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Comments: 8
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Rating: 2.2143
Condition: Normal
ID: 475


January 20, 2006, 5:56 pm

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Harper King's Cup of Good Cheer


A beautifully etched siver goblet with a scene of a harper/ bard playing a harp on it

Create long ago for a harper who become ruler of a small kingdom, it was meant to tell friend from enemy and give aid to any considered friend.  It is a tall silver goblet, finely made, and etched with a scene of a harper/ bard.  Three gems are one the base on the goblet, an emerald, a ruby and a diamond.  Etched above the emerald is the word “har”; above the ruby “rue”; and above the diamond “hep”

Magical Properties:

It depends on how the cup is used
If the emerald is touch and the word “har” spoken, anyone drinking from the cup is overcome by uncontrollable giggling for 5 minutes
If the ruby is touched and the word “rue” spoken, anyone drinking from the goblet is compelled to tell the truth for 3 minutes and them forget anything they just have said.

If the diamond is touched and the word “hep” spoken, anyone drinking from the goblet is healed form 1 desease or wound.

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Comments ( 8 )
Commenters gain extra XP from Author votes.

May 20, 2004, 17:12
Basic, detail-less background.
Interesting concept.

May 20, 2004, 19:28
I like the idea behind it, but more emphasis on the background would be very good.

Is there, perhaps, a particular incident which made the harper king have need of this cup? Maybe he was almost assassinated by someone he thought his friend, so now he gets all who are close to him to drink from the goblet while 'rue' is in effect.

"Yes, I plan to kill you, king." (Three minutes up) "Uh... hm? Sorry, I must have blanked out there for a moment.."
"No problem" Smiled the king, "Let me refill that cup for you" The king takes the goblet, refilling it with wine and pressing on the emerald. "Har!"
"Oh, nothing, sorry. Here is your wine"
Whilst the assassin is laughing uncontrollably, the king simply slides a dagger through his ribs.

May 20, 2004, 21:47
Yes, the background is what I'm asking for here. Something worthy of the excellent name.
May 21, 2004, 4:11
You could have other effects if you press the gems and say the wrong thing.
Cycle by one anticlockwise: it affects the cup.
Cycle be two anticlockwise: it only affects the presser, not anyone else who drinks from the cup.

So we have:
Emerald/har: as stated
Emerald/rue: Cup starts bubbling and water keeps jumping up and down.
Emerald/hep: presser is overcome by laughing for five mins if he drinks from the cup.

Ruby/har: Only presser must tell truth for 3 mins if he drinks from it.
Ruby/rue: as stated
Ruby/hep: Cup gives off a low but penetrating hum for 3 mins. Not very loud but quite irritating.

Diamond/har: Cup becomes polished, shiny and new looking.
Diamond/rue: Only presser will be healed of a wound if he drinks from it.
Diamond/hep: As stated.
Voted Michael Jotne Slayer
October 20, 2010, 3:14

Nowhere near todays standards for even a 2.5 in my opinion, but still. This has a certain charm, and its an oldie.

Voted Pieh
October 20, 2010, 6:07

Strange item Not very good, even back then, but it does have some charm to it. Makes me want to write up some more magical goblets, though.

Voted Ramhir
October 20, 2010, 12:09

Needs a background and a description. The magical effects are good. 2/5

Voted axlerowes
October 20, 2010, 15:02

I once had a whole mini campaign that revolved around goblets with distinctive art work-so maybe I biased.


Despite being a lame item, it has a backstory and a function but really unnecessary mechanics to it.

Random Idea Seed View All Idea Seeds

       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 1xp

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