Shop Inventories
The party walks into a shop and asks what's for sale. Now you have an answer. Each entry is a real item with a price and a small hook — something that fits the shelf and might spark a question. Mix a few per shop and the place feels stocked, not improvised.
- General store — Waxed canvas tarp, 10×10 — 8 sp · patched once, holds rain; the patch is a different cloth, embroidered with someone's initials.
- General store — Sack of mixed nails — 5 cp · bent and straight together; three are silver, salted in by mistake or on purpose.
- General store — Tin lantern with a cracked pane — 4 sp · throws a star of light through the crack that some find lucky and one customer found following them.
- General store — Coil of good hemp rope, 50 ft — 1 gp · the shopkeeper measures it twice and still seems to come up short by a foot every time.
- General store — Wheel of hard travel cheese — 2 sp · keeps for a month, rinds stamped with a maker's mark from a dairy that burned down years ago.
- General store — Bundle of tallow candles, dozen — 6 cp · one in every bundle burns blue and twice as long; nobody knows which until it's lit.
- Blacksmith — Iron-banded buckler — 5 gp · dented but sound; the smith will swear it stopped a real blow and point to the dent as proof.
- Blacksmith — Set of lockpicks, plain steel — 2 gp · sold openly as 'trunk keys,' wrapped in oilcloth, no questions asked or answered.
- Blacksmith — Hand axe, second-hand — 8 sp · good edge, previous owner's name filed off the haft, badly enough to still read it at an angle.
- Blacksmith — Horseshoes, set of four — 1 gp · one is slightly the wrong size, and the smith insists it's for luck, not error.
- Blacksmith — Cold chisel and small hammer — 1 gp 5 sp · the chisel rings a clear note when struck, audible far further than it should be.
- Blacksmith — Length of fine chain, 6 ft — 3 gp · forged tight, no clasp; the smith won't say what it was meant to hold and changes the subject.
- Apothecary — Vial of strong smelling salts — 5 sp · wakes the fainted and, the apothecary notes, sometimes the not-quite-dead.
- Apothecary — Twist of dried fever-bark — 8 sp · steeped, it breaks a fever by morning; chewed raw, it shows you the last face you'll forget.
- Apothecary — Jar of leeches, lively — 1 gp · medicinal, the apothecary stresses, though two of them are noticeably larger and quieter than the rest.
- Apothecary — Pot of burn salve — 1 gp · smells of mint and something underneath; works fast, and the scar always comes in the shape of a leaf.
- Apothecary — Sleeping draught, single dose — 2 gp · 'for the restless'; the label warns against a second dose in a hand that's started to shake.
- Apothecary — Antidote, broad-spectrum — 15 gp · expensive, honest about its limits — a printed list of nine poisons it won't touch, and a tenth scratched out.
- Curio dealer — Brass spyglass, one cracked lens — 12 gp · the crack splits distant figures into two slightly different poses, one a moment ahead.
- Curio dealer — Music box, missing its key — 6 gp · winds with any key that fits, plays a different tune for each, and one tune makes the dealer leave the room.
- Curio dealer — Ship in a bottle — 8 gp · the tiny sea moves when no one watches; by morning the ship has sailed to the other end of the glass.
- Curio dealer — Set of bone dice, yellowed — 4 gp · roll true, mostly; on a hard night they roll the date of something the holder would rather forget.
- Curio dealer — Locket with a faded portrait — 5 gp · the face is too worn to make out, and yet three separate customers have recognized it and put it down fast.
- Curio dealer — Stuffed raven, glass eyes — 7 gp · one eye is a real gem, the dealer admits; the other watches the room, which the dealer does not admit.
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