- An NPC can change gold and cash at a rate of their own ("2 gold = $15"),
the same both ways. Only gold and cash are taken: no silver, no copper
and no change, and the amount has to be a whole multiple of the rate.
- An NPC can sell weapons and items from the campaign pools, each with a
price in any coin or in cash, a level and an optional stock. The wares
follow the NPC into every quest. An encounter can sell things itself
too, for a stall with nobody behind it.
- Trading is open only in an NPC quest in progress, never in a battle,
with an NPC who is in the scene and standing, for a character who is in
it. Players see every rate and ware and trade for their own character
in a new Trade card; the DM can trade for anyone.
- Only the DM sets trade up: "Trade" on an NPC's row on the campaign page,
and the DM's part of the Trade card for an encounter's own wares. A
ware's price and stock can be edited afterwards.
- Every exchange and purchase is written to the character's money log.
- All packages at version 1.10.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- "+ Add Monster" takes the whole stat block: challenge rating, speed, the
six ability scores, special trait and notes, as well as name, AC, HP,
attack and damage. Damage can name its type ("1d6+2 necrotic").
- Monsters can be edited: "Edit" on a row opens the same form filled in.
Copies already in encounters show the new stat block.
- The monster list shows each full stat block, the library picker shows
speed and ability scores too, and removing a monster asks first.
- Characters have a fourth balance, cash ($), for crossover worlds. It is
gained, spent, given and awarded like a coin, but it has no worth in
coins: it is never exchanged or used to make change.
- `npm test` in the backend runs again (the script pointed at a jest path
that does not exist in the workspace).
- All packages at version 1.9.0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Characters
- Builder: pick-then-Next on every step with live preview, Back button,
plain-language help throughout, and "Suggest for me" for ability scores
- Motivation is picked from a list; new steps for special abilities,
background and appearance, all composed from fixed lists and DM-only
to edit afterwards
- Copy a character to another campaign
- Characters can give gold, weapons, items and spells to each other
- Money tracker: gold only changes through a logged ledger
- Fixes: level/XP/location are DM-only, HP stays within 0..max, physical
dice ability rolls, every die is rolled once
Gear
- DM-managed item pool; weapons, items and spells are handed out by the DM
- Starting-option flag per pool entry
- Gear levels 1-9 per held copy with a damage ladder, growth rate and
starting level; spells gated by spell level with a fixed damage value
- Spell library carries default damage; damage is picked from a list
Encounters
- Battle and NPC quest modes, turn tracking, scene description, DM notes
- NPCs, richer combatant cards, conditions from a list
- Rewards (gold, weapons, items) lined up and awarded, with gold splitting
- Character HP is shared between the sheet and the encounter
- Monster stat blocks and NPC secrets are never sent to players
Other
- Dice roller on every page
- Docs for characters, weapons, spells, items, encounters, monsters and
NPCs, with full lists generated from the data (npm run docs:lists)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>