Shop Inventories

The party walks into a shop and asks what's for sale. Now you have an answer, with a hook already built in. Across 48 entries spanning 11 shop types (general store, blacksmith, apothecary, bookseller, and more), every item pairs a real price with the one detail that makes a shelf memorable: a waxed canvas tarp patched with cloth embroidered with someone else's initials, a coil of good rope the shopkeeper always measures a foot short, a bundle of tallow candles where one in every dozen burns blue and nobody knows which until it's lit. None of it needs a plot. It's set dressing that happens to be interesting, and any piece of it can become a lead the moment a player leans in.

How to use: Pull 4–6 entries that match the shop in front of the party and read them off as browsing detail; a general store gets the tarp and the candles, a blacksmith gets the buckler and the lockpicks sold openly as trunk keys. Prices are rough mid-market guidance, adjust for your world's economy. Treat every hook as texture first, not something the GM has to force; promote it to a real lead only once a player asks a second question about it — the filed-off name on a second-hand axe, the leech that's noticeably larger and quieter than the rest. The pack also cross-pollinates: pair it with Shop & Merchant Names for the person behind the counter, or Magic Items and Trinkets & Curios when one shelf item turns out to be more than it claims.

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