
The Wares of the Wandering Wayfarer is a mostly system-neutral General Goods Store setting built to be dropped into your campaign at a moment’s notice, complete with characters, backstories, your choice of adventure tangents, and price guide!
A charming little building catches your eye. Its bay window, projecting outward, offers a glimpse of the wares within – a colorful assortment of canvas and leather rucksacks, alongside sturdy wood and metal chests. A flicker of movement within suggests someone is minding the store. The wooden door swings inward with a soft tinkle of a bell, and you step into a cool, dim space. The air is thick with the mingled scents of worked leather, preservation oils, and a faint undertone of lavender.

Wares of the Wandering Wayfarer
For generations, the Wilburs’ shop has served as the heart of the village’s adventuring community. Known far and wide as a place where seasoned adventurers and stay-at-homes alike can find what they need. While the years are beginning to tell on the building’s once-sturdy frame, its spirit remains undimmed.

Key Occupants
Mr Wilbur
Store Owner, Salesman, Male Human
Elderly, bushy gray mustache & eyebrows, balding, with warm brown eyes. 5ft. 5″, gentle roundness softening a once-muscular frame

You push open the door, catching a glimpse of the shopkeeper’s ample backside as he rummages through a crate behind the counter. As the bell above the door chimes, the shopkeeper, startled, straightens up with a loud crunch. He rubs his back gingerly, a sharp groan indicating he had straightened far too quickly. “Blast it all!” he mutters, “These old bones just aren’t what they used to be!” Despite the sudden jolt, he flashes you a comforting, grandfatherly smile. “Welcome, welcome! What brings you fine folk to my humble store?”
Wallace Wilbur, an immigrant from a distant land, began his business with his fiancée, Willow. Together, they wheeled a cart laden with exotic goods and helpful equipment, seeking a place to settle. Their wares, with their unique charm, quickly captivated the locals, and within a month, Wallace had sold his entire stock. With the profits and a generous loan, he built “Wares of the Wandering Wayfarer,” a store filled with a diverse array of tools and adventuring supplies. He relied on traveling messengers to order goods from his homeland, ensuring a steady stream of intriguing items.
Wallace and Willow remained childless, devoting their lives to the store for four decades. Sadly, Willow succumbed to illness, leaving Wallace heartbroken & with a store to maintain. Recognizing his need for assistance, a regular customer introduced Wallace to his awkward nephew, Jack Fidget. Wallace hired Jack to help manage the store, and Jack, with a mixture of clumsy enthusiasm and hesitant responsibility, now assists Mr Wilbur in his own, unique way.
Likes
- New faces
- Honesty and sincerity
- Being able to fulfill the needs of a customer
Dislikes
- When he is unable to provide the wares a customer requires
- Nothing else, he possesses a selfless kindness and an unwavering belief in the best of humanity
Jack “Junior” Fidget
Shop Assistant, Male Human
Teenager, windswept brown hair, pimply complexion, bright blue eyes. 6ft. 1″, slim and gangly-looking

The peaceful atmosphere of the shop is abruptly shattered by the sound of breaking glass, followed by a high-pitched “Aw geez!”. Near the back, a gangly teenager, his face dotted with pimples, is frozen in place and staring in dismay at a pile of broken glass. The boy’s lanky frame seemed to fold in on itself, his awkwardness accentuated by his desperate grip on the broom.
Jack Fidget’s kindness was undeniable, a quality that initially endeared him to others. Yet, his own insecurities and awkwardness often proved a barrier to lasting friendships. Undeterred, Jack found happiness in his own world, exploring nature, catching frogs, and losing himself in books. Finding employment had always been a daunting prospect to Jack, so he was immensely grateful when his uncle found him a job at Wares of the Wandering Wayfarer. Mr. Wilbur, recognizing Jack’s well-meaning heart despite the occasional mishap, values him as an employee and a person.
Likes
- Being alone
- Fishing
- Reading
Dislikes
- Socially overwhelming situations
- Being relied on
- Obligations

Rumors
Mr. Wilbur Needs Repairs Done on His Store. A noticeable decline in the shop’s upkeep suggests something is amiss. The reason behind this becomes clearer upon learning of Mr. Wilbur’s recent loss. (True; The shop could use a bit of TLC, and Mr. Wilbur is happy to compensate anyone with the skills to lend a hand. It’s a good opportunity for the party to earn some pocket money while they’re between quests.)
Jack’s Bully. Jack sports a few scrapes, likely a result of his usual clumsiness. However, a nearly faded black eye hints at something more troubling. (True; Jack has been tormented by a bully since his school days, and even now, as adults, the abuse continues whenever they meet. This bully has even targeted Mr. Wilbur’s store a few times, perhaps it is time they were taught a lesson?)
Highway Bandits. Mr. Wilbur’s last shipment never arrived, could they be late or could it be something more sinister? (True; Highwaymen intercepted the wagon, leaving the delivery crew brutally beaten and barely alive. They remain at the scene, clinging to consciousness amidst the wreckage.)

Wares of the Wandering Wayfarer Inventory
Inventory
Item | Cost | Description |
Abacus | 2 gp | A standard tool used to make calculations. |
Amulets | 5 gp | A collection of various amulets bearing different holy symbols, representing a god or pantheon. |
Armor, Light | Various | A small selection of basic armor suitable for the casual or lightweight adventurer. See your chosen book for stats/pricing. |
Arrows | 1 gp (pound) | A barrel full of identical basic arrows, sold by the pound. |
Backpack | 2 gp | A line of basic traveling backpacks. Each can hold 1 cubic foot/30 pounds of gear. |
Bedroll | 1 gp | Basic comfortable traveling bedrolls. |
Ball Bearings | 1 sp (100) | Action: Scatter ball bearings in a 10ft square. Creatures crossing must succeed on a DC 10 Dexterity save or fall prone. Moving half speed avoids the need for save. |
Barrel | 2 gp | A barrel that can hold 40 gallons of liquid, or 4 cubic feet of solid material. |
Barding, Padded | 20 gp | Mount armor offering 11+dex AC and disadvantage on stealth |
Barding, Leather | 40 gp | Mount armor offering 11+dex AC |
Fishing Equipment, Basic | 1 sp | A collection of spooled fishing threads, basic hook types, and feather-mounted floating wooden spheres |
Basket | 4 sp | A basket that can hold 2 cubic feet/40 pounds of gear. |
Bit & Bridle | 2 gp | Basic equipment used to direct a mount. |
Blanket | 5 sp | A warm and comfortable quilted blanket well suited for cold weather. |
Weapons, Simple | Various | A selection of basic Simple weaponry set at standard pricing. See your chosen book for stats/pricing. |
Book | 25gp | A selection of basic adventuring books that teach the reader new survival and perception-based skills. |
Boots, Leather | 5 sp | A basic pair of adventurer-sturdy boots in various sizes. |
Bottle, Glass | 2 gp | A bottle that can hold 1 1/2 pints of liquid. |
Bucket, Wood | 5 cp | A wooden bucket that can hold 3 gallons of liquid, or 1/2 cubic foot of solid material. |
Caltrops | 1gp (20) | Action: Scatter caltrops in a 5ft square. Creatures entering must succeed on a DC 15 Dexterity save or stop, take 1 piercing damage, and have movement reduced by 10ft until healed. Moving half-speed avoids the need for save. |
Candle | 1 cp | 1 hour: Bright light (5ft) & dim light (5ft) |
Carpenter’s Tools | 8 gp | A set of basic carpentry tools that should assist in most common wood-based construction projects. |
Cart (Second-hand) | 10 gp | Mr Wilbur’s used cart that he will only part with if the customer’s need is greater than his own. |
Cartographer’s Tools | 15 gp | Tools to assist you with all your cartography needs. |
Gemstones | 1gp – 1000gp | A large variety of gemstones ranging between 1gp – 1000gp in value. The more expensive of these are only lightly stocked. |
Chest | 5 gp | A chest that can hold 12 cubic feet/ 300 pounds of gear. |
Climber’s Kit | 25 gp | Includes special pitons, boot tips, gloves, and a harness. Allows for vertical ascension. Action: Anchor yourself. Limits fall distance & climbing range to 25ft. |
Clothes, Common | 5 sp | Basic unfitted loose cotton clothing, with cloth wrappings for shoes. Better than being naked. |
Clothes, Traveler’s | 2 gp | Sturdy boots, wool bottoms, a thick cotton shirt with a jacket, and a hooded cloak. Suitable for adventures in temperate or warm climates. |
Clothes, Cold Weather | 10 gp | Wool-insulated leather boots with waterproofing, thick leather & wool pants or skirt, undershirt, overshirt, wool lined thick jacket with hood. Suitable for snowy and well below freezing temperatures. |
Cook’s Utensils | 1 gp | A selection of basic cooking utensils for outdoor and fireside food preparation. |
Crowbar | 2 gp | A heavy metal tool granting advantage to Strength checks where the crowbar’s leverage can be applied. |
Dungeoneer’s Pack | 12 gp | Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
Explorer’s Pack | 10 gp | Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
Feed, Animal | 5 cp (10 lbs) | Roughly a day’s worth of animal feed for the average sized mount. |
Grappling Hook | 2 gp | When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion. |
Gunpowder | 35 gp (gunpowder horn) | Explodes (fire): 3d6 (horn)/7d6 (keg) damage (Dex save halves) within 10ft. Ounce flares (action): Bright light (30ft) & dim light (30ft) for 1 round. |
Hammer | 1 gp (mallet) 2gp (sledge) | Small hammers useful for pounding pitons and large hammers useful for the destruction of property. |
Herbalism Kit | 5 gp | A kit containing a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. |
Hunting Trap | 5 gp | Hidden pressure plate triggers sawtooth jaws (Dex save or 1d4 piercing + immobilized). Escape: DC 13 Strength check (repeat on fail for 1d4 damage). |
Jug or Pitcher | 2 cp | A jug or pitcher can hold 1 gallon of liquid. |
Lamp | 5 sp | Bright light (15ft) & dim light (30ft) for 6 hours per flask of oil. |
Lantern, Hooded | 5 gp | Bright light (30ft) & dim light (30ft) for 6 hours per flask of oil. Action: Reduce light to dim light (5ft radius). |
Manacles | 2 gp | Used to restrain small/medium creature (Dex save DC20). Escape: Dex save DC20 or Strength check DC20/Thieves’ tools DC15. The manacles have 15 HP. |
Mess Kit | 2 sp | This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. |
Mirror, Steel | 5 gp | A steel mirror generally used for inspecting hidden areas, signaling allies, or checking appearance. |
Monster Hunter’s Pack | 33 gp | Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches. |
Oil, Flask | 1 sp | Action: Throw or splash (attack roll). Hit = coated in oil. Fire damage ignites oil (extra 5 fire damage). Action: Pour on ground (5ft square). Lit oil burns 2 rounds (5 fire damage/turn). |
Parchment, One Sheet | 1 sp | A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on. |
Pick, Miner’s | 2 gp | A miner’s pick is designed to concentrate the force of its blow on a small area. |
Piton | 5 cp | When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope. |
Pole, 10-foot | 5 cp | When you suspect a trap, you can put the end of your 10-foot pole through that hole in the wall instead of reaching in with your hand. |
Pouch | 5 sp | A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear – or up to 20 sling bullets or 50 blowgun needles, among other things. |
Quiver | 1 gp | A quiver that can hold up to 20 arrows. |
Rations | 5 sp | 2lbs of decent quality rations good for one day of travel. Consists of cured meat, dried fruit, hardtack, and nuts. Vegetarian option available. |
Rope, Hempen | 1 gp | A rope with 2 hit points, can be burst with a DC 17 Strength check. |
Rope, Silk | 10 gp | A lightweight rope with 2 hit points, can be burst with a DC 17 Strength check. |
Sack | 1 cp | A burlap sack that can hold 1 cubic foot/ 30 pounds of gear. |
Shovel | 2 gp | A standard shovel used for digging. |
Soap | 2 cp | A luxury item to assist in bathing. |
Spyglass | 100 gp | Objects viewed through a spyglass are magnified to twice their size. |
Thieve’s Tools | 25 gp | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. |
Tinder Box | 5 sp | This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minute. |
Torch | 1 cp | 1 hour: Bright light (20ft) & dim light (20ft). Melee hit deals 1 fire damage. |
Vial | 1 gp | A delicate but easily sterilized vial that can hold 4 ounces of liquid. |
Waterskin | 2 sp | A delicate but easily sterilized vial that can hold 4 ounces of liquid. |
Various Miniscule Items | 1 cp | Boxes containing small but useful items such as string, buttons, needles, glues, and other nicknacks. |
Gameplay Tips
Try not to make it too tedious for players to buy common goods: Keep shopping for common goods quick and easy. Reserve the challenge for rare items (diamonds, endgame potions, etc.) and difficult locations (like the Underdark), where all supplies might be scarce.
Add limits to the inventory: Mr. Wilbur’s stock isn’t unlimited. If players request unrealistic quantities, have him apologize and offer to order more. For expensive or rare items, he likely only has one in stock.
It is not a magical item shop: This shop focuses on everyday supplies and adventuring gear, not magic. While enchanted items are unlikely, perhaps a few have found their way into Mr. Wilbur’s inventory… unbeknownst to him, of course.
Afterword
This article provides a detailed environment you can either use as is, adapt to your campaign, or simply draw inspiration from. Feel free to pick and choose the elements you like, discard those that don’t fit, and even use the free map and tokens to create your own unique story.
I’m sure that you can find a use for this General Store in your game, we hope you’ll share your story in the comments below. 🙂
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