
This random generator provides the Game Master with a tool to help improvise items or even for inspiration in the creation of the game. Similarly, if the store is large, this item generator can be clicked several times and add up all the contents to reflect the wide variety of goods available.

for sale, and if the player wants more, he will have to wait for replenishment or go to another urban center. (One pound equals approximately 2 kg), the Game Master may decide to have 10 lbs. For example: a spice store has Ginger and tobacco and sells it in packs of 1 lb. As a general rule the stores in cities and metropolises will have enough stock to satisfy the players' needs, but in villages and towns goods may be in short supply. The amount of items available to the vendor will depend on the Game Master. However, gold (gp) is the most widely used currency and is equivalent to approximately 30€ - 35$. This monetary system is based on platinum (pp), gold (gp), electro (ep), silver (sp) and bronze (cp) coins, (in a decimal system, where each coin has a value of x10 to the previous one). Both modules are compatible as they display different information.īeing a specific module for the D20 game system (Dungeons & Dragons) it has articles with specific features for this game and its monetary system. It can be perfectly combined with the Shop Simulator to give even more immersion to the scenes where you interact with merchants. In addition, it shows an amount of gold (Gold Piece or "gp") that the store has available to buy items from the players.

Unlike the Generic Shop Simulator, this module does show the items available in the store in a list. It can also be used for D&D 3.0 and D&D 3.5 systems as they have a very similar monetary system.

This is the Random Shops Generator for D&D (Dungeons & Dragons 5th Edition).
