Does it serve a purpose in the campaign, or does the DM dole out random legendary items drawn out of a hat? If it's the latter, take BioWizard's advice and sell it to the highest bidder. If it's the former, help it fulfill that purpose. Maybe you need to deliver it to a renowned paladin who is destined to vanquish a great deceitful evil with it. Maybe it can be used to proclaim the one true heir to the kingdom. Maybe it's a cursed artifact disguised as he Sword of Answers. Do some in-character research, maybe your DM will throw you a campaign hook.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
Where does it say that every item a party finds can benefit a party? I know of DM's that still use the randomized tables in the DMG. The party can and should sell it. If they get a fraction of its true worth, so be it. That is D&D.
I created treasure tables for everything I could find. Categorized them by rarity and put them into a random treasure table. a d10,000 roll. Quite often they can get something worth money to the party.
I didn't put in unique items. Those are handed out on purpose
In a dragon hoard they would have a chance of containing a wonderous item. Though there is only 6 or 7 numbers out of 10,000 they would have to roll to get that one item.
Be careful not to force your players into doing anything. If they just want to sell the sword let them. If you introduce an NPC that is super interested in the sword and starts talking to it but the players don't want to engage with the sword and the NPC, perhaps the NPC buys it off the group then can return later wielding the sword?
I didn't realize you are the DM. First question: have they already figured out what it is? If not, the solution is obvious: turn it into something else. If they have and want to sell it, they're going to want to find a pretty upscale establishment - that's a pricey ticket. It wouldn't be too improbable if someone with some interest or other in the sword managed to track them down there and tried to rope them into a new (side)quest.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
Where does it say that every item a party finds can benefit a party? I know of DM's that still use the randomized tables in the DMG. The party can and should sell it. If they get a fraction of its true worth, so be it. That is D&D.
If it is so opposed in alignment, they might instead go on a major quest line to change it or failing that, destroy it. That is also D&D
This is my vote ... I'm building a B-campaign (shared world with another DM, different characters) where that is *exactly* the story arc. It picks up on a campaign from AD&D (1e) where the party *thought* they vanquished the major artifact, but in fact failed the broader quest, but succeeded in delaying a major war (not preventing it). One character is questing for a legendary hammer (his player will see this and already knows what is going on), another is questing to destroy a chaotic evil item and needs the rest of the party to help, and a third is using the second character so she can take the item for her own (this player isn't reading these forums to my knowledge) ... and finally the group has some half-orcs and a goliath who are along for the ride, because it just feels like the right thing to do ... and it will make great drinking stories for that trio!
Anyhow destroying a legendary artifact isn't just D&D ... it was Lord of the Rings (and Drangon Lance and Harry Potter too depending on your point of view). It is a fantastic way to build a long and engaging story arc for the players.
Where does it say that every item a party finds can benefit a party? I know of DM's that still use the randomized tables in the DMG. The party can and should sell it. If they get a fraction of its true worth, so be it. That is D&D.
That's also how every grindy MMO video game handles rare loot. Still sound gritty and old-school?
What sets D&D apart from those games is there's a thinking person there instead of a random number generator. That person can alter what shows up to benefit the story. That is D&D.
I'm not saying cherry-pick every item that drops, but the problem of "I gave my players this item and now I have no idea what to do" seems completely avoidable by just not giving them that item in the first place. The chart for the Sword of Answering is not a chart you're designed to roll on. If you found it in the tomb of Famous Knight of X Alignment, then yeah it makes sense for it to be X alignment. But if you just randomly rolled it, consider nudging it to something useable if the alternative is going to just prove to be a headache for you and disappointment to everyone else. Some DMs seem to really enjoy disappointing their players in that way - it's like some kind of weird power trip. Don't be that guy.
If you found it in the tomb of Famous Knight of X Alignment, then yeah it makes sense for it to be X alignment. But if you just randomly rolled it, consider nudging it to something useable if the alternative is going to just prove to be a headache for you and disappointment to everyone else.
Sometimes less than ideal items can be useful for the campaign. They can give PCs options they wouldn't otherwise have or be turned into the mcguffin you didn't know you had.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
If you found it in the tomb of Famous Knight of X Alignment, then yeah it makes sense for it to be X alignment. But if you just randomly rolled it, consider nudging it to something useable if the alternative is going to just prove to be a headache for you and disappointment to everyone else.
Sometimes less than ideal items can be useful for the campaign. They can give PCs options they wouldn't otherwise have or be turned into the mcguffin you didn't know you had.
I can certainly get behind that. Sometimes as the DM throwing yourself for a loop can stimulate some good storylines too. But it can be awful anticlimactic to have finally defeated Vraziliax the Horrible and find a pile of stuff no one can use, especially if some of that stuff is super rare and really close to something you could have used. Or sometimes you roll up something that can sabotage the whole game like the Deck of Many Things. Stuff like that deserves a minute of thought before inflicting it upon yourself and others.
It is lawful good and my whole party is chaotic good what do i do with it
Sell it?
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Does it serve a purpose in the campaign, or does the DM dole out random legendary items drawn out of a hat? If it's the latter, take BioWizard's advice and sell it to the highest bidder. If it's the former, help it fulfill that purpose. Maybe you need to deliver it to a renowned paladin who is destined to vanquish a great deceitful evil with it. Maybe it can be used to proclaim the one true heir to the kingdom. Maybe it's a cursed artifact disguised as he Sword of Answers. Do some in-character research, maybe your DM will throw you a campaign hook.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Change alignment, those things are badass.
Only half kidding.
Talk to it and find out what it wants. If you can help it, do so. If no, sell it.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Where does it say that every item a party finds can benefit a party? I know of DM's that still use the randomized tables in the DMG. The party can and should sell it. If they get a fraction of its true worth, so be it. That is D&D.
That is actually an interesting angle I had not thought of. PCs can change alignment, why not sentient magic items?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
That is interesting but how do i tell my players that? i dont think they have thought of that.
All of my players are chaotic good
Introduce them to an npc who is questing for it and is in a position to help them with something else.
I created treasure tables for everything I could find. Categorized them by rarity and put them into a random treasure table. a d10,000 roll. Quite often they can get something worth money to the party.
I didn't put in unique items. Those are handed out on purpose
In a dragon hoard they would have a chance of containing a wonderous item. Though there is only 6 or 7 numbers out of 10,000 they would have to roll to get that one item.
Be careful not to force your players into doing anything. If they just want to sell the sword let them. If you introduce an NPC that is super interested in the sword and starts talking to it but the players don't want to engage with the sword and the NPC, perhaps the NPC buys it off the group then can return later wielding the sword?
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
I didn't realize you are the DM. First question: have they already figured out what it is? If not, the solution is obvious: turn it into something else. If they have and want to sell it, they're going to want to find a pretty upscale establishment - that's a pricey ticket. It wouldn't be too improbable if someone with some interest or other in the sword managed to track them down there and tried to rope them into a new (side)quest.
Want to start playing but don't have anyone to play with? You can try these options: [link].
This is my vote ... I'm building a B-campaign (shared world with another DM, different characters) where that is *exactly* the story arc. It picks up on a campaign from AD&D (1e) where the party *thought* they vanquished the major artifact, but in fact failed the broader quest, but succeeded in delaying a major war (not preventing it). One character is questing for a legendary hammer (his player will see this and already knows what is going on), another is questing to destroy a chaotic evil item and needs the rest of the party to help, and a third is using the second character so she can take the item for her own (this player isn't reading these forums to my knowledge) ... and finally the group has some half-orcs and a goliath who are along for the ride, because it just feels like the right thing to do ... and it will make great drinking stories for that trio!
Anyhow destroying a legendary artifact isn't just D&D ... it was Lord of the Rings (and Drangon Lance and Harry Potter too depending on your point of view). It is a fantastic way to build a long and engaging story arc for the players.
That's also how every grindy MMO video game handles rare loot. Still sound gritty and old-school?
What sets D&D apart from those games is there's a thinking person there instead of a random number generator. That person can alter what shows up to benefit the story. That is D&D.
I'm not saying cherry-pick every item that drops, but the problem of "I gave my players this item and now I have no idea what to do" seems completely avoidable by just not giving them that item in the first place. The chart for the Sword of Answering is not a chart you're designed to roll on. If you found it in the tomb of Famous Knight of X Alignment, then yeah it makes sense for it to be X alignment. But if you just randomly rolled it, consider nudging it to something useable if the alternative is going to just prove to be a headache for you and disappointment to everyone else. Some DMs seem to really enjoy disappointing their players in that way - it's like some kind of weird power trip. Don't be that guy.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Sometimes less than ideal items can be useful for the campaign. They can give PCs options they wouldn't otherwise have or be turned into the mcguffin you didn't know you had.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
I can certainly get behind that. Sometimes as the DM throwing yourself for a loop can stimulate some good storylines too. But it can be awful anticlimactic to have finally defeated Vraziliax the Horrible and find a pile of stuff no one can use, especially if some of that stuff is super rare and really close to something you could have used. Or sometimes you roll up something that can sabotage the whole game like the Deck of Many Things. Stuff like that deserves a minute of thought before inflicting it upon yourself and others.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm