The concept is simple: the player characters walk into a shop. What do they have for sale? So What’s For Sale, Anyway (volumes 1 and 2) contains pregenerated lists of magic items for sale, sorted by the size of the settlement. You’re going to get a larger selection in a large city than a village, after all, but that doesn’t mean you might not find something incredible in a tiny, out-of-the-way thorp. It doesn’t contain descriptions, but it’s using items found in the core rulebook so that’s not a dealbreaker.
There are pre-generated sellers, just a name, description, alignment, race, class and level. Not a ton of detail, but enough to get by, and it can all be fleshed out if the gamemaster wants to build a full-fledged shop and not just use this as a seat-of-the-pants reference. I would have likes a list of possible shop names as well, but those are generated elsewhere easily enough. There’s nothing that says there has to be a shop, anyway; items could be offered for sale by individuals, or another party of adventurers returning from their latest run.
It also contains some pre-generated spells that local spellcasters can be hired to cast, along with costs. That’s possibly useful, and the pre-generated sellers can be used as the spellcasters.
Both volumes contain screen-friendly and printer-friendly versions of the PDF.
I’ve already used the first volume a couple of times in my Pathfinder game, to fill up a couple of shop locations with random items. The player characters were looking for some specific things, and I created my own percentage that they’d locate them in any given shop, but it liked being able to tell them what the seller did have when they had no success locating the object they desired.
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Buy So What’s For Sale, Anyway II at RPGNow
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