Ionrift Quartermaster is live

Quartermaster has been quietly available for about a week now, but I wanted the core item pack and the install pipeline solid before making noise about it. That's done. Here's what it is.

https://youtu.be/DBLM4srxaGE


The problem it solves

I used to spend entire sessions planning out loot boxes. Not running them. Planning them. Building level-appropriate, thematic caches I could have on hand in case I needed them mid-session, because they were very hard to make on demand and keep them interesting. Without prep it was always "you find some gold and a healing potion." Again.

Quartermaster handles that. Full cache. Drag it onto the map and it becomes a loot pile your players can open.


Identification

The identification system was supposed to be a minor feature. It was not.

Foundry's built-in identification is vestigial. It barely works, and the moment you start layering cursed items or masked loot into a real campaign, the fragility shows fast. So what started as "add a wand icon to reveal item names" became the most complex engineering effort in the module. Every generated magic item is masked automatically. Players see "Longsword", not "Longsword +1". No rarity badge, no real icon. The GM sees everything and reveals items on their own terms.

It's the understated major technical feature, and it shouldn't have needed to be. But here we are.


Cursed items

Quartermaster includes a SRD cursed item compiler so they blend seamlessly into ordinary loot. Players see nothing unusual. You see everything.

If you want the full curse lifecycle (escalation triggers, activation narration, the slow reveal that something is very wrong with that axe), that's Cursewright (In early access right now).


Install

Free on Foundry VTT. Search "Ionrift Quartermaster" in the package manager

Setup guide: https://github.com/ionrift-gm/ionrift-library/wiki/10-Setup-Quartermaster

Discord, bugs, feedback: https://discord.gg/vFGXf7Fncj

Originally posted on Patreon: Ionrift on Patreon