The shop map generator draws the ground floor of a shop on its street, on five-foot squares. Each roll is one of five trades: a general store, an apothecary, a smithy and armoury, a bookshop or a curio shop. The shop floor fills the front of the building behind the door and a display window, with shelves along the walls and the goods of the trade in the middle. A counter runs across the room near the back, with the strongbox and a pair of scales behind it. The back of the building is split into a storeroom with the stairs up and a workroom that matches the trade. The neighbouring buildings close in on either side, the street runs past the front, and the shop's sign hangs over the door. Every room is numbered and keyed.
How the shop is laid out
Every shop shares the same bones, because that's how shops worked: customers come in from the street, browse the floor, and meet the shopkeeper at a counter that keeps them away from the stock and the money. The counter has a flap at one end so the shopkeeper can get out. Two doors behind it lead into the back rooms, out of the customers' reach. The display window sits beside the front door, showing the best of the stock to the street.
What changes is the trade. The general store has barrels, crates and sacks on the floor and a packing room out back. The apothecary has tables of jars and bundles of herbs, and a still room with a bench of bottles and a bubbling cauldron. The smithy has armour stands and weapon racks, and a forge with an anvil and a quenching barrel, on a stone floor with its own side door. The bookshop has rows of free-standing bookcases with aisles between them, and a bindery with a press. The curio shop has glass display cases with things glowing inside, and a back room with an enchanting circle.
Using it at the table
Shops come up constantly: the party needs supplies, information or a fence, and sometimes they need to rob the place. A keyed floor plan makes all of those quick. You know where the shopkeeper stands, where the money is, which door leads to the back and where the stairs go. For a heist, the side door of the smithy, the window and the storeroom are the obvious angles; for a negotiation, the counter is where it happens.
The squares are five feet, which suits D&D 5e, Pathfinder and most d20 games, so the map goes straight onto a virtual tabletop.
Free SVG and PNG downloads
Both formats are free for your games, streams and published adventures. The PNG is a 1920-pixel render for a VTT, and the Print button saves a black-and-white version for a home printer. The SVG is the original vector file: open it in Inkscape, Affinity or Figma to change the sign, restock the shelves or draw the upper floor. Everything on the map is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It draws the ground floor of one shop. It doesn't draw the upper floor, a whole market, or the shopkeeper's inventory and prices. For the street the shop stands on, roll a city or village map; for the tavern across the road, a tavern map.
Name the shop, then shop
The shop name generator writes the shop's history and draws this same map beside its result, with the generated name on the sign. The magic item generator stocks the curio shop's cases, and the weapon name generator names what's on the smith's racks.