The Explorer's Outfitters, a well-stocked adventuring shop
· 17 min read D&D 5e

D&D Shop Ideas: 8 Ready-to-Use Examples for Your Campaign

Complete shop inventories with items, prices, shopkeepers, and mystery items you can drop into any D&D session.

Every shop in this guide applies the six principles from Beyond the Vending Machine: TTRPG Shop Design. Each one includes an aspirational item just out of reach, limited quantities that force decisions, and at least one mystery worth investigating.

These examples are ready to drop into any session. Adapt the names, adjust the prices for your economy, and let your players discover what makes each shop worth remembering.


1. The Frontier General Store

Marta’s Provisions sits at the edge of settled territory, the last reliable supply point before wilderness swallows the road.

Shopkeeper: Marta Kellwin is pragmatic and unhurried. She’s seen too many overconfident adventurers head into the wild underprepared, and she’ll tell you exactly what you’re forgetting to buy. She doesn’t haggle, but she remembers customers who pay fairly and come back alive.

The Space: A low-ceilinged building that smells of dried meat, oiled leather, and wood smoke. Goods hang from the rafters and stack along the walls. Everything is organized by function: survival gear near the door, tools in the back, luxuries (what few exist) behind the counter.

ItemQtyPriceNotes
Rations (1 week)124 gp 50 spStandard trail food, +25% markup
Waterskin83 sp
Rope, hempen (50 ft)41 gp 25 sp+25% frontier markup
Torches (bundle of 10)61 sp 25 cp
Tinderbox36 sp
Bedroll51 gp 25 sp
Tent, two-person22 gp 50 sp
Healer’s kit16 gpLast one until next shipment
Antitoxin262 gp”You’ll want this where you’re going”
Climber’s kit131 gp
Cloak of Elvenkind1650 gpAspirational: “Traded off a ranger who didn’t make it back. Works fine.”

Mystery Item: A brass compass that doesn’t point north. The needle swings toward something, but Marta doesn’t know what. A previous owner scratched symbols into the case that look like they might be directions. Price: 15 gp (Marta thinks it’s broken; she’s pricing it as scrap).

Customization: For arctic frontiers, add cold weather gear and remove desert references. For jungle, add insect netting and machetes. Adjust the aspirational item to match your party’s desires.


2. The City Blacksmith

Torrven’s Forge occupies a corner lot in the craftsmen’s quarter, marked by the ring of hammer on steel and the glow of the forge visible through open shutters.

Shopkeeper: Aldric Torrven is the third generation to work this forge. He takes pride in honest work and has little patience for customers who don’t know what they want. He respects fighters who maintain their weapons and dismisses those who treat steel carelessly. Guild member in good standing; he won’t undercut other smiths, but his work is worth the standard price.

The Space: Heat radiates from the forge at the back. Finished weapons hang on the walls, organized by type. A workbench displays items in progress. The smell of coal and hot metal permeates everything. An apprentice works the bellows.

ItemQtyPriceNotes
Longsword415 gpStandard quality
Shortsword610 gp
Greataxe230 gp
Handaxe85 gp
Dagger122 gpAlways in stock
Chain mail275 gp
Scale mail350 gp
Shield510 gp
Half plate1750 gp”Made this on commission. Buyer never came back.”
Weapon silvering100 gp1 week turnaround
Masterwork greatsword1450 gpAspirational: +1 to damage (non-magical), Torrven’s personal work

Custom Orders: Torrven will forge specific weapons to order. Standard items take 3-5 days. Complex work takes 2 weeks. Payment half upfront.

Customization: In a city with guild competition, prices drop 10%. In a city where Torrven is the only smith, prices rise 15%. If the party earns his respect (returning a weapon for proper maintenance, defeating a notable foe), he offers 10% off permanently.


3. The Coastal Curiosity Shop

The Salt Widow’s Collection perches on the harbor’s edge, its windows cluttered with objects that catch the light in strange ways.

Shopkeeper: Yennet Corso, the “Salt Widow,” lost her husband to the sea twenty years ago and has spent every year since trading with sailors for the strange things they bring back. She knows the origin of every item in her shop and will share the stories freely. She prices by intuition rather than market value.

The Space: Cramped and overflowing. Shells and coral line the windowsills. Nets hang from the ceiling. Display cases hold smaller treasures. The air smells of brine and old wood. A cat named Anchor sleeps in a coil of rope.

ItemQtyPriceNotes
Fishing tackle41 gpLocal make
Net31 gpWon’t tangle in calm water
Navigator’s tools125 gpFrom a shipwreck; still accurate
Spyglass11,000 gpDwarven craft, exceptional quality
Pearl (arcane focus)6100 gp eachVarious sizes
Coral jewelryVarious5-50 gpLocal artisan work
Potion of Water Breathing2180 gpFrom a trader out of the southern isles
Cloak of the Manta Ray11,200 gpAspirational: “A diver brought this up from a wreck. Wouldn’t say which one.”

Mystery Items:

A glass bottle containing a rolled scroll. The scroll is blank, but if held to light, shadows of words appear and disappear. Yennet says a sailor claimed it was a message from his dead captain. Price: 40 gp.

A ship’s bell, heavily tarnished. It rings with a tone that seems too deep for its size. Yennet won’t ring it indoors. “Bad luck,” she says, but won’t elaborate. Price: 75 gp.

Customization: Adjust the imported goods based on your world’s trade routes. The mystery items can tie into maritime adventures or remain atmospheric details.


4. The Apothecary

Fenwick’s Remedies occupies a narrow building that smells of herbs, alcohol, and something faintly sulfurous.

Shopkeeper: Elara Fenwick is precise, particular, and mildly irritated by customers who can’t describe their symptoms clearly. She trained at a proper academy before setting up shop here, and she maintains standards. She will not sell poisons. She will, however, sell “specialized alchemical compounds for pest control” if you don’t ask too many questions about the dosage.

The Space: Floor-to-ceiling shelves hold labeled jars and bottles. A workbench at the back is covered in mortar and pestle sets, distillation equipment, and drying racks. Everything is meticulously organized. A sign reads: “Do Not Touch Without Asking.”

ItemQtyPriceNotes
Healing potion450 gpRestocked weekly
Antitoxin650 gp
Healer’s kit35 gp
Herbalism kit25 gp
Alchemist’s fire250 gp”Handle with care”
Acid (vial)325 gp
Basic poison0“I don’t sell poison.” (She does.)
Component pouch225 gpStandard selection
Holy water425 gpBlessed at the local temple
Potion of Greater Healing1250 gpAspirational: “My finest work. I don’t make many.”

Custom Brewing: Fenwick will brew specific potions to order if provided with a recipe. Complex potions require rare ingredients the party must source. Turnaround is 1-2 weeks.

Dynamic Element: If players buy out the healing potions repeatedly, Fenwick raises prices or limits purchases. If they bring her rare ingredients from their adventures, she offers discounts or experimental brews.

Customization: In a larger city, increase stock and add variety. In a village, reduce to healing potions and basic remedies only. Fenwick’s “no poisons” policy can flex based on your campaign’s tone.


5. The Wandering Merchant

Vasek the Collector appears at crossroads, in taverns, at festival edges. His mule-drawn cart carries goods from places most locals have never heard of.

The Merchant: Vasek is charming, evasive about his past, and always interested in trade. He prefers goods over gold and information over either. He knows rumors from three kingdoms and forgets none of them. He never stays anywhere more than two days.

The Setup: A painted cart with fold-down sides that reveal shelves of wares. A patient mule named Questions. A small tent for overnight stays. Vasek dresses well but practically, with rings on every finger (none magical, he claims).

ItemQtyPriceNotes
Exotic spicesVarious5-15 gp”From beyond the mountains”
Silk rope (50 ft)215 gpLighter and stronger than hemp
Dagger, ornate125 gpCeremonial, from a southern kingdom
Perfume (vial)410 gp”Nobles pay twice this in the capital”
Maps (regional)315 gp eachAccuracy varies
Lockpicks, superior130 gp+1 to checks (non-magical)
Book: Folklore of the Eastern Reaches125 gpContains three genuine legends, two fabrications
Potion, unmarked235 gp”The woman who sold these seemed trustworthy”
Bag of Holding1750 gpAspirational: “Acquired in a trade I’d rather not discuss”

Mystery Items:

A wooden puzzle box. Something rattles inside, but Vasek has never solved it. He bought it from an old woman who said it held “exactly what you need when you need it.” Price: 50 gp.

A locket containing a portrait of someone who looks exactly like a member of the party. Vasek has had it for years. He has no explanation. Price: 20 gp (or trade for an interesting story).

A dagger that casts no shadow. Vasek avoids touching it. “Some things are worth more unknown than identified.” Price: 100 gp.

Recurring Character: Vasek can reappear throughout a campaign, his inventory reflecting where he’s been. Each encounter, he has 2-3 new items and knows rumors about the party’s current region.

Customization: Vasek’s inventory should include at least one item that connects to whatever the party is currently pursuing. He knows just enough to be intriguing and not enough to be helpful.


6. The Magic Shop

The Measured Arcanum operates under guild license in the city’s magical quarter, marked by a sign that glows faintly after dark.

Shopkeeper: Corvin Thale is a retired adventuring wizard who discovered he preferred selling magic to wielding it. He understands what adventurers need and prices accordingly. He identifies items for a fee and offers honest assessments of their value. Guild regulations prevent him from selling weapons (the Weaponsmith’s Guild is territorial) or items above a certain power threshold without noble patronage.

The Space: Clean, well-lit by continual flame sconces, organized with obvious care. Scrolls in climate-controlled cases. Potions in padded racks. Wands behind a warded counter. A detection circle in the floor glows faintly when magical items cross it.

ItemQtyPriceNotes
Scroll of Shield375 gp1st level
Scroll of Misty Step2150 gp2nd level
Scroll of Fireball1300 gp3rd level
Potion of Healing650 gpGuild standard
Potion of Invisibility1300 gp
Wand of Magic Detection1400 gp3 charges remaining
Arcane focus (various)Multiple5-25 gpOrbs, staffs, crystals
Component pouch425 gpStandard adventurer’s selection
Ink for spell transcription3 vials50 gp eachEnough for one spell per vial
Pearl of Power11,500 gpAspirational: “Commissioned and never claimed”

Services:

  • Identify spell: 25 gp (waived with purchase over 200 gp)
  • Spell transcription assistance: 50 gp per spell level
  • Item consignment: 15% fee

Customization: In a city with less magical regulation, Thale might sell more powerful items. In a suspicious city, he might require references before selling to strangers. His assessment of party-found items can become a regular service.


7. The Dwarven Smithy

Ironvow Arms has been in the Brondar clan for seven generations. The quality speaks for itself. The prices do too.

Shopkeeper: Durgan Brondar takes pride beyond what humans typically understand. Every piece he sells carries the clan mark, and anything that fails reflects on generations of ancestors. He is skeptical of non-dwarves, respectful of those who demonstrate martial skill, and utterly dismissive of anyone who asks for discounts.

The Space: Cut from stone, the forge burns hotter than surface smithies. Weapons are displayed with reverence, each mounted individually on stone pedestals. No clutter. No bargain bins. A clan banner hangs behind the counter. The sound of hammering echoes from the workshop below.

ItemQtyPriceNotes
Warhammer320 gpBrondar standard (superior balance)
Battleaxe315 gp
Handaxe68 gp+60% for quality
Chain mail (dwarven)2100 gp+33% for quality
Plate armor (dwarven)12,000 gpRequires fitting appointment
Shield (dwarven steel)315 gp
Mining pick (masterwork)410 gp
Adamantine longsword13,500 gpAspirational: Crits auto-hit objects; clan heirloom quality

Earning Trust: Durgan sells his finest work only to those who’ve proven themselves. Options include: defeating a notable enemy in single combat, returning a weapon for proper maintenance (showing respect for the craft), performing a service for the clan, or being vouched for by a trusted dwarf.

Master Commissions: For those who earn trust, Durgan will forge custom weapons. These take months, not weeks. The quality is beyond reproach. Prices are negotiated personally.

Customization: In a dwarven city, this shop is one of many competing clans. In a human city, it’s a rare specialty. Durgan’s attitude toward non-dwarves can soften over time if the party earns respect.


8. The Estate Sale

The Vance Collection is being liquidated following the death of the wizard Aldren Vance. His nephew, who inherited the estate, wants everything gone by month’s end.

The Situation: Aldren Vance was an eccentric researcher who died in his study under unclear circumstances. The door was locked from the inside. The nephew, Tobias, has no magical talent and no interest in his uncle’s work. He’s pricing things to sell quickly, sometimes accurately, sometimes not.

The Space: Vance’s townhouse, cluttered with decades of acquisitions. Items are tagged with prices in Tobias’s uncertain handwriting. Some rooms are roped off (“Not for sale. Probably.”). The study where Vance died remains locked.

ItemQtyPriceNotes
Spell components (various)Bulk1-50 gpSome rare, mostly common
Books (arcane theory)~405-25 gp eachSome valuable, most academic
Crystal ball (non-magical)130 gpDecorative
Wand of Magic Missiles1400 gpTobias doesn’t know what it is; priced as “fancy stick”
Robes of many colors175 gpNon-magical but well-made
Alchemist’s supplies1 set50 gpComplete, high quality
Staff of the Python1200 gpAspirational: Tobias thinks it’s a walking stick. It’s not.

Mystery Items:

A journal in a language no one in the city recognizes. Vance’s handwriting fills the margins with translations of some passages. The translated passages reference “the door that opens twice.” Price: 15 gp.

A silver mirror that shows a different room than the one it’s in. The room in the reflection appears to be a study, but not Vance’s study. Sometimes a figure moves in the background. Price: 100 gp (Tobias is nervous about this one).

A pocket watch that runs backward. Vance wore it always. When held, the holder feels a faint sense of urgency, as if late for something important. Price: 25 gp.

A key that fits no lock in the house. Tobias has checked every door. The key is warm to the touch and hums faintly when pointed north. Price: 5 gp.

The Hook: The study door where Vance died is locked, and Tobias lost the key. He’ll offer a 20% discount to anyone who can figure out how to open it. What they find inside is up to you.

Customization: The estate sale works as a one-time event or the start of a longer mystery. The items can connect to existing campaign threads or plant seeds for new ones. Vance’s death can be natural, murder, or the consequence of his research.


Quick Customization Guide

These shops are starting points. Here’s how to make them yours:

Adjust for Economy: If your campaign runs rich, multiply prices by 2-3x. If gold is scarce, reduce by half. The ratios between items matter more than the absolute values.

Scale for Party Level: At low levels, a +1 weapon is aspirational. At high levels, replace it with something genuinely rare. The aspiration principle works at any tier as long as the item is just out of reach.

Add Local Flavor: Rename the shopkeepers, change the architectural descriptions, and adjust inventory to match your world’s cultures. A dwarven smithy in your world might have different traditions than the one described here.

Connect to Your Story: At least one mystery item per shop can tie into whatever the party is currently investigating. The backward pocket watch might belong to the villain’s former mentor. The shadowless dagger might be from the same forge as the artifact they’re seeking.

Track Changes: Note what the party buys, who they befriend or offend, and what they sell. These details become the shop’s future. The apothecary who keeps seeing the party return with monster parts might start making special offers.


Building Your Own Shops

These examples demonstrate the principles, but the real power comes from designing shops tailored to your world and your players. Start with location and shopkeeper, then apply the six principles at whatever intensity fits the shop’s importance.

A shop only needs one aspirational item, one touch of scarcity, and one reason to exist in that location. Everything else is elaboration. The minimal viable shop takes thirty seconds to create; the memorable shop takes five minutes; the set piece takes whatever time you want to invest.


Ready to build your own shops? Browse community shop templates or create your own.

More articles for this system

A crystal ball swirling with arcane energy
· 6 min read

ScryMarket 2.0: The Rebuild

We rewrote the entire ScryMarket frontend from scratch. Here's what changed, what we were thinking, and what it means for your game.