One of my players recently decided that he really wanted a super powerful magic blood sword and being the kind of dungeon master who can't say no, I agreed.
After completely ignoring the plot, he sent an allied bugbear (wasn't the best choice. I'm considering how this might effect stuff) to find a necromancer to help him craft it. Since the other campaign went out the window, I thought that a cursed blood sword could make a good campaign.
My idea is that only incredibly evil creatures make blood swords because of the commitment to evil required to make one (a lot of blood and a powerful necromancer)
This sword will also be sentient and try to take over the bearers mind when it becomes powerful think of the ring from Lord of the Rings.
Sorry this post has been all over the place, but I need help and ideas on executing this. he is the kind of experienced player/forever DM who will exploit stuff and I need to make sure that this won't turn on me. thanks in advance for any and all help.
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I love drow, rogues and Chinese weapons. I mean come on, rope darts are awesome.
My current character is a drow shadow monk, with a "unique" honor code (give him some time, he's working through some stuff). He also sucks on the socialization side of interacting with all other living creatures. which is very fun to RP.
Are you asking for help with what the sword could do, or how he could go about crafting it?
If it's what the sword will do, then since he's the one to craft it then ask the player to describe what the sword would do in a fight, then design a set of rules that will work with it, but make it level appropriate. For example, if he wants it to shroud him in a bloody shield then give it charges to cast shield. If he wants it to drain enemies of blood, then look at spells with vampiric effects and apply that logic to the sword.
Remember that characters should be getting +1 weapons around level 6, +2 around level 11 and +3 at level 16+.
If it's the challenge you need then have the PC learn how to make it, require he collect 5 magical components, have 3 of them be from creatures and 2 of them from terrain. Make them mysterious, like The Heart of a Glacier, or Innocent Flames. Have those things be available as he goes along.
However: If the player is totally ignoring the plot in order to do this, then you might need an out of game conversation with them to remind them that they need to fulfil their part of the player-DM bargain. The game world is not a leisure palace sandbox for them to run around in, and ignoring all your hard work is not OK, especially if the other players want to play the game you've prepped. For the game to run properly they all need to be willing to play the adventure. If they fail to do so, then have the necromancer ask them to come get the recipe and when they turn up, have the necromancer Power Word: Kill the character.
If the player thinks that they are playing a villain - they aren't. Remind them of that. If they don't want to be a hero in the game, then they shouldn't be playing in the game. D&D is a game about heroes, it is not a sandbox where players force you to see how rogue they can go.
One of my players recently decided that he really wanted a super powerful magic blood sword and being the kind of dungeon master who can't say no, I agreed.
After completely ignoring the plot, he sent an allied bugbear (wasn't the best choice. I'm considering how this might effect stuff) to find a necromancer to help him craft it. Since the other campaign went out the window, I thought that a cursed blood sword could make a good campaign.
My idea is that only incredibly evil creatures make blood swords because of the commitment to evil required to make one (a lot of blood and a powerful necromancer)
This sword will also be sentient and try to take over the bearers mind when it becomes powerful think of the ring from Lord of the Rings.
Sorry this post has been all over the place, but I need help and ideas on executing this. he is the kind of experienced player/forever DM who will exploit stuff and I need to make sure that this won't turn on me. thanks in advance for any and all help.
I love drow, rogues and Chinese weapons. I mean come on, rope darts are awesome.
My current character is a drow shadow monk, with a "unique" honor code (give him some time, he's working through some stuff). He also sucks on the socialization side of interacting with all other living creatures. which is very fun to RP.
For starters, what would you like the sword to do?
Are you asking for help with what the sword could do, or how he could go about crafting it?
If it's what the sword will do, then since he's the one to craft it then ask the player to describe what the sword would do in a fight, then design a set of rules that will work with it, but make it level appropriate. For example, if he wants it to shroud him in a bloody shield then give it charges to cast shield. If he wants it to drain enemies of blood, then look at spells with vampiric effects and apply that logic to the sword.
Remember that characters should be getting +1 weapons around level 6, +2 around level 11 and +3 at level 16+.
If it's the challenge you need then have the PC learn how to make it, require he collect 5 magical components, have 3 of them be from creatures and 2 of them from terrain. Make them mysterious, like The Heart of a Glacier, or Innocent Flames. Have those things be available as he goes along.
However: If the player is totally ignoring the plot in order to do this, then you might need an out of game conversation with them to remind them that they need to fulfil their part of the player-DM bargain. The game world is not a leisure palace sandbox for them to run around in, and ignoring all your hard work is not OK, especially if the other players want to play the game you've prepped. For the game to run properly they all need to be willing to play the adventure. If they fail to do so, then have the necromancer ask them to come get the recipe and when they turn up, have the necromancer Power Word: Kill the character.
If the player thinks that they are playing a villain - they aren't. Remind them of that. If they don't want to be a hero in the game, then they shouldn't be playing in the game. D&D is a game about heroes, it is not a sandbox where players force you to see how rogue they can go.