Items
Wand/Staff/ Arcane
Magical
3.79
7 Votes

28xp


Hits: 2766
Comments: 9
Ideas: 0
Rating: 3.7857
Condition: Normal
ID: 5963

Submitted:

Updated:
December 26, 2009, 3:27 pm

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Cheka Man

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Chum Bucket

By:

If you need bait in a hurry and the ogres won't get out of the way, you need the Chum Bucket

Chum Bucket

Full item description

On first glance this semi-sentient weapon appears to be nothing more than a bucket, light wood with a tin handle, gently warped by exposure to moisture. Inside the bucket are a number of coiled fishing lines with typical barbed hooks on the end; beneath he coiled lines is a small pile of sharp pebbles. The lines can be removed from the bucket with ease, but disappear from hands or packages when unobserved, the pebbles cannot be removed and seem to be stuck to the base wood. More perceptive persons may notice dry blood encrusted on the hooks or hear a faint buzzing, which seems to emanate from the fishing lines; as if they are under pressure.

Should the bucket fall into the hands of a priest or someone sensitive to darkness and malevolent forces they will be immediately uncomfortable holding the bucket, feeling incredible pain and hate flowing through the wood. The bucket seems uncomfortable with their presence as well, vibrating and banging against legs until it is set down. A detailed examination reveals a demon soul residing in the bucket, a fragment of a being of great power.

The bucket tends to be found in pawn shops a long way from the coast or abandoned on harbours near the sea. The bucket will do no harm whilst being examined or held, even after the spirit fragment is discovered the bucket will do nothing aggressive; it is only when a drop of blood is spilt into the bucket or someone attempts to exorcise the demon that the bucket reveals its true power.

NB-Attempting to free the demon, not exorcise or destroy it will be tolerated, provided this aim is shouted very loudly in demonic into the bucket. There could be a reward in it for anyone who tries. Or a trap. Or nothing, up to the GM to decide.

History

Thirty years before the present a demon of immense power and intelligence was banished from the mortal world. It took the life’s of eleven priests and left the area of the binding a wasteland. Even so, the exorcism was unable to completely destroy the demon. While the majority of the spirit was cast out, three fragments remained. One of these pieces of tattered energy was blown by the wind to a small fishing village. The gusts carried it along until it landed in an old chum bucket, now filled with lines and interesting pebbles collected by a village child.

When the village was attacked by corsairs the child ran to collect her stones from the bucket. A lone corsair chased her. He taunted her and cut himself lightly with his sword to show the child that it didn't hurt, and that there was nothing to fear. After running the girl through he checked the bucket to see what had been so important to the child. As he did so a drop of his blood fell from the wound into the bucket.

He was never seen again. When his drunken comrades came looking for him they found a bloody mess and a bucket full of chunks of meat, ragged and torn.

A band of adventurers were sent to the village by relatives to retrieve anything of value. Along with baubles and some family heirlooms they returned with this bucket, which they emptied, using the meat as bait for fishing. They dumped it with a pawn broker and went on their way. He's never managed to sell it.

Magical properties/Uses

This item is best used as a weapon of terror, especially when trying to convince opponents to flee or surrender. Should a weapon be swung into a bandit, thief, ninja, etc and blood be on the weapon simply allow a drop to fall into the bucket. Within a second the barely audible buzzing will increase in volume until windows shake and animals flee from the noise.

The fishing lines, five in all will rise slowly from the bucket with shadowy energy coruscating along the lines {imagine a snake rising from its basket in response to a snake charmer}. The lines will then fly towards the enemy whose blood was spilt into the bucket. The hooks will pierce leather armour, chainmail and plate provided enough time and blows are allowed. Should the lines manage to hook the enemy it will lift him/her/it into the air and smash it into the bucket. The bucket will be undamaged by this and the enemy should be stunned.

The lines will then happily set about ripping the enemy into pieces small enough to fit into the bucket. These pieces will then be reputedly dashed along the sharp pebbles until the original foe is small meaty chunks.

The lines have a range of fifty yards, should anyone escape past this distance the lines will wrap around nearby objects and attempt to throw them after the fleeing opponent. Should there be a bladed weapon nearby it will throw this first, then go after anything nearby such as tables, dogs, cakes, etc with the distance it can throw being seventy five yards for any object irrespective of weight.

If the enemy flees indoors the bucket will pull down anything short of a steel door, including stone walls to try and get at its quarry. The bucket will be aware of its enemy even will they are out of sight provided they do not use any magical means of concealment. If the target should make it beyond seventy five yards the buzzing will stop and the bucket will retract the lines, returning to normal.

Should there be the blood of multiple persons in the bucket the bucket will use a line to grab each individual, wrapping around them and then stab them in the back a few times to ensure they bleed out. The bucket will only turn one person into chum and will return to its docile state after doing so. The bucket will only activate once per day, unless the blood spilled belongs to a previous quarry who escaped or a priest. The bucket really hates priests.

Friendly fire is possible and is potentially deadly. The only way to calm the bucket once it has a hold of a friend or fellow PC is to feed it chocolates, cakes or exotic fruits until it calms down. Simply drop them into the bucket and they will seem to dissolve into the wood. If you give enough treats to the bucket its semi-sentience comes to the fore and it can be trained to a certain extent in the same manner one would train a dog. The bucket will always drop everyone/everything to retrieve a stick thrown by a PC.



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Comments ( 9 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
December 26, 2009, 17:04
0xp
A useful little thing.
Voted Redgre
December 27, 2009, 7:45
0xp
Interesting object, strange history, and unique powers. I take it the demon essence in the bucket wasn't it's mind if it behaves like a dog. Where did the other fragments go? What happens if the bucket get's near the other essence fragments? Just curious. Good submission.
HaroldWiggle
December 27, 2009, 16:50
0xp
It wasn't the mind, that and the other fragments found their way into other items which will be appearing shortly.
Voted manfred
December 27, 2009, 21:36
0xp
I would actually think, that if someone was running away, the bucket would attempt to drag itself after them... but that would make it even more of a nightmarish device.

Weird and suitably evil. Looking forward to the next fragments!
Voted valadaar
December 29, 2009, 0:55
0xp
Excellent first sub! Welcome aboard!
Voted Scrasamax
January 1, 2010, 17:46
1xp
I am liking the exploded demon spawning random magic items idea. I can also imagine a scene of disbelief.

GM: You are now being attacked by an angry demonic wooden bucket.

PC: What?

PC2: They be stealin mah bukkit!

GM: PC2, roll armor check, you are being attacked by five fish hooks

PC2: D'oh!
Voted Siren no Orakio
January 2, 2010, 17:59
1xp
NPC: I has a bukkit!
CB: Om nom nom!

Cute. Looking forwards to the rest, as it's a (relatively) unique way of using a demon, and therefore, I approve.
Voted Murometz
February 19, 2011, 23:36
0xp

Cute, creepy, and evil. I'd like to see the "other fragments" HaroldWiggle. :)

PoisonAlchemist
July 16, 2011, 14:15
0xp

Highly disturbing with a good origin, but I simply do not see many applications for this in a game. The base concept would be as a foe or trap, but why not use a tentacled monster than irk your players with a construct? 

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Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp


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