A shop your players will actually want to walk into.
Most shop modules hand you a spreadsheet. The Stockpile hands you a place. A card and art shopfront with an animated storefront and an animated owner, a merchant who warms to a good customer and cools on a caught thief, a back room you have to earn your way into, and a cart your whole party can split. Gold and goods move between character sheets on their own.
A real shopfront
No table of rows. Every ware is a card with its own art, rarity, flavor and a magical glint. Click one for a full plaque with the item's description and stats, pulled straight from the linked compendium item so its effects travel with it. The whole window is dressed in dark walnut, aged brass and gilt, and it moves: the storefront drifts, the owner's portrait breathes.

A merchant with a mood
Goodwill runs from 0 to 100 and bends every price up or down. In dynamic mode it shifts on its own as the party buys, haggles and behaves. Pick a personality preset and the merchant gets a temperament: honest, greedy, desperate, suspicious, a collector. Reputation is tracked per player, so one hero becomes a regular while another wears out their welcome.
A cart, and a group cart
Buy several things at once. Then pool funds across different players' characters, set a recipient per item, and split the bill evenly or by who is richest. Cart approval lets a group buy wait on every member's yes, or on the GM's, and the GM can watch the carts fill in real time.
Haggle, steal, and earn your way in
Roll a social skill to talk a price down, good for the rest of the day. Try to pocket a ware and pay for it if you get caught. And every merchant can keep a back room of their best wares that players unlock through goodwill, reputation, a search roll, or a key you hand them.
Sell, negotiate, and a purse that runs dry
Players sell loot back at a fixed rate, or open a real back and forth negotiation over the price. The merchant can run on a finite purse that empties as they buy, so a rich party can actually clean a shop out.
Services, pre-orders, and a living stock
Sell an effect instead of an object: a hot meal that leaves you Well-Fed, a room for the night, a healer's poultice, a blessing. The buff lands on the sheet and counts itself down. Take a deposit on a made to order piece, or let a player pre-pay for a sold-out ware and have the next restock deliver it. Each restock rolls a fresh shelf from a loot table you build, so a shop feels alive and can be reused and shared.
Market events
War, plague, a festival, a raided trade route. Turn on a condition and it moves prices while it lasts, or hides wares until it lifts. Weighted rules let a famine spike the price of food while barely touching everything else.
A ledger that remembers
Every purchase, sale, theft and order is written down, per shop and across all your shops at once, with each price broken down by cause. You always know what was bought, when, and by whom.
Built for your system
First class support for D&D 5e and Pathfinder 2e, with their real coins, prices and skills. Any other system falls back to a generic adapter and still works. Every gold and stock change runs through the connected GM, so two players clicking at once never double spend, and a player can never charge an actor they do not own.
Compatibility
- Foundry VTT v13 and v14
- English and Brazilian Portuguese
- No extra dependency to install
About Wand & Widgets
We build premium modules for Foundry VTT, ambitious in scope and obsessed with how they feel to use. The bar is simple: if it does not look beautiful, it is not done. Made with care, from one storyteller to another.
Find us on Patreon at patreon.com/WandAndWidgets for The Stockpile, early access to what comes next, and the community.