|Jason Keeley Developer|
Jason Keeley wrote:Commodore_RB wrote:Jason Keeley wrote:
As for credits, this ancient city that has existed long before the Azlanti were even a gleam in some boleti's eye isn't exactly going to have modern-day currency just lying around.
Besides, the real treasure is the friendships you made along the way.
But the friends are impoverished aboriginal people. Who I worry we might have taught a very bad lesson about trusting alien invaders.
If you included valuables, like enough of them to give a brother an ultra-thin cane sword, our GM missed it. Could you maybe send him a note about WBL?
Seriously, top notch adventure, was a blast to play, thanks man.
No, thank YOU!
I feel like I did ok seeding the city with treasure (though not credsticks). Maybe your group just missed a couple of stashes?
I did the math assuming the PC's sell everything. They got the gear off the Azlanti, stripped every Kish except for the Priest, and got all the stashes of loot. I didn't account for the ammo and batteries found in the adventure, as they'll be used in the combat encounters.
Assuming every piece of loot is sold, the total is 39,533.5 credits. That's 9,883 credits per PC. We could make it an even 40k to make up for anything I might've missed some equipment. That's a 12k deficit. The wealth by level is 22k credits total from level 7-9.
So either there is another grave misprint, or the designer only account for 1 level up worth of loot for everyone to get. Reminder that this is if the PC do not keep a single piece of gear. Even though there's a level 10 armor& weapon, 2 Haste Circuits, 2 Deflective Reinforcements, 2 Jetpacks, cool tech gear, and useful magic items PC's are unlikely to sell.
Wealth by Level is meant to include the full price of the gear a character is wearing and wielding. When we populate an adventure with treasure, we assume the PCs will keep something like a suit of armor that is a few levels above their current level. It isn't a perfect science, so your mileage may vary!