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3 Death Saves
Wiki updated as of 0.3.0 (Aug 2026)

Shop Settings

Every configured shop has its own settings window. Open it from the shop actor’s sheet with the Peddler Shop Settings header button. The window has four tabs: Settings, Stock, History, and Queue. A footer with the Save Configuration button and an Edit Shop Tree shortcut stays visible while you scroll.

Save Configuration writes the Settings and Stock tabs. Restock Now, Clear log, and the Queue tab’s controls write immediately, without waiting for Save Configuration.

Note that the window is inert while a vignette is open on your client; close the vignette to reach it.

A status line at the top shows whether the shop is currently open, along with the world day and time.

Dialogue archetype picks a ready-made shop script from the archetype library. Changing it prompts a confirmation, because saving a new archetype overwrites the shop’s title, dialogue tree, and look.

Shop title is the trading name on the shop’s sign. Leave it blank to show no sign.

Shop theme sets the shop’s look and layout, independent of the archetype. A hint below the select names the chassis the chosen theme runs on. See Themes and Chassis.

Ambient track picks a sound file looped quietly while the shop is open. Leave it empty for a silent shop. A track you choose here is kept when you save a new archetype over the shop.

Shop queue decides whether the shop serves one player at a time. While it is on, a second player who enters waits their turn. While it is off, every player shops at the same time. Turning it off on a shop with someone mid-visit clears the line and the active visit. See Queue and Sessions.

Shopkeeper pronoun controls how the shop’s own lines refer to the shopkeeper.

Rarity field names the item field that holds rarity on this system’s items. The input is a combobox with path suggestions sampled from the shop’s own items. Leave it blank to use the default from the system adapter.

Item stats are extra item fields shown on the Look Closer card and in the Terminal readout. Each row pairs a label with a field path, entered through the same path combobox. An item with no value for a field drops that row.

Price the shop charges is a multiplier on what a player pays. Price the shop pays is a multiplier on what the shop gives for an item a player sells. See Haggling and Pricing.

Allow haggling lets a player argue the price at the confirm screen. When the system adapter provides skills, you can restrict which skills the player may use; leave the field blank to allow any. The Custom rolls section adds named roll formulas as alternatives to skill checks. Target DCs is a list of tiers. Each tier pairs a DC with the price multiplier the player earns for clearing it, and only the highest DC the player beats counts. Add and remove tiers with the row controls. Price on a loss is the multiplier the shop charges when the haggle fails. Once per visit limits the attempt to one per visit. See Haggling and Pricing.

The Travel fares section appears when the Travel Pace module is active. Each destination row names a place, a distance in Travel Pace’s units, a travel pace, a fare type, and a fare amount. A flat fare is charged once. A per-distance fare is multiplied by the distance. Add Destination opens a dialog for the row, and the pencil and trash buttons edit and remove an existing row. A shop with at least one destination offers passage through the fare choices in its dialogue tree.

Enable opening hours puts the shop on a schedule; while it is off, the shop is always open. Each window picks the days it applies to plus an opening and closing time. Add window creates additional windows for split schedules.

The Stock tab lists every item on the shop actor. Exclude Equipped Gear drops whatever the shopkeeper is wearing or wielding from what players can buy; players can still sell their own equipped gear. Rows the shop cannot put on the shelf show a badge naming the reason, and their restock fields are locked. Each row has an infinite toggle, a quantity formula, and a restock cadence with a unit. Below the items, a drop zone accepts Roll Tables; each table row gets its own draw quantity and cadence. A mode select controls whether table restocks append to existing stock or reset it. Restock now runs a restock immediately. How restocking resolves against world time is covered in Stock and Restocking.

The History tab is the shop’s transaction log. It records purchases, sales, dialogue choices, visits, departures, and queue joins. Each row shows the entry type, the player, a detail summary, and the world time. Two filters narrow the list by entry type and by player. Clear log empties the record after a confirmation.

With the daily trade ledger enabled, completed trades are also written to a Calendaria note, one note per in-world day. Each line carries the time, the buyer, the shop, the items, and the total. The ledger is a world setting, listed on the settings reference.

The Queue tab shows who is inside the shop and who is waiting. The top of the tab names the active shopper, when their visit started, and the kind of node they are in. Below it, waiting players are listed in order with controls to reorder or remove them, force-close the active session, or advance the queue. See Queue and sessions.