Shops Guide
Deploy automated shops that handle pricing, inventory, and transactions so you can focus on the story while players shop on their own time.
Last updated: February 21, 2026
Overview
No more pausing sessions to calculate prices or track shop inventory. Deploy a shop, set restocking rules, and let it run itself. Players shop anytime, from web or Discord, while you focus on the story.
Time Savings
Save 15-120 minutes per session depending on your table’s shopping habits. Or, never run another shopping session again!
What Are Shops?
Shops are virtual merchants that run themselves. Deploy “Grimjaw’s Forge” to your party, and it handles pricing, inventory, and transactions automatically. Players buy and sell on their own time while you focus on the story.
The Problem Shops Solve
Without ScryMarket:
- “Hold on, let me find my shop notes…”
- Opens calculator “15 gold times 1.5 markup equals 22.5 gold”
- “Did anyone write down what the shop had left?”
- 5 minutes later “Okay, where were we?”
- Or worse: the table rejects inventory tracking entirely and just handwaves all gear
With ScryMarket:
- Player opens shop, selects item, clicks buy
- Done in seconds
- Everyone sees updated inventory in real-time
Quick Start
Two Ways to Get a Shop
Path 1: Use Existing Design (Recommended)
- Browse the marketplace for a highly-rated design
- Deploy it to your party from the shop detail page
- Takes about 30 seconds
Path 2: Create Your Own
- Design a shop from scratch
- Add items and configure pricing
- Save and deploy
- Takes about 10 minutes first time
Deploy from Your Templates
Step 1: Open the Deploy Dialog
- Navigate to your Party > Shops tab
- Click the Deploy Shop button (visible to GMs only)
- A dialog appears showing your own shop templates with a search bar
Step 2: Select and Customize
- Choose a template from the list
- Optionally override the shop name (e.g., “Grimjaw’s Forge at Waterdeep”)
- Expand “Customize deployment” to set a shopkeeper name, location, and description
- Click Deploy to Party
Tip
You can also deploy shops from the marketplace. Find a shop design you like and click “Deploy to Party” on its detail page. You will be asked to choose which of your parties to deploy it to.
Step 3: Control Visibility
- New shops deploy revealed (visible to players) by default
- If you want to prepare inventory or pricing before players see the shop, hide it immediately after deploying
- When ready, reveal the shop to notify all party members
Hidden vs Revealed
Hidden shops are invisible to party members. Revealed shops are visible and usable by everyone in the party. Use this to prepare shops before players discover them.
Buy Something
- Browse Shops: Party page > Shops tab > Click on a shop
- Select your character: The sidebar auto-selects your first character and container
- Browse and Buy: Click an item to open the buy dialog, set quantity, confirm purchase
- Done: Item lands in your character’s container, gold is deducted, everyone sees the update in real-time
The Reveal/Hide Mechanic
One of the most powerful shop features is controlling when your party can see them.
How It Works
| State | Party Visibility | Use Case |
|---|---|---|
| Hidden | Invisible to all party members | Preparing inventory, adjusting prices |
| Revealed | Visible and usable by all party members | Ready for business |
When you reveal a shop, all party members receive a notification that a new shop is available.
The GM sees dedicated controls in the shop hero area: an eye icon to toggle visibility, plus a banner when the shop is hidden with a Reveal button.
Example: Town Arrival
Before the session, deploy shops for all the merchants in town:
- “Grimjaw’s Forge at Riverdale” (blacksmith)
- “The Gilded Leaf at Riverdale” (apothecary)
- “Wanderer’s Rest at Riverdale” (general store)
Hide them all after deploying. During the session, when players ask “What shops are in this town?”, reveal all three at once. Players get notified and can browse immediately.
Always-Available Shopping
Once a shop is revealed, party members can use it anytime:
- Between sessions from their phone
- During the session from Discord
- At 3 AM when they suddenly remember they need rope
This means you can potentially eliminate shopping sessions entirely. Players handle routine purchases on their own time, freeing game time for adventure.
Understanding Shop Designs
Think of it like D&D monster stat blocks:
| Concept | Description |
|---|---|
| Shop Design (template) | Like a Goblin stat block in the Monster Manual. Reusable blueprint. Share with the community. Edit without affecting deployed shops. |
| Deployed Shop (instance) | Like the actual goblin in your encounter. Specific to one party. Has its own inventory. Independent from the design. |
Example: One Design, Multiple Shops
You create "Standard Blacksmith" design with 10 weapon types
Deploy to Campaign 1 as "Grimjaw's Forge at Waterdeep"
- Players buy 3 swords
- Now has 7 swords in stock
Deploy to Campaign 2 as "Ironheart Smithy at Neverwinter"
- Players buy 5 swords
- Now has 5 swords in stock
Edit your design to add shields:
- Grimjaw's Forge: Still only has original swords
- Ironheart Smithy: Still only has original swords
- Future deployments: Will include shields
Each deployed shop is its own independent entity.
Pricing System
Markup and Buyback
Every shop has two pricing modifiers that control the economy:
| Modifier | What It Means | Example |
|---|---|---|
| Markup | How much above base price players pay to buy items | +50% means a 50gp sword costs 75gp |
| Buyback | What percentage of base value players receive when selling | 50% means a 50gp sword sells for 25gp |
These are displayed in the Management tab as percentages. Under the hood, modifiers are stored as multipliers (1.5x for +50% markup, 0.5x for 50% buyback).
A Note on Naming
Internally, the system stores a “buy modifier” (what the shop pays when buying from players) and a “sell modifier” (what the shop charges when selling to players). The interface translates these into the friendlier “Markup” and “Buyback” labels so everything reads from the player’s perspective.
Common Pricing Models
| Model | Markup | Buyback | Use Case |
|---|---|---|---|
| Fair Trade | 0% (base price) | 100% | Quest rewards, faction merchants |
| Standard Merchant | +50% | 50% | Most shops, balanced economy |
| Remote Location | +100% | 25% | Desert outpost, mountain village |
| Wealthy Collector | +80% | 75% | Pays well for specific items |
Adjusting Prices After Deployment
You can change a deployed shop’s modifiers anytime via the Management tab > Pricing > Edit. The pricing dialog lets you toggle between using the template defaults or setting custom overrides. Use this for:
Haggling: Player rolls well on persuasion? Lower the markup from +50% to +30% for that shop.
Quest Rewards: Merchant offers better prices after players save their caravan? Set markup to 0% permanently.
Economic Events: Famine hits the region? Raise food prices by increasing the markup.
Discounts
Shops support a discount rate (percentage off all prices). When active, the shop displays a discount badge both on the shop card in the listing and in the shop hero area (e.g., “25% off”). Discounts apply on top of the buy and sell modifiers.
Price Shopping Strategy
Compare shops to maximize your gold:
| Shop | Buy Price | Sell Price |
|---|---|---|
| Grimjaw’s Forge (Standard) | 75gp | 25gp |
| The Golden Anvil (Collector) | 100gp | 37.5gp |
Strategy: Buy from Grimjaw (cheaper), sell to Golden Anvil (pays more).
Restocking
Shops can automatically replenish their inventory on a schedule, and GMs can trigger manual restocks at any time.
Auto-Restock Schedule
Each shop template can define a default restock interval as a number of days:
| Setting | Behavior |
|---|---|
| Empty (no value) | No automatic restocking (limited stock) |
| 1–365 days | Full restock on the specified interval |
For example, setting a restock interval of 7 restocks inventory weekly. Setting it to 1 restocks daily.
Instance Overrides
A deployed shop can override the template’s restock schedule. Open the Management tab > Restock > Edit to toggle “Custom restock schedule” and enter a different number of days (or set to 0 to disable auto-restock for that specific shop).
Per-Item Overrides
Individual items within a deployed shop can also override the shop’s restock schedule:
Shop default: 7-day restock
Longsword: Uses shop default (weekly)
Healing Potion: 1-day restock (high demand consumable)
Legendary Sword: 0 = never restocks (one of a kind)
This lets you create shops with mostly standard inventory but special unique items that do not come back once sold. Edit per-item restock settings by clicking an item in the Management tab’s inventory list.
Manual Restock
GMs can trigger an immediate restock at any time using the restock button in the shop hero area (the rotating arrow icon). This restocks all items back to their original quantities regardless of the auto-restock schedule.
Restock Quantities
When an item restocks, it returns to its original quantity. If a shop started with 10 longswords and players bought 7, after restock it has 10 again.
Shop Till and Starting Gold
Shops have their own currency inventory (the “till”). When players sell items, the shop pays from its till.
Starting Gold
When creating a shop design, you can set the Starting Gold amount. This is the initial currency placed in the shop’s till when deployed. A small village shop might start with 100gp, while a wealthy merchant starts with 5,000gp.
Making Change
If a player sells a 15gp item and the shop only has gold pieces, they get 15gp. If the shop has silver, it might pay 14gp and 10sp. The shop uses whatever currency it has available.
Stock the Till
Add mixed currency to your shop’s till for realistic transactions. A small village shop might have mostly copper and silver, while a wealthy merchant deals in gold and platinum.
Limited vs Unlimited Funds
- Limited funds: Shop can run out of gold. Players cannot sell if the till is empty.
- Unlimited funds: Shop always has money. Simpler but less realistic. Enable via the “Unlimited Funds” toggle when creating the shop design.
Shop Tabs
Each deployed shop has up to three tabs, visible in the shop hero area:
Shop Tab
The main shopping interface. On desktop, this is a two-column layout:
- Left column (Sell Panel): Select your character and container, view your gold and encumbrance, browse your inventory to sell items to the shop
- Right column (Buy Panel): Browse the shop’s wares split into Rare Finds and Common Goods, search and sort items, click to open the buy dialog
On mobile, these become “Buy” and “Sell” sub-tabs.
Activity Tab
A transaction history for the shop showing all purchases, sales, restocks, and visibility changes in a timeline feed. Visible to all party members.
Management Tab (GM Only)
Only visible to the party GM when they have management permissions. Contains:
- Quick Stats: Item count, total value, available funds, restock interval
- Pricing section: Current markup and buyback rates with an Edit button to open the pricing dialog
- Restock section: Current restock schedule with an Edit button to open the restock dialog
- Inventory editor: Full item list with inline quantity editing, remove buttons, and an “Add Item” button that opens the item picker. Click any item to open a per-item settings dialog for identification status, base value, and custom restock schedules
- Danger Zone: Delete button (GM only) to permanently remove the shop and all its inventory from the party
Print Cards
GMs can print the shop’s entire inventory as physical item cards. Click the printer icon in the shop hero area to generate a printable card sheet for all items in the shop. This is useful for handing out physical cards at the table when players purchase items.
You can also print cards from the marketplace shop detail page using the “Print All as Cards” button.
Who Can Do What
All users have access to all features. The difference is context:
| Action | Who Can Do It |
|---|---|
| Create shop designs | Any user |
| Share designs in marketplace | Any user |
| Deploy shops to a party | Party GM |
| Reveal/hide shops | Party GM or managers |
| Edit deployed shop settings | Party GM or managers |
| Restock shops | Party GM or managers |
| Delete deployed shops | Party GM only |
| Buy from revealed shops | Any party member |
| Sell to revealed shops | Any party member |
This means you can be running your own campaign as GM while also playing in someone else’s game as a player.
Tips
Before the Campaign
- Deploy shops for your starting town
- Hide them while you adjust inventory and pricing
- Reveal them during session 0 or when players arrive
Preparing for Sessions
- Deploy any new shops players might encounter
- Adjust existing shop inventories via the Management tab
- Reveal shops as players discover them
Advanced Techniques
Regional Economy: Different towns have different shops with different modifiers. Coastal towns sell fish cheap; desert towns charge premium.
Traveling Merchant: Deploy a shop that “appears” when you reveal it and “leaves” when you hide it.
Seasonal Stock: Adjust shop inventory manually via the Management tab to reflect seasonal availability or special events.
Discount Events: Set a discount rate on a shop to simulate a sale or special event pricing.
For All Players
- Shop between sessions: Do not waste game time buying rope
- Move currency to an accessible container for easy transactions
- Compare prices: Check multiple shops for best deals
Common Questions
Can anyone create shop designs? Yes! All users can create shop designs and share them in the marketplace. Within a party, only the GM can deploy shops. GMs and managers can manage, restock, and toggle visibility. Only the GM can delete deployed shops.
Do shops persist between sessions? Yes. Deployed shops stay in your party until the GM deletes them. Inventory, prices, and gold balance all persist.
What happens if a shop runs out of gold? Players cannot sell items until the shop gets more gold (from purchases or manually adding currency). Alternatively, enable unlimited funds when creating the shop design.
Can I return items I purchased? No formal returns. You can sell items back to shops, but you will get the buyback price (usually much lower than you paid).
Do changes sync in real-time? Yes. Price changes, inventory updates, and transactions sync instantly. All party members see changes immediately.
Do shops deploy visible or hidden? Shops deploy revealed (visible) by default. If you want to set up a shop before players see it, hide it immediately after deploying.
Ready to Deploy?
Browse community-created shop designs, deploy in seconds, and give your party 24/7 shopping access.
What’s Next?
- Discord Bot Guide - Manage shops from Discord
- Currency - How gold and transactions work
- Inventory Guide - Deep dive into inventory management
- Marketplace - Finding quality shop designs