The Stockpile is here. (Patreon)
Content
After a long time, and more than a few delays, The Stockpile is finally live, up on the official Foundry package listing and ready to drop into your game today.
I built The Stockpile to be the definitive shop module for Foundry. Not a loot spreadsheet with a coat of paint, a place. A merchant with a face and a temper. A counter your players actually want to walk up to. And out of the gate, in version 1.1, it speaks four systems fluently: D&D 5e, Pathfinder 2e, Daggerheart, and Shadowdark, with more coming in the updates ahead.
Let me show you what it does.
A merchant, not a menu
Every shop has a face. Give the owner an animated portrait and the storefront a banner, write them a line of dialogue, and set their mood. That mood isn't flavor text, it's a living goodwill score that bends every price in the shop. Treat the merchant well and prices soften; rob them blind and watch the numbers climb.
Don't want to fiddle with sliders? Pick a personality - Honest, Greedy, Desperate, Suspicious, Collector - and the shop configures its attitude, economy, and temperament in one click. A Suspicious merchant even locks their rarest goods away until they trust you.
Everything a real shop should do
At the heart of it is something shockingly rare in Foundry shop modules: an actual shopping cart. Add wares, adjust quantities, see your running total, and check out - gold leaves the buyer's sheet and the goods land on it, automatically, all validated GM-side so nobody can cheat.
And it goes both ways. Players can sell gear back, or open a proper negotiation where they name a price, the merchant counters, and you settle on a number together.
Let your players misbehave
Haggle. A player rolls a social check against the merchant; win and they carve a discount that lasts the rest of the day, lose and the price creeps up. Every attempt nudges the merchant's mood.
Pilfer. Flip on Theft Mode and any ware becomes liftable with a sleight-of-hand roll against a DC you control - per rarity, per item, or a flat number. Guard your showpieces so they can't be stolen. Catch a thief too many times and they get barred from the shop.
The back room. Every shop can hide a secret stash of its best goods. Players earn their way in - through goodwill, reputation, a successful "case the joint" roll, or a key you hand them directly. Your rogue is going to love this.
A living, breathing economy
Market events reshape prices on the fly - a War drives up weapons and armor, a Famine spikes food, a Festival brings bargains. Build your own with weighted rules and a duration, and watch the shop react.
Shops restock like a real inventory. Set each ware's chance to appear and its count range, mark treasures as one-of-a-kind, and every restock rolls a fresh shelf - manually, or automatically on a schedule. It's a loot table and a store in one.
There's a finite merchant's purse, too, so a shop can actually run low on coin to buy your loot and it refills on restock.
Built for the whole table
The feature nobody else has: a group cart that pools funds across different players' characters. Choose who receives each item, split the bill evenly or by wealth, require everyone's consent, and cap what each person chips in, all recomputed server-side so it can't be gamed.
Want oversight? Turn on cart approval so no purchase goes through without your nod. And the Ledger - per shop, plus a Master Ledger across every shop in your world - records who bought what, when, and why the price landed where it did. Revenue, top customers, most-popular wares, export to CSV.
The little touches
Click any ware for a premium detail plaque - big art, full description, the stats at a glance. Services (a hot meal, a night's rest, a healer's poultice, a blessing) apply real effects to a character sheet and hand back a receipt. Pre-orders let players put down a deposit on something out of stock. You can even import an existing Item Piles merchant in a couple of clicks.
Four systems, one shop
D&D 5e, Pathfinder 2e, Daggerheart, and Shadowdark are all first-class - real coins moving on the sheet, native rolls, per-system pricing. Daggerheart quotes in handfuls; Shadowdark counts gp/sp/cp; PF2e makes change in the treasure it should. And more systems are coming.
It teaches you as you go
Here's the thing about all that depth: you don't have to learn it all at once. Every complex feature has a built-in "Learn more" panel - a plain-language explanation, a diagram, a worked example, and a step-by-step. Turn on one system at a time and make The Stockpile into exactly the shop you want.
How to get it
It's on the official Foundry listing, so installing is dead simple:
Open Foundry → Add-on Modules → Install Module → search "The Stockpile" → Install.
Enable it in your world, and you're ready.
Getting started in 5 minutes
Install and enable the module in your world.
A new shortcut appears in your scene controls (the GM sees it). Click it to open the Shop Manager.
In the Manager, create your first shop. Give it a name, and set the handful of basics you care about - the owner, their mood, whether players can haggle or steal.
Stock it. Just drag items (or a whole folder, or a compendium) straight into the shop. Prices come along for the ride.
Open it to your players. Flip the Open / Closed toggle in the Shop Manager, and a colored shortcut for that shop appears for everyone - one click and they're browsing.
That's the whole loop. Everything more advanced - attitude, haggling, theft, the secret stash, market events, restock tables, group buying - is explained inside the module, one feature at a time, whenever you're ready for it.
Build the shop you always wanted. And thank you, genuinely, for the patience and the support that got this over the line. 🖤
- Wand & Widgets