am I missing wealth information? (spoilers, arguably)


Rise of the Runelords


I'm running Burnt Offerings right now--our first session was today--and I don't feel like my players are getting any cash. There's the reward from Aldern, and beyond that there's ...? The goblins had some crap gear, but that and Tsuto's ring of protection doesn't come close to bringing a level-5 party to 1000gp each as they enter the catacombs.

Am I supposed to be including the "other treasure" notation (which presumably leads me to the "Treasure Values per Encounter" table) to add loose change to the pockets of the goblins they killed?

I can't shake the feeling that this is a dumb question. In my defense, the only AP I've ever run was Curse of the Crimson Throne, and I seem to recall it having explicit loot information.


I didn't. However, do note that there is a guy offering a 5 gold bounty for each pair of goblin ears. How they pay that bounty I've no idea.


Don't forget the potions, the value of free room & board, the gift of the horses, and any masterwork items. I'm running a party of 4 through and I predict they'll have about 4800 gp worth of magic items, gold, and other assets between all four of them as they enter the catacombs. I'm not adding anything. If you're running 5 characters you may want to add more goblins and other opponents to increase the challenge and treasure.


Patrick Harris @ MU wrote:
I'm running Burnt Offerings right now--our first session was today--and I don't feel like my players are getting any cash. There's the reward from Aldern, and beyond that there's ...? The goblins had some crap gear, but that and Tsuto's ring of protection doesn't come close to bringing a level-5 party to 1000gp each as they enter the catacombs.

First of all, am I reading this correctly? Are they at level 5?

Now, I can't speak as a GM, but as a player who has so far made it to almost the end of book 2(GM tells me we have one session left to complete this one), loot so far has been a bit "feast or famine". There are points where we've gotten epic amounts of treasure interspersed between points where we maybe find a couple mwk weapons and a potion or three. The catacombs, as I recall, was a bit of "feast", with the magical dagger and other magic loot within.

I'm pretty sure the GM has just been giving us what the book explicitly lists. I don't know that I'd worry about adding extra treasure unless the players miss some of the skippable treasure troves, like the hidden room in

Spoiler:
Thistletop. The one with the crab.

We've been pretty good about taking just about anything that isn't nailed down. Also some things that are.


Keep in mind that magical dagger is sized for a Tiny critter. It's basically useless as a weapon for any PC, but its properties and material make it outrageously expensive.


Christopher Mathieu wrote:
Keep in mind that magical dagger is sized for a Tiny critter. It's basically useless as a weapon for any PC, but its properties and material make it outrageously expensive.

Indeed. We decided to sell it to a merchant traveling to Korvosa, since he figured he could get some good coin for it from all the silly imp summoning wizards.


Funny that. My group has kept it and the halfling cleric has it. I still am wondering what level to have a "Enlarge/Reduce Weapons or Armor" spell would be... probably have an added requirement that the item must be magical for the enchantment to last more than a few seconds (lest you have some wit use it on faerie weapons to sell at normal prices and then leave before they shrink).

It may end up proving useful. At the very least it'll be one weapon that when used by the cleric could hurt Black Magga (which will be hilarious as the high-strength Barbarian will be hitting her for 30+ points of damage a smack and doing barely half that while the halfling is tossing a dagger that does her full damage).


Poldaran wrote:
First of all, am I reading this correctly? Are they at level 5?

Derp. I meant "five person" party. No idea how I screwed that up.


Personally I always felt that modules (starting back in the AD&D period) offered too much treasure. Then again, I'm anti-Monte Haul and like low-magic adventures even if I've never successfully run one for long. But if I run Runelords a second time (iffy as half of my tabletop group has run it, but maybe years from now) I was thinking of cutting the found treasure by over half, eliminate 90% of the magic items (and not allow the easy purchasing of magic items), and disallow most magic crafting traits (or at the very least increase the minimum level to use any non-potion or scroll-making feats to be +10 levels).

Dark Archive

Pathfinder Adventure Path Subscriber

Yep, the early part of Runelords is a bit stingy with treasure. The first point you have to actually get some money is when you enter into the Glassworks, as the safe containing gold and silver dust has been opened and looted. If your PCs are feeling larcenous, they can just steal it. Mine weren't, but rather than screwing them out of the treasure, I had Ameiko write them a letter of credit in her name equal to the amount of money they would have gotten had they stolen the dust.

The cold iron dagger also got sold. They didn't get 50% on that deal, since its size made it little more than a curiosity. They got enough money to actually start making the necessary purchases for an adventuring party, though. Potions and scrolls, and masterwork equipment all around. Thistletop opens up the coffers, though.


I kinda see early levels as a learning curve for players to understand their characters and their abilities before items throws things out. By my calculation the party will have earned at least 3525 GP worth of items and rewards when they finish Tsuto. With characters starting the game with 30 to 150 GP worth of beginning cash that adds up to around 4k or 800 GP value per person.

Care should always be taken with adding in expensive weapons/armour/magic items as it can seriously nerf future encounters and throw out game balance.

With that said I however highly encourage to giving out potions and other limited use items to players. As long as you're adding side quests then personally I think it's ok to add items catered to specific members of the party too (like the poor guy who never gets drops he can use).


I had 4 players in parts 1 and 2. They missed the treasure hoards at

spoiler:
Thistletop.
. Still..According to my calculations these adventures give so much gold that they have as much as they need and maybe more. Actually I was calculating the treasure of part 3, at least at the first 2 chapters and it was immense! I will certainly forget to give away some of these because imo its too much! And I guess this is the style of the whole campaign of RotR as it is supposed to be completed with PCs starting with 15 point buy system(not my case unfortunatelly..). So..dont worry about treasure, there is plenty of it! Just keep track of the amounts carefully and ask your players to write down things properly in their character sheets :D


By the way..5lvl at the catacombs??How did that occured??^^

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