Arcane Armory · Change log
What changed
Every dated line from the roadmap, newest first — plan changes, build milestones, and ships.
Selling or using something you imported from D&D Beyond no longer brings it back on the next sync. It stays gone until that item changes on your D&D Beyond sheet; then the sheet’s number counts again. Selling at the moment a sync runs no longer ends in an error.
An invite sent to one person now works once: joining with its link, or accepting it, uses it up, and your DM sees it as accepted. A link that is used up or expired now says so in plain words and tells you to ask your DM for a new one. Shareable codes still work as many times as your DM sets.
Using a potion at the same moment as selling one can no longer leave you paid for one you kept: each use takes exactly one from the stack, and if none is left it says so. Using an item at the moment your DM takes it back no longer ends in an error: one of the two happens, and the other plainly says the item is gone.
Planned. Things that wait — a D&D Beyond sync, a haggle waiting for your DM, an invite waiting for a player — get something that watches the clock. A sync keeps trying by itself when D&D Beyond is slow, and your sheet says when changes are waiting. Your DM gets a reminder when a request has waited a day, and a request nobody answers closes after two weeks, putting anything it held back on the shelf. Invite emails try again if they fail, the player gets one reminder, and an unanswered invite expires so your DM can send it again. Gold and items still move exactly as they do today, in one step, and everything you can do by hand stays. Architecture page published.
The Loot Elevation Bet
ShippedA tidy-up you cannot see: the old votes are now removed for good. Each vote you cast for your own character already became “I want it” when the new way went live, so nothing on your screen changes.
Your DM can take it back: if an item went to the wrong person, “Take it back” on the Claimed list returns it to the pool, up for grabs again, with who wanted it still on the card. It works only while the item is still in that character’s pack as it was given; once it has been sold or split, it stays put and you sort it out at the table.
The Quartermaster keeps up: your DM’s Quartermaster now sees who wants each item, who passed and how the dice fell. It can call “Roll for it”, and pay out the Gold Pool in the shares your DM picks, each only after your DM agrees. The Armory still rolls every die, only you speak for your character, and if it suggests giving an item to someone other than the high roll, it says so first.
Shipped: say what you want. On each item in the party pool, tap “I want it” or “Pass” for your own character, and everyone at the table sees who wants what. When one of you wants it, your DM taps “Give to …” and it lands in that character’s pack. When several of you do, your DM taps “Roll for it”, the Armory rolls a die for each of you in the open, and the high roll shows on your DM’s “Give to …” button; a tie gets “Roll again for the tie”. Your DM still decides, and can give it to someone else. Voting is gone: a vote you cast for your own character became “I want it”. Still to come: your DM taking back an item given by mistake, and the Quartermaster reading your wants.
Another step you cannot see yet: the rules behind “I want it” and “Pass” are in place. Only you can speak for your own character, only your DM can call for a roll, and the dice are always rolled by the Armory — a roll never comes from anyone’s screen. Your DM still hands the item over.
Pay out your way: on the Gold Pool, your DM’s “Pay out…” starts with even shares and lets them change any share or leave someone out. Whatever isn’t paid stays in the pool. It replaces “Distribute Evenly”.
You can fix your own purse: “Fix a purse…” in the Ledger changes your character’s gold, no approval needed. Your DM sees each change in the Ledger as “Changed by the player” and can fix any purse at the table, shown as “Fixed by the DM”. No purse can go below 0.
Building has started, with a step you cannot see yet: party loot now has a place to remember who wants each item and who passed, ready for “I want it” and “Pass” to reach the page.
Two small tools for your DM. Old results under “Settled by the dice” can be hidden from the ⋯ menu, and “Show hidden” at the foot of the list brings them back. Hiding only tidies the list: a try you spent stays spent, a bar stays until you are pardoned, and your own “Your requests here” still shows everything. Your DM can also set the keeper’s experience to an exact number in the shop settings, and the field shows the level it gives as they type. The back-room assistant can set it too, after your DM approves.
Set aside for now. The new look is on hold: the app keeps its current design while the time goes into features you use at the table. The work so far is kept, so this can pick up again if it is ever wanted.
Fixes to party loot: an item can't be given out twice, sold loot no longer pays out twice — the money goes to the pool — and gold moved at the same moment as a purchase is no longer lost.
Taken off the shelf and planned. Voting gives way to saying what you want: each player marks an item “I want it” or “Pass” for their own character, and when two of you want the same thing the dice decide who gets first claim, with your DM still handing it over. Your DM pays out the gold in shares they can change, can take back an item given by mistake, and you can fix your own purse, which your DM sees in the Ledger. The bigger idea, planned treasure and wish lists, stays on hold. Architecture page published.
Part two is complete. Get caught stealing or breaking in where the dice decide, and you are barred from that shop until your DM pardons you. The bar is yours, not one character’s: none of your characters can buy, haggle, steal or break in there, though you can still look at the shelf. Your DM sees who is barred in a “Barred here” list and under “Settled by the dice”, and can pardon you from the ⋯ menu on either line, which also gives back every try you used at that shop. The back-room assistant can pardon too, but only after your DM approves. A bar earned at the dice stays if your DM switches the shop to “I rule”, and deleting the character who was caught does not lift it.
You can now break into a shop with its door shut, where the dice decide. The shut shop’s page has a Break in… button: give your Thievery bonus and the dice are rolled for you against a keeper who watches more closely than at the counter. You don’t see the shelf. Get away and you learn what you grabbed, and it is in your pack marked stolen. Get caught and your DM is told, and you never learn what you reached for. You get one try at each shop until your DM lets you try again. Your DM sees every break-in, and what was taken, under “Settled by the dice”. Where your DM rules, they still record a break-in for you, as before.
Shop Minigame
ShippedThe first part is complete. Your DM can now record an attempt made at the table — a haggle or a theft by any character at the table, at any shop, even one with its door shut or one you have not found yet. That is how a break-in happens for now: tell your DM, roll, and your DM rules. The ruling appears on your page the same way as one you asked for yourself.
Shipped — the first part is live. On anything you can see in an open shop, tap the ⋯ beside Purchase and choose Haggle… to name your price, or Steal… to try your luck. Your DM gets it straight away, your table rolls real dice, and your DM rules. The ruling and your roll appear on the page the moment your DM makes them. Until then the item shows what you asked, and “Your requests here” on the shop’s page lets you take it back — even after the shop closes its door. You can also ask the shop’s keeper to pass a haggle or a theft on for you. Buying at the shelf price works exactly as before. The game where the shop plays back is now an entry of its own, Shop Minigame: the game.
Shop Minigame: the game
ShippedThe DM’s helper in the back room keeps up with the dice. Ask it how a counter settles and how sharp the keeper is, and what the dice decided lately, and it reads that out. It can also switch a counter between “I rule” and “The dice decide”, set the keeper’s level, or let a player try again, each only after your DM approves a plain note saying exactly what will change. It uses the same rules as the controls on the page, so nothing happens at your table that your DM could not do by hand.
Shipped — the dice decide. Your DM can now switch any shop, in its settings under At the counter, between “I rule” and “The dice decide”. Where the dice decide, Haggle… and Steal… ask for your bonus, show the number you need, and roll the moment you ask: win a haggle and the item is yours at your price, get away and it is in your pack marked stolen. Your DM sees every roll, with the bonus you gave, under “Settled by the dice”, is told quietly when a thief is caught, and can let you try an item again. Anything you asked before your DM switched stays with them to rule, and a shop where your DM rules works exactly as before. The keeper can roll for you too, once your DM has switched. Still to come: breaking into a shop with its door shut, and a caught thief barred from that shop until your DM pardons them.
One try now counts per player, not per character. Once you have haggled for or tried to steal an item at a shop, a new or second character of yours cannot try it again there either — only your DM can let you try again, and then any of your characters can take that try. A brand-new character also no longer joins a table or picks its own gold except through your DM’s invite and its starting gold.
The keeper can roll for you, and waits for your DM’s switch. Where the dice decide, ask the keeper to haggle or to steal and, before you confirm, the wax seal shows what the page’s own dialog shows: the number you need on the d20, how seasoned the keeper is, and what a win and a loss mean. Tell the keeper your skill bonus, or let it use the one from your last try. The dice are rolled for you and the keeper says exactly what came up; it cannot roll, pick a die or promise a result. A shop where your DM rules works exactly as before.
Where your DM rules the counter, you can now say what you rolled. Haggle… and Steal… have an optional “Your roll” field for the total you rolled at the table. “Your requests here” shows it while your ask waits, and your DM’s Rule dialog opens with it filled in, marked as what you said. Your DM can confirm it or change it, and their ruling is the one that counts. Leave it empty and nothing changes.
Your side of the dice is built, and waits for your DM’s switch. Where the dice decide, Haggle… and Steal… ask for your skill bonus — remembered from your last try — and show the keeper’s level and the number you need on the d20 before you commit. Roll, and the dialog shows your die, your bonus and the total against what you needed, with the outcome in plain words. “Your requests here” lists every roll, and an item you have already tried says so. A shop where your DM rules looks and works exactly as before.
The dice engine is built, and still out of sight. Where the dice decide, a haggle or a theft is rolled and settled the moment you ask: a won haggle buys the item at your price at once, a theft that gets away puts it in your pack marked stolen, and a caught thief leaves it on the shelf. You get one try at each item for each — win or lose — until your DM lets you try again, and you are told you cannot afford your offer before anything is rolled, so that try is never wasted. No shop can switch to the dice yet.
Keepers now earn experience: one for each gold piece spent at their shop and fifty for each thief they catch, whoever rules the counter. Your DM sees each keeper’s level in the shop’s settings and can set it by hand, so an old hand can start seasoned. Nothing at the counter changes for you yet.
The build has begun, with a step you cannot see. Each shop can now remember whether its DM rules the counter or lets the dice decide — every shop stays with its DM until they choose — and how seasoned its keeper is. The rules for how hard a haggle or a theft is are written down, and the dice are rolled where nobody can load them: never on your device, never by the keeper you talk to. Nothing at any counter changes yet.
Planned again, on top of the first part, and ready to build in ten steps. Your DM chooses, shop by shop, whether they keep ruling at the counter or let the dice decide. Where the dice decide, you tell the page your skill bonus, it shows you the number you need before you commit, and the die is rolled for you on the spot. Win a haggle and you buy the item at your price there and then; lose and the shelf price stands, and that keeper will not haggle over it again until your DM says so. A theft is your quick hands against the keeper’s eye, and a rarer or costlier item is harder either way. Each keeper grows sharper with the gold through their own till and the thieves they catch. Later steps let you break into a shop with its door shut, and bar a caught thief from that shop until your DM pardons them. The grudge and sizing up the keeper are left out. Nothing changes at any counter until your DM flips its switch. Architecture page published.
Opened as its own entry the day the first part of the Shop Minigame went live. This is the part where the shop plays back: the dice settle a haggle or a theft on their own, and the keeper levels up, remembers a grudge, and bans a caught thief until your DM pardons them. It was planned once, before the first part existed. That plan is set aside, and the game will be planned again around how haggling and stealing actually go at your table.
Your DM now has a place to rule. When a haggle or a theft is waiting, the shop page shows it at the top, live, with how long it has waited; your DM types in the rolls and rules in one step, from a phone or a laptop, or sets it aside. The campaign page shows how many wait at each shop. Nothing changes on your side yet — the next step puts Haggle and Steal on the shelf.
Another step you cannot see: how your DM rules. An accepted haggle is bought on the spot at the price your DM sets, through the same purse and ledger as any purchase, and sells back for half of what you paid. If your purse is short when your DM rules, nothing is taken and the request keeps waiting. A theft that gets away lands in your pack marked stolen with no gold spent; a caught one goes back on the shelf. Buying an item at the shelf price also closes your own haggle on it, so you are never charged twice.
Another step you cannot see yet: a haggle or a theft can now be asked for, and taken back, behind the scenes. Trying to lift something from a limited shelf holds one for you until your DM rules, and it goes back on the shelf if you change your mind, the shop closes its doors for good, or your DM takes the item off the shelf. You only ever see your own requests.
The build has begun, with a step you cannot see. Each shop now has a place to keep the haggles and thefts you ask for — one open request per item at a time, so a second tap never asks twice — and your pack has a new mark for an item you got away with. Nothing on the shelf changes yet.
The first part is planned and ready to build, in ten steps. On anything you can see in an open shop you will be able to ask to haggle — name your price — or try to steal it. Your table rolls real dice, your DM types in the roll and rules: a haggle is accepted at a price your DM sets, never more than the shelf price, and you buy it there and then, or it is refused; a theft gets away, and the item lands in your pack marked stolen with no gold spent, or it gets caught and goes back on the shelf. While your DM decides, anything you are lifting from a limited shelf is held, so nobody else can buy it. You see the roll and the ruling, and you can take a request back until your DM rules. Nothing about this changes what you see until the step that puts the two new choices on the shelf. Architecture page published.
Invite in One Place
ShippedPlanned from a recorded walk through the player’s first visit. Answering an invite sent you away to sign up, away again to make a character, and back each time — twice you lost sight of the campaign you were joining.
The invite page now does it all: make your account right there (or sign in), pick one of your characters or make one with a name, class, level and starting gold, and you go straight to the campaign. Your starting gold is yours to set — it shows on your Gold Ledger so your DM can check it. The Create a Character page got the same starting gold field.
Your DM can now give each shop its own emblem — an anvil, a flask, a scroll, a gem, a skull and more — instead of the same shield on every one. You see the emblem your DM chose on the shop’s tile and at the top of its page.
Your DM can now hide, show, open and close shops right from the campaign page, with two switches on each shop, without walking into every shop to do it. A hidden shop is still invisible to you, and a shop cannot be opened until its keeper has a greeting. You will only ever notice the result: a shop appearing with its door shut, or opening.
Shops can run out now. Your DM can say how many of something a shop has — three potions, say — and the shelf shows “3 left”. Each purchase takes one, and when the last one goes the item says Sold out and cannot be bought until your DM restocks it. Sold-out items stay on the shelf so you can still see what the shop usually carries, and the keeper will not try to sell you one. Anything your DM has not given a number to is unlimited, exactly as before.
Two fixes to prices. When your DM refreshes a shop’s item from the original, the page now says exactly what goes first — that shop’s price and what the original costs instead, and anything else that changes back — and a refresh that would change nothing simply runs. Selling something back pays half of what you paid for it, even when a counter charged more or less than the catalog; things you never bought — gifts, loot, imports — sell for half their listed price, and the amount on the Sell button is exactly what you get. A stack of party loot sold together pays the same per-item rate as selling each one from your pack.
Planned end to end after a seven-reviewer pass — seven steps, each safe to release on its own. The first changes nothing you can see: the new look is built beside the old one and pages step into it one at a time, so you will never meet half of each on one screen. The front door goes first, then the shops and your pack, then the rest of the Armory, then the painted portraits, and last the pictures an admin can ask for. A wrong turn in any step is undone by itself. The build begins with the invisible step.
The name is Arcane Armory. “Academy” was a typo that had spread to every page, email, and feed; all of them now say Armory. Nothing else changed.
Hidden Catalog
ShippedShipped. The catalog has gone dark: the catalog page, the requests behind it, and the old general store are all closed to players now. Nothing you own changed — your pack, your gold, and your campaign’s Armory are exactly where you left them. From here you learn an item exists the way an adventurer should: your DM reveals it on the shelf, it drops in your lap, or you see it on a table-mate’s sheet. What comes next is the counters and collections of Shops & Catalogs.
Shops & Catalogs
ShippedShipped. The keeper speaks. Every shop your DM has opened now has a keeper of its own — their name, their voice, their greeting, all written by your DM — and you can talk to them at the counter instead of only reading the shelf. Ask what would suit you, ask what something does, and buy it right there in the conversation. A keeper knows their own shelf and nothing else: not the shop down the road, not what your DM is still stocking in the back. And they cannot cut you a deal — the price is the price on the shelf, and if it moved while you were talking they say so and quote you the new one rather than charging either. A keeper only trades while their shop is open; the moment your DM closes the door, the conversation is over. Your DM gets the same keeper in the back room, for stocking the shelf by asking. That is the whole of Shops & Catalogs, live.
Shopping opens. You can walk into the counters your DM has opened, read what is on the shelf, and buy at that counter’s own price — and the same piece can cost one thing at one counter and another somewhere else, because each counter keeps its own copy. A counter your DM has closed still shows its door, with the keeper’s name and a line saying they are not trading; a counter they are still stocking stays invisible to you. The single Armory your campaign had now leads to the campaign’s shops, and your character sheet takes you straight there with that character already chosen. Your pack, your gold, and everything already in it are untouched. The keeper who talks is the last step.
The counters exist now — but only for your DM. They can open a shop in your campaign, give it a keeper, put items on its shelf from their own collections or the shared catalog, price each listing for that counter alone, and put a shop away again. Every single one of them is hidden while they work, so nothing on your screen has changed: your campaign page looks exactly as it did, and the Armory you have today still works the way it always has. The shopping itself — walking in, reading the shelf, buying — is the next step.
Your DM can now keep collections: named private shelves of their own, on their own profile, that travel with them from table to table. They forge an item straight into one, add anything from the shared catalog, rename a collection or put it away and bring it back. Nothing here is visible to you — a collection is private to the person who holds it, and nothing in one reaches your campaign until your DM lends it to a counter. The counters themselves are the next step.
Build started. The first step is the groundwork nobody sees: the shape that will hold the counters, the shelves and your DM’s collections is in place, and not one thing on your screen has moved. Your campaign still has the single Armory it has always had, and it keeps working exactly as it does today. The counters themselves come three steps later.
The build is planned in five steps, and nothing you see changes until the fourth: first the groundwork nobody sees, then your DM’s collections, then the counters themselves — hidden while your DM stocks them — then the shopping and the buying, and last the keeper who talks. The single Armory your campaign keeps today retires the day the counters open. Architecture page deepened.
Specified end to end after a five-reviewer pass. Your campaign can open as many counters as your DM wants — each with a shelf of its own and its own keeper, named and voiced by your DM — and each counter is hidden, closed, or open on your DM’s word. What your DM lends to a counter becomes that counter’s own copy, so every counter is free to price the same piece its own way, and nothing already in your pack ever changes. Architecture page published.
Change log
ShippedEvery dated roadmap line in one place, newest first — with an Atom feed to follow it, and a New marker inside the Armory when something lands.
Shipped. That planned change has landed: each counter now keeps its own copy of what it sells, so your DM edits a counter’s copy directly and “revert to the original” has retired — there is no longer one original behind a shelf to go back to. Nothing in your pack changed, and nothing about it will: what you own still carries exactly the stats and price you got it with.
A planned change, coming with Shops & Catalogs: each counter will keep its own copy of what it sells, so “revert to the original” retires and your DM edits a counter’s copy directly. Everything in your pack stays exactly as it was.
Clear to start. Shops & Catalogs has shipped, so the counters, the keepers and the prices this entry plays against all exist now. The keeper who levels up is a keeper your DM named, one per shop — so a grudge is held at one counter, not across the whole campaign.
Specified after a five-reviewer pass. Every page, public and signed-in, moves to one look in both a dark and a light rendering that follow your device. The keeper, the Quartermaster, and the Scout get painted portraits. Every item shows a picture for its kind, and the Armory’s admins can give a catalog item a painting of its own; your DM’s homebrew keeps the picture for its kind. The front door’s navigation changes; what it promises does not — nothing is claimed that the Armory cannot do today. It runs alongside the Shop Minigame rather than ahead of it.
Narrowed to the closure, and that is what ships. The doors close first — the catalog page, the requests behind it, and the old general store all go dark to players. Your DM’s new lens moves to Shops & Catalogs, so it gets built once, on the right shape.
Planned end to end — the build lands in four steps, and the first one tightens the locks on the shop’s doors before anything new is built. Then the catalog page closes to everyone but the keepers of the Armory, then the groundwork nobody sees, and last your DM’s new lens in the Armory — with a Forge button so a DM can make a brand-new item by hand. Architecture page deepened to match.
Planning of the build started. The plan is being lined up with the Item Editing work that already shipped, and with the new family of shop features queued behind it — a catalog per campaign, several counters, and the games at the counter.
Grown to hold the whole shop: this entry now absorbs Multiple Stores and the DM’s Armory lens from the Hidden Catalog, so all of it gets built once, on one shape. A campaign can keep several counters, each counter keeps a shelf of its own, your DM keeps named private collections and lends any of them to any table they run — and every counter is free to price the same item its own way.
Idea captured: every campaign gets a catalog of its own, and a DM can keep private catalogs on their own profile and bring any of them to a campaign they run. What a player collects stays with that player — it never follows them into someone else’s table.
The wait now points at Shops & Catalogs, which took in the several-counters work this entry used to stand behind.
Moved back to In design while the manual first part gets its plan. Your DM answered the open questions at the counter: a manual haggle happens at the table and your DM enters the result, and in the later game only you roll to talk a price down — the deeper the discount you ask for, the harder that roll. Stealing stays a contest between your hands and his eye, and in both cases a costlier or rarer item is harder to talk down or lift.
Split in two, simplest part first: the counter will offer three ways to take an item off the shelf — pay as-is, haggle, or steal — with the dice informing your DM rather than ruling for them. The shopkeeper who levels up, remembers a grudge, and bans a caught thief comes after that, once the plain version is in your hands.
Item Editing
ShippedShipped. Your DM can tailor any stocked item for the campaign — by hand at the Armory or by asking Master Brambleforge — and everything already in your pack keeps exactly the stats you got it with. Purchases now always charge exactly the price you confirmed.
Hardened. The promise that your copies and your DM’s tailored items survive a deletion is now enforced by the database itself, not by careful code alone.
Build started. The invisible foundation is in: every purchase, award, and loot drop now freezes your copy at the values you got it with, and buying is locked to your campaign’s own shelf.
Implementation planned: campaign-local versions with freeze-at-acquisition, price-honest purchases, and a three-slice build that lays the invisible data foundation before any edit ships. Architecture page published.
Planned end to end after a three-reviewer pass: a shop edit makes this campaign’s own version of the item — the original and everything already in your pack keep exactly the stats you got them with.
Item Editing, a quick sibling feature, slots ahead in the queue — its campaign-local shop versions are designed to compose with the Armory lens planned here.
Still queued behind the Hidden Catalog; the quick Item Editing feature slots ahead of both. Haggling discounts and theft attempts will stick to the shop listing itself, so a DM tune-up never wipes out what you earned at the counter.
Platform Roadmap
ShippedPlanned end to end; build started.
Shipped — ten slices, one security gate, and this page now tracks everything else.
House Rules preview
ShippedThe shop minigame’s rules, published ahead of the build.
Spec completed after full review: campaign owns forged homebrew, every data path closes with the pages, and the DM lens lands shelf-first.
Planned end to end — twenty build slices queued behind the Hidden Catalog.
Armory stocking tools & party status
ShippedThe keeper’s back-room mode: batch stocking, party awareness, shelf clearing.
Getting Started tour
ShippedA public walkthrough of the Armory for new adventurers.
Two shapes explored and written up; parked rather than built on a guess.
D&D Beyond sync review drawer
ShippedRe-sync your sheet with a review of every change before it lands.