One campaign, many counters
A campaign used to have one Armory — one counter, one shelf. Now your DM has several: a counter per region, per town, per faction base. Each one keeps a shelf of its own, so the party that shops in the port city finds different wares than the party camped at the frontier outpost. Which counters you can see is your DM's call, and a shop can close for a season and open again the night you find the door.
It follows the Hidden Catalog: the closure landed first, so these counters open onto a catalog you cannot see around. It arrived in five steps, and a counter stays hidden until your DM opens it.
Your DM's private collections
If you run games, you build collections of your own — named, kept on your profile, and yours until you want them somewhere. Stock any counter at any table you run from any collection. Stocking copies the piece onto that shelf and leaves your collection whole, and the same piece can sit on three shelves at once.
Because each counter holds its own listing, each counter names its own price. The same blade can cost more at the mountain outpost than it does in the capital, and tuning it for one shelf leaves the others alone.
The door only swings one way. A player cannot carry a collection of their own into a campaign someone else runs — what waits at your table is what your DM put there, and nothing else. What you collect stays yours and stays put; it never follows you into another table.
What the DM gets
A DM opening any counter sees two things at once: what is on that shelf, and what they could put there — everything the collections they lent this table make available, one action from the shelf. A Forge button sits alongside, for making something brand new by hand rather than asking Master Brambleforge for it.
This entry now carries the work the roadmap used to track as Multiple Stores, and the DM's lens that the Hidden Catalog once planned — one shape, built once. Nothing you already own moves, and nothing here puts more of the item world on display.
What it waits on
- Waits on Hidden Catalog — the closure has to land first, so the new shops open onto a catalog players cannot see around.
Changes
- 2026-10-08 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.
- 2026-09-29 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.
- 2026-09-29 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.
- 2026-09-29 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.
- 2026-09-29 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.
- 2026-09-12 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.
- 2026-09-12 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.
- 2026-09-12 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.
- 2026-09-12 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.
- 2026-09-12 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.
- 2026-09-12 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.
- 2026-09-12 Shipped. 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.
- 2026-09-11 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.
- 2026-09-11 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.