Talisman of Al'AkbarParagon Level
This eight-pointed star of hammered platinum hangs on a chain of gold and pearls. Each point of the star is tipped with a diamond, and elaborate patterns of gold inlay cover its surface.
The Talisman of Al'Akbar is a +3 magic holy symbol with the following properties and powers.
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +3d6 damage per plus
Properties
- Whenever you make a Heal check, you can roll twice and use either result.
- Whenever you use a healing power on an ally, that ally regains 1d10 additional hit points.
Power (Healing) ✦ Daily (Free Action)
Trigger: You reduce an enemy to 0 hit points with an attack power using this holy symbol. Effect: You or one ally within 5 squares of you gains regeneration 5 until the end of the encounter.
Cup of Al'AkbarParagon Level
Twelve great gems form a ring around the rim of this large gold chalice, which requires two hands to carry. The chalice glows with a faint golden light.
Wondrous Item
Power ✦ Daily (Standard Action)
You drink from the Cup of Al'Akbar and make an Endurance check against a disease affecting you, using the disease's improve DC. If you succeed, you're cured. If you fail, the disease doesn't get any worse while it affects you.
Power (Healing) ✦ Daily
Using this power takes 10 minutes. You create one potion of Al'Akbar (see below). If you use the Cup together with the Talisman of Al'Akbar, you can instead create up to three potions of Al'Akbar. A potion created in this way reverts to plain water if it isn't consumed within 24 hours.
When filled with water, the Cup of Al'Akbar can create a potion of Al'Akbar. A creature that drinks one of these potions gains a healing benefit. The potion can't be disenchanted.
Potion of Al'AkbarParagon Level
This golden liquid contains great healing magic.
Potion
Power (Healing) ✦ Consumable (Minor Action)
Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 30 hit points and make a saving throw.
Cup and Talisman Lore
Religion DC 22: The Cup and Talisman of Al'Akbar are divine relics with great healing powers. Legend says that they were gifts from Pelor, given to mortals to help the world recover from a time of terrible devastation.
Religion DC 27: After the artifacts were first used to care for the injured and sick, conflicts arose over the ownership of the Cup and Talisman. Some sought to use the items for good, while others wanted to support armies of conquest, and skirmishes raged over their possession until the artifacts disappeared.
Goals of the Cup and Talisman
- Prevent death and eliminate disease.
- Avoid creating conflict because of the artifacts' allure.
- Atone for the past pain and bloodshed the artifacts have caused.
Roleplaying the Cup and Talisman
Though each item is a powerful artifact in its own right, the Cup and Talisman of Al'Akbar appear in histories and lore only as a pair. Likewise, both items think and speak as one entity when in close proximity, echoing one another's words. When separated and in the hands of a good soul, each item comments frequently that it must be reunited with its other half.
Al'Akbar's Curse
The Cup and Talisman of Al'Akbar were created in a time of great need—some say it was a great plague created by evil deities or demon lords, while others believe it was a war in which great heroes were grievously wounded and killed. Once that time had passed and the artifacts were no longer crucial to survival and victory, their very presence led to hostilities. All sought to own the artifacts, including their owners' enemies, neutral parties who sought their power, and even the owners' allies. At that point, the Cup and Talisman disappeared. Since that time, they have surfaced when they were needed, but only long enough to accomplish their goals before disappearing again to avoid creating more conflict. The Cup and Talisman worry that they do more harm than good.
Concordance
The Cup and Talisman of Al'Akbar share one concordance score, but each attitude grants different powers to each item.
| Starting Score | 5 |
|---|---|
| Owner gains a level | +1d10 |
| Owner is devoted to Pelor | +1 |
| Owner reunites the Cup and Talisman | +2 |
| Owner completes a quest for worshipers of Pelor | +1 |
| Owner uses the Cup or Talisman for profit (this includes selling a potion of Al'Akbar) | -2 |
| Owner is attacked as a result of owning the item | -2 |
| An ally or innocent dies in the owner's presence (maximum 1/day) | -2 |
Pleased (16-20)
"We have atoned for the blood spilled over us in the past, but we fear our renown grows too great."
The Talisman's enhancement bonus increases to +4.
Talisman Critical: +4d6 damage per plus
Talisman Power (Healing) ✦ At-Will (Minor Action, 1/round)
One ally you can see can spend a healing surge.
Cup Power (Healing) ✦ Daily (Standard Action)
You choose a creature (or portion of a creature) within 5 squares of you that died less than 5 minutes ago. That creature returns to life and regains hit points as if it had spent a healing surge.
Satisfied (12–15)
"Our work has saved many lives, but so many still live in need."
Talisman Property
Whenever you use a healing power on an ally, that ally regains 2d10 additional hit points.
Cup Power ✦ Daily (Free Action)
Trigger: You start to perform the Raise Dead ritual. Effect: You use the Cup and perform the ritual with no component cost. The raised creature doesn't take a -1 death penalty.
Normal (5–11)
"So many call out in pain. We must heal their tortured bodies and ease their suffering."
Special: If you have only one of the artifacts, that artifact encourages you to find the other artifact and drops cryptic hints to lead you to it (or more explicit instructions once it trusts you).
Special: If you have both artifacts, they request that you find and heal those in need. They also emphasize discretion, not wishing for their whereabouts to be discovered.
Unsatisfied (1–4)
"Are my motives pure? Do I truly serve the will of the gods?"
Special: You gain no benefit from drinking a potion of Al'Akbar.
Property
Whenever you heal an ally and that ally regains additional hit points through the Talisman, each enemy within 3 squares of the ally also regains hit points equal to the additional hit points.
Angered (0 or lower)
"The legacy of the Cup and Talisman remains shameful, and I've done nothing to repair it."
Property
Whenever you spend a healing surge or use a healing power, you reduce the hit points regained by 1d10 (to a minimum of 1 hit point regained). This effect applies even if you're only carrying the Talisman.
Moving On
"It's too dangerous to remain here. We must disappear from the face of the world once again."
Published in Dungeon Master's Guide 2.