We can't resume the journey without the necessary provisions.
At first glance, nope. Maybe the locals will share their knowledge?
Speak to the knight sitting on the rock.
The knight told us about a dwarf named Gram - he's present, but won't open up his shop after selling the knight 'bad fodder' for his horse.
Asking nicely is futile; we need to force Gram out into the open.
If he thought the town was suddenly under attack, he wouldn't want to be cooped up inside his flammable hut.
Fantasy realms aren't well known for being peaceful, after all.
Is there anything in town that serves as a warning of attacks?
It would ideally be high-up and make a lot of sound.
The bell would be perfect - unfortunately, its crank is missing and there is no rope connecting the two wheels.
That means we're looking for a rope and anything that can act as a crank.
The town itself doesn't offer much; maybe there's something useful inside of the wagon?
Remember - you're looking for a rope substitute and crank substitute.
Grab the reins from the half-door, and 'staff of bells' from the stove next to the door.
You can then combine them with the bell's mechanisms to ring it.
A little devious, but we can finally begin negotiations.