A market changed by an action
Grain arrives at a river market as a delighted baker and shoppers gather beside a thoughtful merchant. Give the action a place and an economic aftermath.
World & settlement
One party action.
A changed marketplace.
Winners, costs and stories.

The market reacts
Follow the party action through trade, everyday lives and the next visit to market.
Grain arrives at a river market as a delighted baker and shoppers gather beside a thoughtful merchant. Give the action a place and an economic aftermath.
Prepare the visible market shift, who profits, who pays and how long it lasts. Keep consequences for the party beside two hooks and practical tips.

Stalls, caravans, coins and debts
An empty grain stall stands beside abundant fish, traders inspecting coins, a debt desk and an incoming caravan.
Choose the trade change and its beneficiaries. Connect the marketplace, public reactions and costs to the party action.
What you can prepare
Give campaign trade a clear narrative response with details you can revise.
Name the place and party and describe what the party did. Keep established events at the centre of the economic aftermath.
Set a stall-level wobble, market stir, real shift in trade, town-wide upheaval, regional shock or economy remade.
Explore a shortage, glut, boom, bust, monopoly, new trade route, coin trouble or debts coming due.
Choose merchants, the underworld, ordinary folk, a rival town, the temple, those in charge, outsiders or nobody clearly benefiting.
Show what the market looks like and what people are saying. Turn a change in trade into a scene the party can visit.
Keep who pays beside who profits. Give different people clear consequences instead of treating every outcome as equal.
Review duration and what the change means for the party when they spend or return. Keep two story hooks and practical tips ready.
Supply another local event, details to avoid and private Dungeon Master context. Edit the material to suit your campaign.
Edit or reroll individual sections, lock favourites and save versions. Reopen library entries, duplicate a result and add tags or notes.
Copy, export JSON or print the Dungeon Master account or player-facing market brief. Review the chosen view before sharing.

Trade routes, goods and local voices
A group discusses a trade map with wagons, damaged buildings, scales, coins and an hourglass beside a busy harbour.
Name the place and party. Set action, scale and tone, then review the trade change, winners, costs and duration.
Quick setup. Deeper preparation.
Keep established events intact and leave the next response to your players.
Put the place name first in its description. Name party members and describe the action whose trade consequences you want to prepare.
Set one of six scales and the tone. Choose what happened to trade and who profits, or let those details fit the result.
Supply campaign context, things to avoid and private Dungeon Master material. Edit the account so it fits the place and the table.
Lock useful sections, reroll others and save versions. Reopen a library entry, duplicate a result and retain tags or notes.

Warehouses, a purse and two letters
The party receives two sealed letters beside an open stocked warehouse and a guarded, sealed warehouse. A coin dealer sits with a worried customer.
Review who pays, duration and consequences for the party and their purse. Keep two hooks ready for their next visit.
Saved accounts and table references
Review the chosen view before sharing it with your group.
Save economic consequences, reopen earlier versions and duplicate a result. Keep tags and notes beside the place, action and market change.
Edit or reroll individual sections and lock the parts you want to keep. Review the account for continuity with established events.
Choose complete Dungeon Master material or a player-facing market brief. Private notes and Dungeon Master context are omitted from the player view; review the selected material.
Copy the chosen account, export JSON or print a table reference. Check details and private context before passing the material to players.
Your desktop and related products
Open products through your account and bring the chosen account to the table.

Open your VISINVOKE products through one signed-in Windows desktop workspace.

Use the dedicated encounter workspace for combat and keep market consequences with your campaign references.
Artwork illustrates fictional markets and related products, not application screens.
Questions and answers
Trade changes, costs, saved accounts and audience views at a glance.
The economic aftermath of one established party action in one place. Prepare a visible trade change, winners, costs, public reactions, duration and practical story consequences for the party.
Describe the place with its name first, name party members and explain what they did. Choose scale and tone. The result uses the first two party names supplied.
Shortages, gluts, booms, busts, monopolies, new trade routes, coin trouble and debts coming due. Choose who profits or let those details fit the result.
Place, party, action, reach and tone; trade change, who profits, marketplace and public reactions; who pays, duration and meaning for the party and their purse; two hooks, two practical tips and a private Dungeon Master note.
Save library entries and versions, reopen earlier material, duplicate results and keep tags or notes. Edit or reroll individual sections and lock favourites. Copy, export JSON or print a chosen view. The player brief omits private notes and Dungeon Master context; review the selected material before sharing.
Open the Generators collection in Desktop Control Centre on Windows through your VISINVOKE account. Review individual subscription access and current pricing in your account. A free account is separate from paid generator access.

Continue in VISINVOKE
Create a free VISINVOKE account or sign in to your existing account. Get Desktop Control Centre through your account installer page.
Open the Generators collection on Windows. Review current subscription and access details in your account.