Here are the treasure guidelines as determined in this thread on the FRW forums:
Using this as a guideline will help create a balanced module. This is something I'm always looking for an can never find. Here it is reproduced for your convenience.
I posted the following in another thread since the question came up. These are some very loose guidelines (they could be a lot more detailed) for handing out magic items and wealth in modules. Feel free to discuss, since nothing is set in stone yet.
The two basic guidelines for handing out gold and items are to:
#1 Use the following table of magic weapon (and equivilant) per level
#2 Use a modified version of table 5--1 from the DMG to gauge how much wealth a player of a given level should have. This wealth number is the total value of all items and gold possessed by the player.
Phoenixus magic weapon guidelines
1-3rd = Masterwork weapons
4-6th = no better than +1 weapon/armor or equivilant
6th-9th = no better than +2 weapon/armor or equivilant
10-13th = no better than +3 weapons/armor or equivilant
14-17th = no better than +4 weapons/armor or equivilant
18+ = no better than +5 weapon/armor or equivilant
Note: Also remember that adding special abilities to weapons or armor beyond the enhancement bonus makes them equivilant to more powerful weapon. For a general idea, look at the base gold cost of a weapon with the next powerful enhancement bonus to the one you are handing out and make sure that your weapon or armor is not equal to or greater than that value.
For items like potions, scrolls, and wands, the general idea is only give the player access to items that can cast spells that an equivilant level spell caster could cast, with an occsional item that gives them temporary access to next level higher of spell (but with very limited charges). So, for example, if a first level cleric can only cast cure light wounds, you shouldn't be giving first level character of any class access to potions of cure moderate wounds, except possibly as an extremely rare one-time case.
DMG Table 5--1: Character Wealth By Level (modified to 1/2 vaule)
Note: One thing to remember is that players will actually spend gold and resources during adventuring, so ou have to make sure they recieve enough gold per encounter to both cover this expenditure and also ensure they have the proper wealth level. One way to easily figure this out is to make the bulk of magic items they acquire expendable items like potions and scrolls, then ensure that they have to use those items to defeat encounters instead of saving them up and selling them.
Further down, Seryn made the following point:
I checked some of the OC merchants just out of curiousity, and the four or so that I looked at all had 100% markups with 40% markdowns, just as an fyi.