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Shops and taverns

Building your world · guide 4 of 8

Every shop, tavern and trader in your campaign lives on the Shops page, with its keeper, its prices and everything it has in stock. There are three ways to make one: Create with Wizard, Auto generate, or Manual.

The Shops page, with its three ways to make a shop

Auto generate a shop

Short on time? Auto generate rolls a whole shop of the type you choose. Tick who's at the table, and the stock is rolled for their level. You get a name, the feel of the place, what it's known for, its stock, today's customers, and a shopkeeper with a personality.

An auto generated blacksmith, with stock rolled for a level 3 party

A tavern

Pick Tavern, and you get a menu instead of stock: food and drink, with prices. Re-roll until it fits, then save it.

An auto generated tavern, with its menu and proprietor

The keeper is added to your NPCs, the menu and tonight's patrons go into its DM-only notes, and the shop starts with gold on hand.

The tavern's menu and patrons, saved in its DM-only notes

Build your own with the wizard

Basics

Building your own? Use the wizard. Basics first: a name, the shop type, and where it is. Only the name is required.

Basics: a name, the shop type and where it is

Shopkeeper and pricing

Choose the Shopkeeper from your NPCs, or make a new one. Magic items sets how often generated stock includes one, from none to frequent. Gold on hand is what the shop can pay when your players sell to it. And the price modifier marks everything up or down, on top of the party's reputation with the shopkeeper's faction.

Shopkeeper and pricing: magic items, gold on hand and the price modifier

Notes and stock

Then your DM-only notes, and the stock. Generate stock rolls it from the shop's type and magic items setting, for whoever's at the table, weighted toward your party's classes. Restock rolls a fresh lot and replaces what's there.

Who is at the table, and the Restock button

Or hand-pick it. Add a mundane item from the equipment list, with a quantity. Or add a magic item and set its price, with the price bands right there to guide you.

Adding a magic item, with the price bands to guide you

Each item's controls

Every item has its own controls. Set price fixes the exact price, so reputation and the modifier are skipped, and Clear goes back to the worked-out price. A magic item can take a flavour name, so a plain potion becomes part of your world, with its real name kept underneath. Remove takes it off the shelf.

A potion with a set price and a flavour name, its real name kept underneath

Review

Press Continue to review, then Finish. Your new shop is on the list, marked New.

Review: the whole shop on one card

Making a shop on one page

Prefer one page? Manual has the same fields together. Press Next, and the stock box is ready beneath it.

Manual: the same fields on one page

Buying and selling at the table

At the table, you can buy for a character. Open the shop's stock, choose who's buying, and press Buy. Critsmith takes the gold from that character, puts the item in their inventory, and pays the shop. No sums, and no crossing out.

One press of Buy takes the gold from the character

When a player sells something here, it shows on the shelf with who sold it and their buy-back price. Until the party moves on, they can buy it back for exactly what they got. Buy it for them here, or let them do it themselves on their Shop tab.

An item a player sold, with its buy-back price
Your players' Shop tab, with the item they can buy back

Stock them in seconds, price them your way, and let Critsmith keep the books.

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