Talk:A Plea for Help
Ship In a Bottle
This carving of a small ship inside a bottle resembles a Caravel, a 2 mast ship with lateen sails. The ship can be summoned out of the bottle into an appropriately sized body of water with 30 minutes of concentration. The ship then becomes 40ft long, 24ft high, 8ft wide. The ship can be sailed by the owner with relative ease with little to no crew. A Caravel normally needs a crew of 12 to sail, this ship needs 6 crew for a low ranked (0-3) Artisan sailor to sail effectively. A mid rank (4-6) Artisan sailor needs 3 crew to sail it effectively. A high rank (7-10) Artisan sailor needs no additional crew to sail the ship. Only the owners Artisan Sailor rank counts towards the number of crew needed. When out the ship always sails as if under the effect of a Rank 5 Mage Current (Up to 10 miles an hour). The ship can be put away with the same time but no storage can be sent with it.
Log Cabin
This small wooden cube resembles a child's toy log cabin. With a command word (which can be taught to others by the owner) the log cabin grows in size over a half an hour period, in which the person who said the command word must be present and concentrating. When set up the log cabin has a Kitchen equipped with 6 persons worth of cutlery, bowls and plates. The kitchens cupboards will store food within them and automatically sort food into its rightful places storing enough for 6 peoples fresh food for a week (counting both active and inactive) before decaying and disappearing. It also has a lounge with comfortable seatting and a lit fireplace, that is lit every time the cabin is opened whether it is left lit or unlit when closed. Upstairs is a loft with 6 human sized beds. The Cabin can be brought down with the same amount of time but cannot take any storage other than the food described
Silver Cuttlery
This set of cutlery makes every food that is eaten with it taste delicious, but the cutlery must be meticulously cleaned after every use of it will start to break. The Knife will dull, the spoon will shake and spill, and the forks prongs will break off. This will only last as long as they aren't cleaned. They will return to peak condition when cleaned. The meal eaten with this will gain 1 additional fatigue recovery which stacks with Herbalist fatigue recovery meals.
Dwarven Mug
Quantity: 8 fluid ounces
This Mug turns any water poured into it, into high quality dwarven ale. Once all 8 ounces of ale is drunken the drinker can speak rank 6 dwarven for 4 hours. The ale this mug makes is strong enough to make a dwarf feel it and will make most other drinkers tipsy. The ale can make 32 ounces every 24 hours after its first use.
Weather Stone
This egg sized stone has a small hole at the narrower end. 24 hours before the weather changes the rock will grow cold, hot, wet and/or dry depending on the weather. If hung from a string the rock will swing with the direction and strength of the wind if there is any. The rock will not do this if contained as not to cause damage to what is containing it.
Fur Boots
These fur boots counter the need for snow shoes or ice spikes on the wearers shoes. The shoes stop the wearer sinking into the snow or slipping on ice meaning it no longer counts as difficult terrain and doesn't drain any extra fatigue walking through/over it.
Crystal Coffin
This small coffin when touched to a dead sentient entities will shrink and store the said entity as long as there is the intent to do so. While an the entity is stored within the coffin the entity is preserved as to not stop the entity being resurectable. Any magic on the entity will run out at the end of its duration but not effect or harm the stored entity in any way. The entity will be released from the coffin and the resurrection timer will start again. The coffin can not store any more entities after the first is released till the start of the next season.
Pack Saddle
This pack saddle will resize itself to fit any equine that it is intended to be put on to and shrink to shelf size if stored on a shelf for easy storage. When equipped on an equine the saddle bag can store double the amount of a normal pack saddle storing up to 40lbs (20lbs pounds a side)
Wooden Halfling
This small carving of a smug wooden male halfling can be activated by its owner to work as like a Binding and Animating Golem. This Halfling stands 2.5" tall. When the halfling has been kept on one person for 24 hours it links itself to the carriers ITN. The halfling loses this link to the owners ITN when left unattended for a week. When the halfling is linked to the owners ITN the owner can perceive through the halflings senses (e.g. Sight, hearing, touch etc)
The halflings stats are:
PS: 3 MD: 25 AG: 27 EN: 4
FT: 10 TMR: 10 Movement rate: 250
Stealth: 140 Climb: 85
The halfling is ineffectual in combat. If the halfling is damaged or destroyed a binder can repair it with the Mending spell like standard golem. Alternatively, the halfling can have endurance or fatigue restored by the linked being pushing the appropriate Fatigue/endurance stat at a 2:1 cost. The halfling can be immediately called back to its linked being when the linked being spends 2 fatigue to return the halfling to them. This works as if it is teleported back into the linked beings position.
Silver Whistle
This silver whistle can designate up to 10 targets known to you within line of sight every dawn chosen by the bearer. When the whistle is blown it can only be heard by the designated targets if they are within 1 mile of the whistle as if they were 10ft away from it.
Loot List Link
https://docs.google.com/document/d/18qUCw-OaRafVt8BmQ279kn5R6gdQI4R-_sMUzQkYCUU/edit