On the other hand: I can't have any surprise encounters. At all. Ever. Which has been mentioned to me by a couple of the players as an aspect of the game that they miss.
Technically the weapon of warning should only give advantage on initiative and prevent the surprised condition it shouldn't mean the players are aware of every encounter before it happens. You should still be able to surprise your players even if the characters aren't mechanically surprised. You could also functionally get mechanical surprise for example if a combat start with a knock out gas trap or something similarly disabling.
If you really want rid of it there are options
Have some one give an offer to buy it you can give some sob story for it like that it's powered by the imprisoned soul of a scout 2
Have it's power slowly wane over time because its just not a very well made item
I don't recommend trying to break it or steal it as players will take that as an encounter and fight it to the death like they do every other. Player will almost never let enemies get anything.
Allow the players to come into possession of another magic item that nerfs the mace. Make it a shield, amulet, ring, or something that one will want to attune, but in addition to providing the wielder a buff, it nerfs the mace by decreasing its range or sensitivity in some way. Keep the nerf hidden until they have the new item identified. Then the party can decide which is more important to them, or it can create a rivalry between two players.
Maybe the items are mutually nerfing, one created to counter the other. Could lead to a fun back story.
Technically the weapon of warning should only give advantage on initiative and prevent the surprised condition it shouldn't mean the players are aware of every encounter before it happens. You should still be able to surprise your players even if the characters aren't mechanically surprised. You could also functionally get mechanical surprise for example if a combat start with a knock out gas trap or something similarly disabling.
If you really want rid of it there are options
I don't recommend trying to break it or steal it as players will take that as an encounter and fight it to the death like they do every other. Player will almost never let enemies get anything.
Allow the players to come into possession of another magic item that nerfs the mace. Make it a shield, amulet, ring, or something that one will want to attune, but in addition to providing the wielder a buff, it nerfs the mace by decreasing its range or sensitivity in some way. Keep the nerf hidden until they have the new item identified. Then the party can decide which is more important to them, or it can create a rivalry between two players.
Maybe the items are mutually nerfing, one created to counter the other. Could lead to a fun back story.
Just a few thoughts.
have a trader show up who has something they really really want in exchange for the mace of warning
my name is not Bryce
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