Cup of Al'Akbar (Magic Cup)

The cup of Al'Akbar is hardly an inconspicuous item. Tt is a large chalice, big enough that, were it filled, it would take two hands to lift. The vessel is made of hammered gold and chased with a silver filigree. Twelve great gems (each worth 5,000 gp) are set in mounts of electrum to form a band around the rim. Overall, the craftsmanship is clearly the work of a goldsmith of extraordinary skill and artistry. Although it does not radiate magic, the cup is always bathed in a golden aura.
Constant Powers: Anyone of good alignment who touches the cup receives the benefits of a bless spell. This lasts for 24 hours.
Invoked Powers: The powers of the cup are activated by filling it with holy water, usable once per day. If all of the water is drunk, it acts as a cure critical wounds or neutralize poison spell, or it can be divided into three portions that act as cure light wounds spells, although these fade in12 hours.
Legend: The cup and talisman of Al'Akbar (see Talisman) are major holy relics. The two artifacts are always associated with a powerful god or goddess of healing, although the DM must select exactly which one is most appropriate from those in the campaign. In a Forgotten Realms setting, Lathander could be used, while in the Greyhawk campaign, Pelor would be appropriate. (Note that these items are not found in DARKSUN campaigns.)
No matter what the faith, according to the sect's dogma, the cup and talisman were given by the deity after a great disaster that brought untold devastation and suffering to the land. The two items appeared before the high priest in a dream. When the clergyman awoke, the cup and talisman were there, still sparkling with the radiance of the deity. Blessed with the items and the knowledge of their use, the holy man went out and cured the multitude of sick and injured people.
Unfortunately, the miraculous powers of the cup and talisman did not bring happiness to the people nor peace to the temple. When travelers returned to their distant homelands with tales of these two wonders, emperors, kings, and warlords coveted the items. Driven by greed and fear, they marched their armies and sent their agents, to seize the treasures.
Just what battles occurred and who won them is lost along with the names of those who fought for the artifacts. Perhaps one was victorious over the others only to have both treasures seized. Perhaps they were stolen. What is known is that when the wars finally ceased, they had disappeared forever.
Even today, however, the legend of their miraculous power lives on in expressions such as “cured by the cup” for any miraculous healing or “By the star of Akbar,” an oath to ward off disease. The cup and talisman of Al'Akbar, because of their powerful healing abilities, are both excellent items for the PCs to acquire and use, and yet unbalancing devices that are best taken out of player characters' grasp quickly in any campaign where they appear. The cup and talisman can be immensely useful items in an incredibly dangerous adventure where the characters frequently face horrible injury and death. These two artifacts may be vital for keeping the characters alive long enough to have a hope of concluding the adventure.
The DM should not use the cup and talisman more than once in this manner. The powers of the cup and talisman allow the PCs to flaunt death and perform supremely heroic acts, but if this risk is removed from all adventures, things grow dull very quickly.
Ideally, the characters find the cup, talisman, or both as the prelude to an even more harrowing task. The characters need the life-giving powers of these artifacts in order to travel to the Outer Planes (where their own magic will not function) and defeat a great foe. The items may be needed to survive a perilous journey of great importance. Furthermore, the cup and talisman are of great interest to nearly everyone. Followers of the original deity will want their relics returned. Warlords will want the healing power for their armies. Wizards may covet the potion making powers of the items. Characters must be ready to fight to keep them.
Once their need has passed, the artifacts should be removed. Ideally, the characters return the relics to their proper masters, or else they finally fall prey to the relentless efforts to buy, steal, or seize the items. If absolutely necessary, the original deity can appear and claim the items. Woe to the characters who would at this point be foolish enough to refuse.
Suggested Means of Destruction:
* The cup must be filled with water from the river Styx and the talisman dissolved in it.
* Ten thousand curses must be cast upon the talisman, and then it must be struck against the cup, destroying both.
* They must both be touched by the deity of disease and death.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Cups