7 Votes


Hits: 4780
Comments: 9
Ideas: 0
Rating: 4
Condition: Normal
ID: 1707


July 20, 2011, 7:20 pm

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Cheka Man

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The Helm of Shump Thokk


The Cursed form of poor Shump Thokk. He will offer helpful advice to anyone who dons the helmet.

Full Item Description
   This item is a dirty, old, and dented helmet of Orcish design covered in rust and blood that radiates a strong magical aura.

   This was once the helmet of Shump Thokk, a Half-Orc Barbarian. Shump Thokk was not very bright. This is why Shump Thokk died. Poor Shump attacked a very powerful Dragon that he thought was going to eat a Princess. Needless to say the Dragon did not like this and thus Shump Thokk was attacked by a Dragon, a near fatal attack. The Dragon cursed the dying Shump for his stupidity and sealed him inside him own helm. The Princess and The Dragon continued their coversation about guarding her kingdom from Evil Dragons. Not a tear was shed for the poor Shump Thokk.

Shump has lived in his helm for a long time and has been knocked from place to place for a while, being forgotten by The Princess and The Dragon and even his fellow party members who were only seconds behind his folly. Now The Helm of Shump Thokk can be found among piles of junk or as part of a dragon’s treasure horde.

Magic/Cursed Properties
   Shump Thokk lives in this helmet and will offer insight to anyone who is wearing the helmet. When the helmet is first put on the wearer will just hear the voice greeting him in Orcish. Shump Thokk is very friedly for someone of Orc blood, and he has been alone for a long time. This item may be considered cursed but here is how it works: Shump will attempt to make friends with the character and point out thing he notices through the character’s eyes. He will always have something to say about an encounter that will usually be wrong. Such as: “Hey! Look at those Goblins, I’m sure they’ll just let us pass if we play a game of cards with them!” Now, I know this isn’t how a barbarian would usually react but Shump Thokk is a special case.

The problem with this is that Shump is believable and may cause players a great deal of trouble. The longer the helm is in the possession of a character the harder it is to get rid of and the more believable Shump Thokk becomes. After a long time listening to Shump Thokk’s whispers the player may be almost dominated by the cursed Half-Orc. Why would anyone keep this helm? Pity, and because Shump Thokk seems to notice enemies before anyone else does. This can come in handy since Shump has been known to spot invisible attackers at life saving moments.

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

Voted Cheka Man
November 20, 2005, 20:15
I like it. For reasons you don't even know...
November 20, 2005, 23:46
What are these reasons?? I would like to know why you considered this worthy of an outstanding rating of 5!

By the way: This sumbimission is dedicated to my friend Charlie and his second characted ever. I will not even mention the first one...
Voted Michael Jotne Slayer
November 23, 2005, 0:25
Made me laugh. You could say that this helmet has soul as does the post.
Good one.
Voted Scrasamax
November 26, 2005, 17:55
I laughed...
Voted zebbin
February 16, 2006, 12:59
Only voted
September 14, 2009, 6:34
Great Item. Like the Nagging Armor, great gi for the figher who whishes for more magc items.
Voted Silveressa
July 20, 2011, 19:56

When I first read the name I envisioned some sort of ship helm, (I play too much 7th sea/ Warhammer 40k) the actual sub was far more interesting then what I initially imagined.

A kind hearted slightly passive orc barbarian spirit that unintentionally gives bad advice, sort of like a rune swords personality but without all the epic powers, very cool, and much more readily useful by a GM for low level characters.

I like the uniqueness of a personality not being the traditional "Hulk kill! smash! bash!" That one would expect from such a item/barbarian. If paired with a young or inexperienced character (or player) it can provide some life saving advice and help keep an inexperienced player from making obviously stupid/suicidal mistakes. (well most of the time anyway lol)

Voted valadaar
February 28, 2013, 9:50
A different item, a nice, non-overpowered sentient item that could easily be linked into other things.

Voted Raspu10
July 3, 2013, 22:01
Very funny item. Of course, you could drive a player nuts if Shump gets especially chatty at times...

Link Backs

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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