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The Treasury

Every campaign has a Treasury: its inventory of everything that is or was treasure, wherever it sits — held by a character, in a bucket (the party's treasure, a hoard the GM is building, a merchant's stock, the starting kit, a defeated enemy's loot, a chest's contents), or by nobody yet. An item has one holder and moves by one transfer, so it cannot be claimed twice: when two players reach for the same thing, one gets it and the other is told it has gone.

Where to find it

  • Treasure in a campaign's navigation — the Treasury page: every bucket as a section, or every item as one searchable list with its holder.
  • In Play, the coin icon at the top of the Edit Campaign sidebar opens the same Treasury as a sidebar panel; on a phone it is a drawer of the Me tab.
  • The History button on the page opens the Treasury's own history: who took what, and when. See History and Restore.

Members see the party's bucket and the buckets the GM has revealed; an item earmarked for one of their characters shows wherever it sits. The GM (anyone who can edit the campaign) sees everything.

Moving things

Every row has a move control: to a bucket, to a character, or (the GM) to nobody. A stack asks how many. A player moves their own character's items and claims from a bucket they can see; the GM moves anything. The campaign's Treasure settings decide the rest — see Campaigns:

  • How items reach a character — freely; from the Treasury only (a player cannot add to their sheet by hand); or only in a distribution session.
  • When players see loot, whether party treasure is carried, what a new character starts with, the sell rate, and which distribution methods the GM may run.

Hauls

The GM builds a haul in a bucket: New bucket, then the add row under it — type an item's name (the game system's catalogue suggests as you type; a name it does not know is added by hand), or add coins of one of the campaign's currencies (one stack per currency). Each row's menu edits it — quantity, value, a merchant's price, the earmark — or removes it. Reveal to players from the bucket's menu when it is ready; until then only the GM sees it.

Loot from enemies

Right-click a token that is down (0 hit points or below) and choose Loot: its character's inventory opens as a loot bucket in the Treasury. Nothing is copied — the rows are still the enemy's until taken, and taking one is a transfer that shows in both histories. The GM can open any token's inventory this way.

When players see loot is the campaign's When players see loot setting: when the GM reveals the bucket; when the enemy is defeated (the bucket shows while the token is down); or always.

Loot from chests

An object token can hold things: Contents on its Token Settings drawer is where the GM puts them (the same add row as a bucket). Players open a chest with Contents on the token's menu when one of their characters' tokens stands beside it — and only when there is something in it; the GM opens any. What is inside shows as a bucket until taken.

Handing treasure out

The GM starts a distribution session on a bucket from its menu (Hand out…): one method, the participants (every character in the campaign by default), and every member's Treasury switches to the session until the bucket is empty or the GM presses Stop. The methods the campaign allows are its distribution methods setting; three are built:

  • GM arbitration — the GM drags each item onto a character (or gives it from the character's menu). Nothing for the players to press.
  • Need / greed — every item is a roll-off. Each participant presses Need, Greed or Pass; when everyone has, the platform rolls a d100 for each who did not pass, need beats greed, ties re-roll, and the winner gets the item. The rolls post to the campaign channel as roll frames. If everyone passes, the item stays in the bucket.
  • Total value — each participant's treasure value (what they hold and carry in coin, in the base currency) is shown, and the lowest picks first. Take is on the picker's row; the totals move after each pick.

DKP, GDKP and loot council are declared in the settings but not yet built; a session cannot start with one.

Merchants

A merchant bucket sells: each item has a price (the column reads Price), and Buy on the row takes it — for one of your characters, how many of a stack — with the price debited from the character's coin (the base currency first, then the others at their rate, change back). Sell on any of your character's items offers it to a merchant at the campaign's sell rate of its value; the merchant then asks its value for it.

The GM stocks a merchant from the bucket's menu: Stock from the catalogue puts the game system's whole equipment list on the shelf, each item unlimited at its value; or item by item with the add row. A merchant can live at a token: Open a shop here on a token's menu (the GM) makes one named after the token, and Shop on that token opens it for everyone.

Party treasure

The Party treasure bucket is the party's and always visible. When the campaign's party treasure is carried, someone carries it: the bucket's header says who and how much it weighs, the carrier's sheet counts that weight in its Carrying line, and Hand over… moves the carrying — the GM to anyone (or to nobody), the carrier to another character. Abstract party treasure floats with the party and weighs on no one.

Starting kits and earmarks

What a character begins with is the campaign's starting equipment setting: the system's kit for its class (into its inventory and wallet on joining), starting currency to spend at the Starting equipment shop, a GM-curated Starting kit bucket, or nothing. In the starting kit — or any bucket — the GM earmarks an item for a character from the row's menu. An earmarked item shows to that character's player wherever it sits, with Claim on the row and on the character's own sheet (the Inventory section lists what is set aside for them); it can go nowhere else.

For action authors

Actions read the Treasury with api.treasury — see the Action API: the buckets, a character's holdings, the running session. Read-only: awarding is the transfer, and the transfer is the user's.