Shops and loot
Commerce in Hearthmoot runs through you. There is no shop a player opens on their own, with one exception covered below, so every sale, every price and every veiled item passes through the shop panel you run.
Running a named shop
A shop has a name, a stock list, and a gold purse with a maximum. Each stock row is either a library item or free text of your own, with its own quantity and an optional price override; leave a row's price blank and it falls back to the item's library price. Set a restock interval in days and the shop tops back up on your campaign's own calendar: template rows rise back to their stocked quantity, the purse refills toward its maximum, and a one-off row you added by hand is left alone. Restocking never removes anything a player bought early, and it never happens on a timer in the background. The shop checks the date the next time it is opened or traded with, so this works the same whether the date moved through ordinary play, the dawn event, or a deliberate jump forward.
Generating a shop's stock
The stock generator fills a shop from your item library in one pass, instead of you hand-picking every row. Pick a shop type (blacksmith, alchemist, general goods or curiosities) and the generator only draws from items that fit: weapons and armor for the blacksmith, potions and oils for the alchemist, gear and tools for general goods, wands and wondrous items for curiosities. A wealth tier (Poor, Modest, Wealthy or Aristocratic) caps how rare anything on the shelf can be and how much magic the shop carries, and suggests a starting gold pool from 50 gp at Poor up to 5,000 gp at Aristocratic. Only priced items are eligible, since an unpriced row would just make you type a price mid-sale anyway. Prune the generated list and the shop is ready to read from.
Prices
A stock row's price comes from the item's own value, or from the house price list where one exists for magic items, unless you have typed an override on the row itself. At the moment of sale you can still edit the price in the till, which is how haggling works: there is no separate haggle mechanic. You type the number you and the table agreed on.
Selling to a character
Selling moves gold from the buyer to the shop's purse and the item onto their sheet, in one transaction. If the buyer can't afford it, the sale is refused outright; debt is never allowed, so lower the price if the moment calls for it. A named-shop sale draws down the shelf row it came from, and a sale that would oversell a sold-out row is blocked the same way. Every sale lands on a ledger you can refund later, which puts the item back, returns the gold, and restores the shelf row exactly as it was.
Buying from players
The same panel buys the other way: you set a price and the item moves from a character's sheet onto the shop's shelf as a one-off row. The convention is half the item's list value, but you type whatever you want. Against a named shop, the purse has to cover the price, so a poor village shop can genuinely not afford to buy back something expensive, the same affordability rule sales enforce on players. A buyback can be undone too: the player pays the gold back (refused if they no longer have it) and the item returns to their sheet.
Scribing spells
Scribing a spell onto a character's list works the same shop till. The suggested price is 15 gp for a cantrip or 25 gp times the spell's level for anything else, and you can edit that number before the sale closes. It is the only sanctioned way to add to an otherwise read-only spell list outside of levelling up.
Veiled "curio" lines
A shelf row can be stocked unidentified. Tick the curio flag, write your own stand-in name ("a notched, oddly warm blade"), and the shop requires an asking price of its own, because falling back to the library price would announce the item's rarity through the number alone. The buyer's sheet, the party chat log and the session recap all show the stand-in name rather than the true one; only your own sale ledger keeps the real name, so you can always see what you actually sold. Selling it back later hands it back just as unidentified as it left.
The one shop players reach themselves
The single exception to "no player-facing shop" is the starting-equipment shop inside the character builder. You designate one of your named shops as the starting shop, and a player building a character spends their starting gold against its shelf during the equipment step, before the character exists. You still manage that shop's stock, prices and curios in the ordinary shop panel; the builder only reads it. Once the character is built, buying stops: any further purchase goes through you like everything else.
Loot after a fight
Ending an encounter opens a loot window with three ways to hand out treasure. Table mode rolls per-creature harvest checks: you assign a roller for each creature with loot, the player rolls the check at the table, and you type in the total against that creature's "who harvests?" picker. Rows that clear the check are earned and assigned straight to the roller; coin waits for you to confirm an amount. Encounter loot tables work the same way for loot tied to the scene itself (a stash, a wreck, a vault) rather than to one creature, and you can roll one alongside the creature rows in the same pass.
Hoard mode rolls a single treasure hoard for the whole encounter by its challenge rating: coins by the published dice plus a count of magic items drawn from whatever item pack your campaign has installed. The hoard pack that seeds a starter set of priced magic items is a one-click install from the content catalogue if you want a wider pool to draw from. Either mode, every earned row carries a picker to assign it to a character, or you can leave it unassigned and it stays on the encounter for later.
Extra loot notes are a free-text line for anything that isn't a rollable row, such as a quest item or a story reward you want recorded without resolving through the generator at all.
Custom hand-outs and wiki collections
You can also hand items straight to a character during or after a fight without rolling anything, through the same custom-loot entries the end-of-fight window uses. A wiki page that describes a collection, such as a hoard or a reliquary's contents, can be handed over whole from that page in one action, instead of you re-typing every item it lists.
Unidentified loot and the Identify button
Any item row you hand out, from a hoard roll or a custom entry, can be marked unidentified before you assign it. The player sees your stand-in name, or the plain base item if you wrote none, with no description and no charges. Its bonus to hit or to AC already counts; everything else it does stays dormant. Only you can reveal it: the Identify button on the character's sheet is yours, and Un-identify veils it again. Casting the Identify spell does not reveal anything in the app, so the reveal happens when you say so. A cursed item applies its curse while it is worn (or attuned, if it needs attunement), identified or not, and the player never sees the curse's text.
Player-to-player trades
Players can hand items or typed coin amounts to each other directly, in or out of combat, without going through you. Nothing moves until the recipient accepts; declining moves nothing, and the offer sits open until one or the other happens.
For running the fight these drops come out of, see the combat tracker guide. The restock clock above runs on the same dates the calendar guide covers.