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jonathansatterthwaite-stack edited this page Oct 18, 2026 · 2 revisions

Shops are run by the GM, and belong to a campaign: prepare them before the session, and they go to the party when the GM loads the campaign. In a party, players see the open shops on their own devices and buy with their character's coins. On your own, you can make shops for yourself too.

Shops are in the Items tab (Items → Shops).

Shops

Buying

Open a shop to see what it sells, with prices and how many are left.

Inside a shop

Buy asks how many (bundles, for ammunition), shows the total and what you'll have left, and pays with change.

Buying arrows

In a party the host checks the stock and your coins and hands the item over in one step, so two players can't buy the same last potion.

Selling

If a shop buys from players, it has a Sell items to… button. It lists what you carry with the shop's offer for each.

Selling to a shop

  • An item the shop won't buy, or can't afford, says so.
  • Containers have to be emptied first. A deck of cards sells with its cards.
  • Some shopkeepers pay part in smaller coins (see Small change below).

Running a shop (the GM)

New shop (or Edit on a shop) opens the shop editor.

The shop editor

  • Name, shopkeeper, description and a sign icon.
  • Price adjustment: a percentage on every price (+10% for a pricey shop, −20% for a sale).
  • Open: players only see open shops. Close shop hides it without losing anything. Or let a value decide (see Shops that follow values below).
  • Add items from the catalog (the same list as the catalog, with its search and filters), including your custom items. Leave Price empty for the list price, or set one; leave Stock empty for unlimited.

Shops that follow values

(Only while the campaign's Rules, values and controls is on: see Settings and Backups.)

A shop can follow Global values, so a panel's switch or slider runs it:

  • Open: Open while a Global value says so, with a value, a comparison (is, isn't, is under, is at most, is over, is at least) and a number: open while market is 1, say, with a Market day switch on a panel. A value that hasn't been set counts as 0.
  • Prices follow a Global value: every price is multiplied by it. 1.5 is half as much again, 0.5 is half price; while it isn't set, prices are as they are. The shop shows "Prices × 1.5".
  • For sale only while… (the eye button on an item): the item is for sale only while its condition holds. Players don't see it otherwise; you see it marked Hidden.

Prices and opening change for everyone as soon as the value does, and in a party the host charges what's shown. What the shop pays when it buys from players isn't affected.

Money

  • Unlimited funds, or give the shop a till: sales to players fill it, and buying from players empties it. A shop won't buy what it can't pay for.
  • Small change margin: the share of each payout (money for items, and change) given in the next smaller coin, like a real shopkeeper. At 10%, selling for 9 gp pays 8 gp and 10 sp. Set 0% for the largest coins only. Prices, funds and payouts are in the campaign's money (see Coins): the host is told the game system's coins when the GM loads the campaign.

Buying from players

Tick This shop buys items from players and set:

  • a default offer, as a % of the list price (0% means it won't buy);
  • an offer for each item type: each template, yours too (e.g. 100% for treasure);
  • offers for specific items: their own %, or a fixed price (2 gp per wolf pelt, even though pelts have no list price).

An item sells for what it's worth as it is now: an identified gem for its real value, a cursed item for whatever its curse says (see Item States and Rules).

The most specific rule wins.

The stockroom

What players sell goes to the shop's stockroom, which only GMs see. From there, Put on shelf (adding to that item's stock, or as a new item at a price you choose) or throw it out.

In a party, shops are kept by the host, in the save of the campaign being played.

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