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

The Vignette

The vignette is the full-screen scene a player enters when they visit a shop. It replaces the normal Foundry interface with a staged storefront built around the shopkeeper. The rest of the Foundry UI sits sealed behind it and cannot be clicked, including Peddler’s own windows such as Shop Settings and the dialogue tree editor. Notifications and tooltips stay active. The sidebar, hotbar, scene controls, scene navigation, player list, and game menu button fade out on every client, yours included.

The look of the scene comes from the shop’s theme and chassis. The theme sets the backdrop, palette, sound voice, and mood. The chassis sets the physical arrangement of the dialogue, shelf, and cart regions. Both are covered in Themes and chassis.

A player enters by right-clicking the shop’s token. On your client the Token HUD gains a door button that opens the same scene, and Shift plus right-click works as a shortcut. With no shopping character resolved, that button shows a sliders icon and opens the shop settings window instead. If the shop’s schedule says it is closed, the tree decides what happens instead of a visit. When the shop’s queue is on, the player may be placed in a line first, covered in Queue and sessions.

The shopkeeper speaks first. Dialogue advances line by line, then presents the choices you authored in the shop’s tree. A choice with a cost shows its price on the button and disables itself when the player cannot afford it. Some choices open the shelf, some branch the conversation, and some accept typed free-text input from the player. Authoring is covered in the Dialogue tree editor.

While the player browses, the shopkeeper keeps up flavor chatter in speech bubbles anchored to the scene. Terminal-style chassis print the chatter into the running log instead.

The shelf shows the stock as cards with a name, price, and quantity stepper. A search box and sort control filter the shelf in place. Clicking a card’s Look closer button opens an inspect view with the item’s description and cart controls. Adding an item plays a small flight animation into the cart chip. The cart tracks a running count, the total, the player’s balance, and what remains after the trade. A Put it all back action clears the whole cart after a confirmation prompt. Selling works the same way on trees that offer it, with the player’s own inventory on the shelf.

Checkout moves to a confirm step that lists every line in the cart. The player can haggle over the whole cart from here, covered in Haggling and pricing. A Not today button returns to the conversation without committing and leaves the cart untouched. Confirming commits the trade on your client. Items and currency move without the player needing permission to edit the shop actor. The vignette then plays a settle sequence over the totals before returning to the conversation. A refused trade plays a rebuff instead and leaves the cart intact.

The player leaves through the tree’s farewell choices or by pressing Escape. Leaving with items still in the cart asks for confirmation first. An abandoned cart costs the player nothing; stock and currency only move at checkout. If a session ends unexpectedly, the player is offered the chance to resume it on their next visit, with items that have since sold out dropped from the cart. Resume behavior is covered in Queue and sessions.

Motion effects and interface sounds follow each client’s Ambient motion and Shop sounds settings, listed in the Settings reference. Ambient audio plays through Foundry’s environment audio channel and follows that channel’s volume on each client. The shop’s ambient track is set in Shop settings and plays under the dialogue.