| Saern |
I'm about to run "Final Resting Place" from Dungeon 122, and it occured to me that I'm not sure what to do about the grafts possessed by the troglodytes. My base inclination is that they aren't treasure, as they have been bonded to the creature. It's not like they'd function if you ripped them off; they'd just be useless and gross. But some of the baddies have weapon grafts. Some are masterwork, and one is even magical. So, are these put there purely for the statistical boosts they give to the trogs, or should I let the players take these things as treasure?
The magical graft in question is a +1 vicious weapon. I don't think the party would want to use it, simply because of the lovely vicious property, but if, in theory, they decide to hack off the trog's arm and start wielding it, what should be done?
| Saern |
That wouldn't stop one of my players, and chances are he's going to try to become proficient in it's use. Vicious is where both you and the enemy take damage, right? I can't remember how much damage it is, though
2d6 to them (plus other weapon damage, of course), 1d6 to you (I think... don't have my books at the moment). I've definitely had a player who would love to carry that thing around, but that was in a prior group and I think this bunch has more sense than that.... We'll soon find out! :)