The Vignette
Wiki updated as of 0.7.0 (Oct 2026)The vignette is the full-screen scene a player enters when they visit a shop. On a player’s client, the sidebar, hotbar, scene controls, scene navigation, player list, and game menu fade out, and the canvas cannot be clicked. Foundry windows and dialogs opened during the visit stay usable. Your own interface stays in place when you enter a shop. The look of the scene comes from the shop’s theme and chassis, covered in Themes and chassis.
Entering
Section titled “Entering”A player enters by right-clicking the shop’s token, through the door button on the Token HUD, or with Enter Shop in the shop actor’s sheet header. For you, Shift plus right-click opens the shop. A token can also enter by walking into a shop region, which asks the token’s owner whether to go in. If the shop is closed, the tree’s closed-shop rule decides what happens. A busy shop may place the player in a queue.

In D&D 5e worlds, a player who owns the party actor is asked whether to shop as their character or as the party. The chosen actor’s purse pays for the visit.
Talking
Section titled “Talking”
The shopkeeper speaks first. Dialogue advances line by line, then shows the choices from the shop’s dialogue tree. A choice with a cost shows its price, and is disabled when the player cannot afford it. Some choices accept typed free text.
The shop sign can show a countdown to closing time or the next opening, and the player’s standing with the shop. The top bar has a mute button for the shop’s ambience and interface sounds.
Browsing and the cart
Section titled “Browsing and the cart”The shelf shows stock as cards with a price, stock count, and quantity stepper. Search, filter, and sort controls narrow the shelf. Look opens a closer view of the item with its description and stats. On the sell side, the player’s own goods take the shelf, along with the merchant’s coin when the shop shows it.
An item with more than one price shows a Pay with picker. When the shop allows theft, each card has a Steal button that rolls against the shop’s Theft DC. A caught thief loses goodwill with the shop. When the shop has a hidden stock table, Search shelves rolls a check that can add a hidden item to the shelf. These are set in Shop Settings.
The cart drawer lists each line with the total, the player’s purse, and what remains. Clear empties it after a confirmation. The C key toggles the drawer by default.
While you are in the vignette, each card’s stock count is a field you can edit directly.

Checkout
Section titled “Checkout”
Checkout lists every line in the cart with the total and what is left in the purse. The player can haggle here, pack the goods into a carried container, put the trade on a tab, or pay down an existing tab. Not today returns to the conversation and keeps the cart. Lines that sold out or were removed are flagged until the player adjusts the cart.
The trade runs through your client, so the player needs no permission on the shop actor. A refused trade leaves the cart intact. A shop’s Purchase Mode can skip this screen or send each purchase to you for approval.
Leaving
Section titled “Leaving”The player leaves through the tree’s farewell choices, the close button, or Escape. Leaving with a full cart asks for confirmation first. Stock and currency only move at checkout. On the next visit the player is offered the saved cart back. An interrupted visit can be resumed, as covered in Queue and sessions. When the shop’s closing time passes, the shopkeeper says a closing line and the visit ends.
What you see
Section titled “What you see”You can follow visits through whispered chat lines when a player enters, makes a choice, trades, or leaves. The GM Observer Whispers and Whisper Trade Item Lists settings control these, along with the per-device Ambient Motion, Shopkeeper Breathing, and Shop Sounds settings. All are listed in the Settings reference.