
GlassJaw |

So all the Alleybashers and thugs are running around with masterworks swords and rapiers and shields. My players cleaned out the Lucky Monkey and even though about half of the thugs ran away, they still ended up with 3,000+gp worth of gear. They are only going to get more from the Kopru Ruins.
I've been somewhat lenient with them selling back the stuff to the Cauldron merchants but I can't justify letting them continue to do it, even with the wacked-out (or non-existant) D&D economy.
I know if I suddenly have the merchants refuse to buy anymore, the players will either become annoyed or ask for alternatives. I know sending them to Sasserine (sp?) is an option but I really don't want them undertaking a journey there right now. I also thought about introducing Meerthan a little early and having him agree to teleport them there. If I make Sasserine an option now though, they might stop going to Skie's, which I really don't want since going to her shop has been fun up to now.
Help!

Brent Stroh |
My players cleaned out the Lucky Monkey and even though about half of the thugs ran away, they still ended up with 3,000+gp worth of gear.
I don't recall the specifics of the adventure you're running, but a few things come to mind.
- If every thug on the street is toting a masterwork blade, they apparently aren't worth much new, let alone as resale/plunder.
- Are they really masterwork? Unless your PCs have some skill at appraisal or smithing, who says the weapons are? You can fudge out the bonus during combat, and just ignore them. Sounds like your players aren't really being threatened much in the fight, so +/- a point here and there isn't a big deal.
- Or, make the economy a lot less whacked out. "I'd really like to take those off your hands, but I still haven't been able to sell the ones you brought in last week." Points to weapons rack. "If you're interested, I'll give you 400 gp for the lot, but I can't tie any more funds up in inventory until these start to move."