mage Armour – 30 gp
Magecraft – 30 gp
Magic Missile – 30 gp
Magic Weapon – 30 gp
Mount – 30 gp
Protection from Outsiders – 30 gp
Scholar’s Touch – 30 gp
Shield – 30 gp
Sleep – 30 gp
True Casting – 30 gp
Arcane Lock – 180 gp
Bear’s Endurance – 180 gp
Bull’s Strength – 180 gp
Burning Sword – 180 gp
Darkvision – 180 gp
Darsson’s Chilling Chamber – 180 gp
Darsson’s Fiery Furnace – 180 gp
Daze Monster – 180 gp
Dimension Leap – 180 gp
Eagle’s Splendor – 180 gp
Earth Lock – 180 gp
Familiar Pocket – 180 gp
Force Hammer – 180 gp
Fortify Metal or Stone – 180 gp
Fox’s Cunning – 180 gp
Mirror Image – 180 gp
See Invisibility – 180 gp
Shatter – 180 gp
Sting Ray – 180 gp
Unseen Crafter – 180 gp
Web – 180 gp
Animate Weapon – 450 gp
Arcane Sight – 450 gp
Blink – 450 gp
Clairaudience/Clairvoyance – 450 gp
Dispel Magic- 450 gp
Fireball – 450 gp
Hold Person – 450 gp
Protection from Elements – 450 gp
Slow – 450 gp
Stinking Cloud – 450 gp
Water Breathing – 450 gp
Spellbook containing Flight of the Dragon – 1050 gp
Empty Spellbooks – 20 gp
Ornate Empty Spellbooks – 30 gp
Scroll case – 16 sp