Did I give my group too little treasure?


Shackled City Adventure Path


My group is about to start chapter 2 tomorrow, and we all can't wait. Chapter 1 took us 6 full-day sessions over the course of 4 1/2 months (lots of scheduling problems). None the less, we're all enthused to be playing again, and I've gotten to do a lot of character exposition and background development during the "off game" time (I can't begin to explain how perfectly some of my players have hooked their own backgrounds into the game).

My concern, though, is that despite how long they spent wandering around in Jzadirune, they missed about 1/3 of it. That includes all of the Dark Creepers and a lot of the treasure. Though, they did find the clear ioun stone, and I got one with The Vanishing for using it. They also missed Kaz's treasure room.

So, between paying for the cure spells for the one Vanishing infected player (they had to pay Ike to do it), and buying back the few magic items they did find and sell to Skie (never know what else was infected), they didn't end up with much coinage... really just the reward money.

From some of the seasoned SCAP veterans, do you think I should bolster the treasure hoards in Drakthar's Way a little, or is treasure something I shouldn't have to worry about so early in this particular game? I'm just worried that they're going to be expected to have better gear before they can afford it.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

It depends critically on how you evaluate your party.

If they are mostly core-rules classes/races and otherwise not optimized, and you expect them to stay that way, I would worry a lot about money. If there are more than 4 I would also worry about money, as it is much more expensive to equip 6 than 4, and equipping to lower levels eventually stops working.

For a party of 6 PCs, core rules races and classes, some sub-optimal designs made for roleplaying reasons, we found SCAP to be brutally hard--too hard to really be fun. Money woes were a significant contributor. There was never enough, and the PCs constantly passed up interesting options (for example, they did not go to the Demonskar Ball) because they had to pinch pennies. The GM complained throughout the campaign that the PCs' armor classes and saves were not as high as he expected them to be.

If your players cover this sort of thing with splatbook options, prestige classes, etc., and if there are only 4 PCs, you may not have money problems.

Mary

Liberty's Edge

Mary Yamato wrote:

If your players cover this sort of thing with splatbook options, prestige classes, etc., and if there are only 4 PCs, you may not have money problems.

Mary

This is true to a point - but even if there's only 4 players they may need a little treasure boost due to the party not being as diverse and powerful as a party of 6.

Truth be told - it also depends a bit on the DM play style. Do you prefer to have tougher encounters with low treasure games? or does your group do better with a bit more treasure and magic?

Robert


I think it is generally accepted that the SCAP is below CR target on treasure. That lends to the difficulty level.

I have 7 players with fairly well optimized PCs, and they know how to use them. We're only half way through Flood Season, so not very far, and I have even taken a little treasure away (only gave them half the cash and none of the art from the Lucky Monkey). My plan is to string them out a little bit and then provide some items more specifically designed to fit the PCs.


Well, we started C2 last night and just barely got up to the entrance to Drakthar's Way. One of the issues I had was that there were all slightly appalled by Skellerang's offer to pay so little for the goblin ears (5gp a pop, plus I added a 100gp bonus for proof that the threat was eliminated). They balked at it... as players. Until they realized how little money their characters had.

Most of my players have taken up "day jobs" in the city to earn a little extra coin. One's a scribe, one works pumping the bellows for the smithy, etc... When they finally realized that, even split five ways, the goblin reward was worth a lot more than a few sp per day doing mundane labor, they quit complaining.

But I hate the fact that I'm motiving 3rd level characters with what basically amounts to chump change. Even the DMG suggests that by 3rd level the "average" character should be worth ~2700gp. None of my PCs are worth even close to half that amount.

Maybe that is one of the things that makes SCAP so tough... and the fact that its in everyone's financial best interests to keep working together is a good thing... it helps them find the all important "reason to work together," which they're still somewhat lacking.


I just finished the first chapter of SCAP this last saturday as well after about the same amount of time spend working on it. I also was very concerned with much of these same issues.

Here is what I did:
- Had the final slave released lead them to Kaz's room and tell them he over heard some guards talking about a hidden room that he stored his treasure in (and they then spent some time searching and found it).
- I then computed their total value and how much they needed to make this up. (average of about 1700 gp now, so I needed around 1000 gp each). I then went through compendium of magic items and gave them each an item or items up to that value that helped with the issues they had in the adventure... the paladin complained of not having the speed to get into combat, so she got acrobatic boots that let her speed into combat occasionally, the sorcerer an everlasting wand of magic missiles, a healing belt for the cleric, and so on).

Anyway... we'll see how they do after this.

Sean Mahoney


The best way to make up for lack of wealth in the SCAP is to add in unique magical items that are custom-tailored to your players. I don't mean giving them the ideal item... I mean giving them something that adds flavor and depth to the game, rather than simply another +1 weapon.

For example, the fighter in my group has found the sword of Surabar Spellmason. I gave it powers similar to Alakast, and in turn made Alakast more powerful. By giving him the sword, I foreshadow Alakast while adding to his character wealth. Also, he wouldn't dare sell Surabar's sword for gold, so it makes items more meaningful.


Sean Mahoney wrote:

I just finished the first chapter of SCAP this last saturday as well after about the same amount of time spend working on it. I also was very concerned with much of these same issues.

Here is what I did:
- Had the final slave released lead them to Kaz's room and tell them he over heard some guards talking about a hidden room that he stored his treasure in (and they then spent some time searching and found it).

In my campaign, the group went from room to room and cleaned out Jzadirune. The halfling rogue in the group was a searching god, so they found the hidden rooms upstairs with ease.

Heading down to the Malachite Fortress, they killed Kazmojen and retreated. The hobgoblins, realizing their leader was dead, headed back into the Underdark. But before they went, the hobgoblins tried to sneak into Kazmojen's storage room for some treasure. Upon getting attacked by the guardian in there, one of them died in the doorway, while the rest ran for their lives. This kept the door open, making it easier for the group to find. I balanced this with the hobgoblins getting a rust monster and taking the gems from the statue.

They had loads of treasure by the end, and then spent it on a house. They are now in debt still for the house, and the costs for the lessons for the Demonskar Ball have piled up, along with the costumes. I'm at the point now where I am not sure if they will take the money from the Lucky Monkey because it was stolen from the patrons and the owner. (I have a good set of roleplayers that are actually moral in their actions)

Money should be tight. It gives them incentive to adventure. If they fail to gear up (as mine did), they should be held accountable for it. (I introduced a new NPC when one of the PCs left, and he brought a +1 sword with him, allowing them to defeat Tongue-Eater. The party learned their lesson though, as they couldn't easily hurt it until the NPC got into the fray)

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