I just recently did a White Plume Mountain run and for some reason my rogue was left with the trident *Wave* (we had two Rogues, a Sorceror, and a Paladin/lock who didn't want the trident). I figured it could be a good bargaining chip for a weapon I could actually use later on, but looking around I'm starting to think that I'm stuck with this thing. So my question is; Are sentient items available for trade within AL? Whether it be to another player or a different character of my own. If so, are there any limitations to that trade (i.e. the trade has to be for another sentient item, the character has to be a certain level...etc.). I've only been playing for a few months now, so I'm still pretty green on the rules and regulations. I just want to make sure I'm doing everything on the up-and-up in AL.
Uh oh. There's a whole section about this in the AL FAQ.
"I Don’t Wanna Surrender It! First, ending a session without returning one of the weapons denies the group from receiving any reward associated with it—drag. The worst part, however, is that the character that chooses to retain ownership is too busy running and hiding from the forces that pursue it, or simply spending all their time busy being dead. Such characters are retired from play. This involuntary retirement can be cut short by surrendering the stolen weapon. In-so-doing, the weapon is removed from their character (reducing their magic item count), but they don’t receive the reward associated with turning it in, above."
Good luck.
Edit: As Silvva points out below and I didn't make clear here, this quote is specifically referencing Blackrazor, Wave, and Whelm.
To answer the original question, yes. Sentient items can be traded in AL, so long as there is no documentation that states that they cannot be kept or traded. The sentient weapons in White Plume Mountain cannot be kept.
You can download the player's guide and FAQ here for free:
That link was perfect. Thank you very much for that. Seeing as this specific character was my first, I'm glad I read the link. I would've hated to go to a different table and the DM inform me that my character had to be retired since I got stuck with Wave. That being said, I'm going to have to talk to the DM next week along with everyone that was there for the session because the DM didn't inform us about needing to return the weapons to the "person" who hired us or what would happen if we kept them. I sure as hell wouldn't have held on to it.
Sounds like the DM wasn't aware of the DDAL FAQ. The goal for the party is to recover the three weapons and turn them in to the Harpers for some very decent rewards which includes the character's choice of magic item from a decent list.
"In White Plume Mountain, the characters are hired to retrieve three legendary weapons (blackrazor, wave, and whelm) that have been stolen. The book is vague regarding the payment—for Adventurers League, the three owners reward the characters. Only weapons turned in while the character is present count for that individual character. Additionally, as ownership of permanent magic items is determined at the end of the session, returning the weapon and claiming the reward must done before the end of the session. This may necessitate some suspension of disbelief if the “turn in” magically happens while the characters are in the middle of a dungeon.
This guidance is retroactive; it affects sessions run prior to the issuance of this FAQ.
1. First Weapon Returned. 2,000 gp for each character in the party, and each character may choose three rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose a potion of superior healing, a spell scroll of greater restoration, and 1d6 +2 crossbow bolts.
2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.
3. Third Weapon Returned. Each character receives three renown points and records the completion of a secret mission for their faction."
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I just recently did a White Plume Mountain run and for some reason my rogue was left with the trident *Wave* (we had two Rogues, a Sorceror, and a Paladin/lock who didn't want the trident). I figured it could be a good bargaining chip for a weapon I could actually use later on, but looking around I'm starting to think that I'm stuck with this thing. So my question is; Are sentient items available for trade within AL? Whether it be to another player or a different character of my own. If so, are there any limitations to that trade (i.e. the trade has to be for another sentient item, the character has to be a certain level...etc.). I've only been playing for a few months now, so I'm still pretty green on the rules and regulations. I just want to make sure I'm doing everything on the up-and-up in AL.
Uh oh. There's a whole section about this in the AL FAQ.
"I Don’t Wanna Surrender It! First, ending a
session without returning one of the weapons denies the group from receiving any reward associated with it—drag. The worst part, however, is that the character that chooses to retain ownership is too busy running and hiding from the forces that pursue it, or simply spending all their time busy being dead. Such characters are retired from play. This involuntary retirement can be cut short by
surrendering the stolen weapon. In-so-doing, the weapon is removed from their character (reducing their magic item count), but they don’t receive the reward associated with turning it in, above."
Good luck.
Edit: As Silvva points out below and I didn't make clear here, this quote is specifically referencing Blackrazor, Wave, and Whelm.
To answer the original question, yes. Sentient items can be traded in AL, so long as there is no documentation that states that they cannot be kept or traded. The sentient weapons in White Plume Mountain cannot be kept.
You can download the player's guide and FAQ here for free:
http://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack
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DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
That link was perfect. Thank you very much for that. Seeing as this specific character was my first, I'm glad I read the link. I would've hated to go to a different table and the DM inform me that my character had to be retired since I got stuck with Wave. That being said, I'm going to have to talk to the DM next week along with everyone that was there for the session because the DM didn't inform us about needing to return the weapons to the "person" who hired us or what would happen if we kept them. I sure as hell wouldn't have held on to it.
Sounds like the DM wasn't aware of the DDAL FAQ. The goal for the party is to recover the three weapons and turn them in to the Harpers for some very decent rewards which includes the character's choice of magic item from a decent list.
"In White Plume Mountain, the characters are hired to retrieve three legendary weapons (blackrazor, wave, and whelm) that have been stolen. The book is vague regarding the payment—for Adventurers League, the three owners reward the characters. Only weapons turned in while the character is present count for that individual character. Additionally, as ownership of permanent magic items is determined at the end of the session, returning the weapon and claiming the reward must done before the end of the session. This may necessitate some suspension of disbelief if the “turn in” magically happens while the characters are in the middle of a dungeon.
This guidance is retroactive; it affects sessions run prior to the issuance of this FAQ.
1. First Weapon Returned. 2,000 gp for each character in the party, and each character may choose three rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose a potion of superior healing, a spell scroll of greater restoration, and 1d6 +2 crossbow bolts.
2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.
3. Third Weapon Returned. Each character receives three renown points and records the completion of a secret mission for their faction."