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Unwanted Magic Items

krolbrien12

First Post
Greetings fellow users and players. I am a relatively new DM. I had an inquiry, What does a player or DM do with unwanted magic items the players don't want. Besides sell them? And if the sell them how would one determine their Gold Value?
 

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As of 3.0, magic items have a price. If I'm recalling correctly, you can sell things for half their value according to the rules.

This is too simple. It doesn't really allow for fluctuations in an area's (or person's) finances, desire, or supply of the item in question.
 

In 5e, where magic items have no real price, each item is a bargaining chip to someone. That weapon of a type nobody likes? SOMEONE loves it. And will fork over a tremendous secret they know about someone else to get it. Keoghtum's Ointment? The queen's daughter is ill, and no one can cure her. What secrets about her sorcerer ancestor's impenetrable tomb will she reveal? Or will an elixir of intelligence open the gates to a library of secret treasure maps? The scholars there might give a lot for a few key moments of insight.

It's up to you as the DM to come up with hints, and then for your PCs to choose to pursue them.
 


I was looking for more ideas than rather then trading. See what other ideas others think of. Although i Do enjoy the mini quest idea. For the life of me I cannot seem to think of anything.
 

If you have Artificers in your world, they'll probably buy any magical item no one wants to power their own crafting. If you do not, introduce an odd npc via rumors. Supposedly s/he will buy any magical item for cheap and also sells a plethora unique items; such as the Pants of Stench (living creatures, with a sense of smell, must make a DC 5 Will save to approach you [Did that guy :):):):) his pants?!] or the Dress of Disappearing (At will- the wear of this dress may turn invisible as the spell for 1 round, may only be activated when no one is looking, Warning: each time this is used per day, there is a cumulative 10% chance the dress itself will turn invisible at inappropriate/embarrassing times.)
 


We took an idea from somewhere else: The Delver's Guild.

The Delver's Guild is a loose association of fortune hunters, explorers of old ruins and general ne'er-do-wells. In short, Adventurers.

The Guild will help someone find a buyer for that minor or inappropriate item, and help PCs find items they need. For a small percentage, of course.

They're likely to have a number of low level scrolls, potions or oils of the type seldom used, that various adventurers have traded in for a fresh stake. Popular ones like Cure Light? They can get those for you, at a small markup. Might take a day or two.

The guild hall has a bar, of course, and a common room, but few commoner's here. Depending on the size of the city they might have a few rooms to let, and their stables can cater to exotic mounts.

Oh, and it's a great place for plot hooks. :)

As for the items themselves, per the book the default price is half purchase, as a base. Diplomacy can run it up or down, of course, but try to Intimidate the Bursar and you can find yourself banned.

Note that they will seldom pay you the best price in town, and they'll seldom have the lowest prices for any kind of magic, but they're more likely to have the odd dose of Stone Salve, or the Quall's Feather Token of an oak tree that nobody else seems have even heard of.
 

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