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Hits: 3968
Comments: 16
Ideas: 0
Rating: 4.0909
Condition: Normal
ID: 5062


August 11, 2009, 1:47 am

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Cheka Man

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The Rumrunner's Rum Runners


Why is all the rum gone?
That crazy fellow over there just poured it all into his boots!
Now with Bonus Item!

Full Item Description
A pair of tall brown leather boots. They reek of rum and foot odor. They can be found on the feet of Quickfoot Quagmire the Queer, an odd old man with a spring in his step and a flask in his pocket.

Quagmire used to be a Rumrunner during the war times, smuggling alchohol from wherever there was some to wherever there wasn’t, for a price. He was ingenious in his smuggling. He has even gone as far as to dress up as a women with a baby carriage, except the carriage was full of bootleg booze. His favorite method was to hide bottles of rum in his boots. This worked well, until he accepted something he was told was rum, but turned out to be a little different…

It was Magius Haggous’s Rum o’ Thinkin’ and it didn’t like being stuffed in a smelly old boot. So, it escaped into the boot, it shattered the bottle and cut into Quagmire’s leg. Now we have magical boots (They absorbed the magical Rum). Drawing on some of Quagmire Quickfoot’s essence (from the blood) the boots can now grant bursts of speed, and the ability to leap great distances.

Magic/Cursed Properties
These boots are fueled by Rum! The more rum you pour into/onto them, the more agile and swift your feet become. But, as with any alchohol dependant: There are limits. Two limits, actually.

The first one is Drinking Too Much; this causes the wearer’s steps to falter and stumble, their entire body will become clumsy and they will not be able to remove the boots without a lot of help… If they can sit still.

The Second is this: The Hangover. After the boots have drunk their fill and the effects start to wear off, this drawback comes into play. The wearer’s feet will hurt, like a headache, but in their feet. Stepping too hard can cause severe pain and even feelings of vertigo. The wearer will feel too tired to do anything, and will most likely not be able to think straight enough to realize to take the boots off.

Magius Haggous’s Rum o’ Thinkin’
This rare liquid is actually a magical potion with animal intelligence, and a moody disposition. It must be kept comfortable until the owner decides to drink it, or else it might turn violent.

It is extremely hard to drink, since it will resist being swallowed, and cause quite an uproar in your stomach for a while. The Liquid looking for a means of escape is a possibility, you may want to vomit or urinate. In extreme circumstances you may suffer internal bruising.

However, once sucessfully consumed the drinker undergoes a slight animal transformation. Gaining some animal instincts and intuition. As well as adopting a pack mindset, territorial behaviours, and a slight bit of grumpiness.

The rum can also be used to create magical items by adding the blood of any naturally occuring creature (None of your magical freaks will work, in fact: That might have some dangerous alternate effects) and soaking the item in the rum. This results are rather random and not usually worth the hefty cost of the rum, but usually use characteristics of the person or animal the blood came from.

Plot Hooks

- The PCs are hired to find out who is supplying alchohol to a small "dry" town. Then end up chasing down Quickfoot Quagmire the Queer in an epic game of cat and mouse.

- Quickfoot is retiring due to an ailing liver and sore feet, he is offering his smelly old boots (hinting at great magical power) to the winner of a drinking contest.

- The Party witnessed Quagmire "refueling" his boots in an alley. It could be a fun interaction.

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Comments ( 16 )
Commenters gain extra XP from Author votes.

Cheka Man
May 22, 2008, 12:57
I'd vote but it says that it is still In Work.
June 13, 2008, 3:34
Updated: Finaly Released, and WITH A BONUS ITEM!
June 13, 2008, 3:44
Updated: added some plot hooks and a bit more to... THE BONUS ITEM!
Voted Cheka Man
June 13, 2008, 13:48
Yay. A funny and useful submission.
Voted Drackler
June 13, 2008, 15:32
I think you should have put THE BONUS ITEM as its own sub. The Boots themselves are good. Not earth-shattering, or anything as cliched as that. Just a nice pair of smelly boots.
Voted Murometz
June 14, 2008, 0:10
I liked them in In Work, and I like them live. Good touch ups. Fun boots! Can generate lots of laughs and kooky situations in a game. The Feet Hangover is rich! The only thing I'm not digging is the name. Seems too frivolous for intriguing footwear.

Voted Stephie
June 15, 2008, 17:03
Very fun sub!
Voted manfred
June 15, 2008, 17:49
You get my chuckle for today! A funny and still applicable item, even with the side effects. Good boots.
Voted MoonHunter
June 16, 2008, 18:57
This is a lot of fun. It should be used for a pirate game.
Voted Michael Jotne Slayer
June 17, 2008, 10:12
A pirate game suits them well. All in all, this is a good, funny and usable sub. The fact that it's usable brings out a bonus from me nowadays. Good work.
Voted Misanpilgrim
June 17, 2008, 12:38
The Rum Runners are good enough, but the BONUS ITEM makes the sub.

This could lead to a series of insults, along the lines of "your drink can outsmart you."
Voted valadaar
June 18, 2008, 19:38
Ahar - Me likes this one! Tone perhaps not my favorite, but still an excellent non-worldshaking item!
June 19, 2008, 18:02
Well, the world _does_ shake around you, doesn't it? :)
Voted Fallen Angel
June 28, 2008, 18:29
Meh. I am not a fan of ideas here because taking them would be cheating. (Also it's cliche.)

However this gives me serious ideas...
August 11, 2009, 1:47
Update: Added a link back to Old Quag
Voted Ted
September 23, 2012, 13:13
I enjoyed this more than Old Quag's entry :D


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       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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