Trinkets and Trackers [T&T]: API for Less Bookkeeping, More Playing... ...We have all been there... In the middle of the no mercy battle... The fighter is down. The cleric is panicking. Cidius (The Cleric) runs across the battlefield to save his fallen partner. - “I use a healing potion!” Great. Heroic moment. Then everything stops... Cidius opens his character sheet. Looks for the inventory. Scrolls. Scrolls again. Finds the potion. Checks what it does. Then the fighter comes alive for a second and says: “Dude, just roll 2d4+2 and update the inventory later.” And just like that, the heroic moment becomes inventory management... That is exactly the kind of problem T&T is being built to solve. What is Trinkets & Trackers? Trinkets & Trackers [T&T] is a Roll20 API script/toolkit for D&D 2024 designed to reduce bookkeeping and speed up common gameplay actions directly from the chat. The goal is simple: Less time managing Character Sheet. More time playing D&D. It is being built to help with the small tasks that often slow down a session: checking inventory, using healing potions, searching for items, equipping gear, managing shops, giving items to players, handling loot, and accessing attacks or spells without constantly opening character sheets. T&T is not meant to replace the GM or automate the entire game. It is meant to remove repetitive manual work, keep the session moving, and give both players and Game Masters faster access to the tools they already need during play. Setting up your Tokens: T&T starts with a simple idea: Select a token, run [ !tntToken init ], and give that character quick access to the tools they need during the session. Token Init prepares the selected token for T&T and creates quick chat buttons for common actions such as: - Ability checks - Saving throws - Skills checks - Initiative - T&T Inventory - T&T Available shops - T&T Item search - T&T Combat - T&T Spells The Interactive Inventory System Players can open their inventory directly from the chat by pressing the Inventory button created by Token Init, or by selecting a token and typing: [ !tntInventory ] T&T then displays that token’s inventory in the chat, organized by useful item categories and including the character’s wallet. This makes inventory easier to read during the session without forcing the player to open the character sheet, search through tabs, or manually check every item. The inventory system comes with several quality-of-life features, and one of the most useful for tabletop play is [E] Equip, [U] Use, [G] Give. [G] Give: Transfer items between Tokens. Need to hand a potion to the fighter before they charge into combat? Pass a key to the rogue? Share supplies with another party member? With [G] Give, players can transfer items directly to another token within 5 feet, making positioning and proximity matter just like they do at the table. Select a valid target, choose the item and quantity, and T&T handles the rest. The item is removed from your inventory and added to the target’s inventory automatically, preserving its data and properties. This works not only with standard items, but also with customized, modified, and player-created items, so every detail is transferred exactly as intended. You can also transfer currency between characters, making it easy to split treasure, share rewards, repay debts, or pay fellow adventurers without manual bookkeeping. [U] Use : Consumables from the Inventory. Many consumable items can be used directly from the inventory with the [U] Use button. For example, when a character uses a healing potion, T&T asks them to select a target: themselves or another creature within 5 feet. Once a valid target is chosen, the system handles the rest: - The potion is consumed. - The healing is rolled. - The target’s hit points are restored automatically. No manual item removal. No separate dice roll. No adjusting HP by hand. Just use the item and keep the combat moving. [E] Equip/Unequip: Gear Management from the Inventory Equipment management is faster and cleaner with the [E] Equip/Unequip button. Directly from the inventory, players can equip or unequip weapons, armor, and other gear with a single click. When an item is equipped, T&T automatically applies its associated benefits to the character. When the item is unequipped, those effects are updated accordingly. Changing weapons before a fight? Putting on armor before entering a dangerous dungeon? Adjusting your loadout after a long rest? T&T handles the bookkeeping for you. And this is not limited to standard equipment. The [E] Equip/Unequip system also supports customized items, modified equipment, and player-created gear, applying their unique properties and effects just like any other item. If you need more information about an item in your inventory, simply hover your cursor over its name to view a quick description. For a complete breakdown, click the item's name to open a detailed information window containing everything you need to know about it, including its properties, effects, requirements, and any custom data associated with the item. Search for Item Information Players can use the Search macro to quickly look up items without browsing through long lists or opening external references. You can run it from the macro, or type: [ !tntItem search itemname ] When used, T&T searches the Item Database handout for matching results. The current database includes 379 items from the Dungeon Master’s Guide 2024 , including all standard equipment and a selection of magic items. More magic items will be added in future updates to expand the library even further. But the database is not limited to official content. Game Masters can also create and store their own custom items in the same handout. Since the item library lives inside Roll20 as a handout, it can be moved between campaigns, making it easy to keep your homebrew items, modified gear, and custom rewards portable across different adventures. Search results include several useful options: - Click the item name to view its full details privately. - Press Send to share the item’s description with the public chat. - Press Give (GM only) to select a target and instantly add the item to that character’s inventory. Whether you are looking up a magic item, sharing item details with the table, or handing out treasure after an encounter, the Search system keeps everything fast, organized, and only a few clicks away. The Item Create Menu (!tntItem create) By filling out the item's fields and pressing Save, your custom item is automatically added to the Item Database handout. Once saved, it becomes fully integrated into the system and behaves just like any other item in the database. Players can find it through the Search macro, Game Masters can distribute it using the Give function, and it can even appear in shops and be purchased by players as part of the normal gameplay experience. This allows GMs to seamlessly expand the item library with homebrew equipment, consumables, magic items, crafting materials, quest rewards, or any other custom content, all while maintaining full compatibility with the inventory, trading, and store systems. Dynamic Shop System One of the most powerful features of T&T is the Dynamic Shop System. Instead of handling shopping scenes with handouts, notes, manual inventory edits, and “I’ll add it to my sheet later,” T&T lets Game Masters create and manage shops directly inside Roll20. Open the GM shop menu with: [ !tntShop menu ] From this menu, the GM can create, edit, and control stores for the campaign. Shops can support: - Limited or infinite stock - Default prices or custom prices - Open and closed states - Hidden shops for secret vendors or special locations - Item lists managed by the GM - Character blacklists for narrative reasons - Sales tracking - Total earnings - Most sold item reports - Portable shop data through handouts This means a shop can be more than just a list of items. A blacksmith can run out of swords. A magic vendor can stay hidden until the party earns access. A banned character can be refused service. A traveling merchant can be moved from one campaign to another. A GM can track what players are buying and how much gold is flowing through the economy. And when players buy an item, T&T can automatically add it to their inventory, reducing manual sheet edits and keeping the shopping scene moving. The goal is simple: Make shops feel useful, flexible, and campaign-ready without turning the GM into an accountant. Creating a store and Adding an Item Loading Shops that you have in the handout. Player Shop Access Players can open the Shop macro to browse all available stores in the campaign world. They can step into a blacksmith’s forge, a dusty trade post, a general store, or a hidden arcane boutique, each one with its own inventory, rules, prices, and flavor. When a player chooses an item to buy, T&T handles the transaction automatically: - Checks if the character has enough money - Converts currency when needed between gold, silver, and copper - Removes the correct amount from the character’s wallet - Adds the purchased item directly to the character’s inventory No math. No manual gold tracking. No “I’ll add it to my sheet later.” The player finds the item, buys it, and keeps the scene moving. The Dynamic Shop System is designed to turn shopping from a bookkeeping task into an actual part of the adventure. Stores can have personality, rules, limits, secrets, prices, stock, earnings, and history. Players can browse and buy without stopping the game, and GMs can manage the economy without rebuilding everything by hand. Whether it is a simple village shop, a traveling merchant, a black-market dealer, or a hidden magic vendor, T&T helps make shops feel connected to the world instead of disconnected from the session. Attacks and Spells Handlers Opening your character sheet every time you want to act can slow the game down, especially when all you need is a quick attack, spell, or simple action. Instead of digging through tabs and searching for the right button, T&T provides quick chat interfaces for attacks and spells. Players can use the macros created by Token Init, or type: [ !tntToken attacks ] [ !tntToken spells ] The system then displays a compact action menu in the chat, listing the character’s available attacks or spells in one place. This makes it easier to: - Roll weapon attacks - Use unarmed strikes - Access spell options - Keep combat actions visible - Reduce time spent opening the character sheet Everything is organized, ready to use, and designed to keep combat fast, clear, and uninterrupted. Spells has detailed information below the action and has every spell separated by level. Upcoming Roadmap T&T is currently in Phase 2 of 7 . The long-term goal is to grow T&T from an inventory and shop toolkit into a larger Roll20 campaign assistant: something that helps with tokens, loot, rewards, NPCs, world tracking, campaign management, and eventually a full GM control table. Here is the planned roadmap: Phase 1: Interactive Inventory System (Complete). Phase 2: Dynamic Shop System (Complete). Phase 3: Token Management Smarter token setup, HP damage handling, automatic effect application, concentration tracking, Darkvision, HP bars, token labels, light sources from inventory items(torches and lamps), auras, and support for chest, set tokens as lootable, and pickable item tokens in preparation for Phase 4. Phase 4: Loot Tables, Rewards, and Shops Automated loot, chest treasure, mission auto rewards, lootable map items, and magic shop generation inspired by D&D 2024 tables or previous prepared GM tables, helping GMs make treasure and rewards faster, more dynamic, and less dependent on manual preparation. Phase 5: NPC Management Phase 5 will focus on making NPCs more useful inside the campaign world. Planned features include: - NPC lore tracking - Automatic NPC names - Automatic NPC personality generation - NPC path following - Clickable NPC chat interactions based on campaign lore or missions - NPC placement based on time of day - NPC reward handling - NPC memory of player actions toward them, their village, or their faction - Enemy fleet/group manager for ambushes, patrols, or war planning - NPC progression or level-up based on personality and role The goal is to make NPCs feel more connected to the world instead of being static tokens on the map. Phase 6: Maps and World Management Phase 6 will focus on larger campaign-world systems. Planned features include: - Day phase tracker, from early morning to midnight. - Date and time tracker: year, month, week, day, hour, minutes, and seconds. - Climate tracker and randomizer based on time of day, seasons, and regions. - Maps lore and event trackers for Cities, Villages and Regions. - Random events based on population, lore, natural disasters, and more. - World goverment and f action information tracking. - Shops, NPCs, villages, troops, and faction placement based on dates. This phase is aimed at helping GMs run a living world where time, weather, factions, towns, and events can actually matter. Phase 7: Campaign Management Player statistics, campaign progress, quests, explored regions, session tracking, start/end session tools, and possible integrations with other Roll20 scripts. The roadmap may change based on testing, Roll20 limitations, and community feedback. Final Thoughts T&T is still in active development, and feedback from other Roll20 GMs and API users is very welcome. If you want to follow the project more closely, I also share updates, progress notes, and feature polls on Patreon "AmadeusVF", where people can keep up with development and vote on future priorities. Thanks for reading, and I would love to hear what problems you would want T&T to solve at your table.