The Valors Emporium Expanded Gear & Weapons List
The Valors Emporium Expanded Gear & Weapons List
Valor’s
Emporium
Expanded Gear & Weapons List
26
THE
Valor’s
Emporium
Expanded Gear & Weapons List
for ShadowDark RPG
Writing, Design and Layout
CONTENTS
ShadowLord Introduction.....................Page 3
Melee Weapons............................................Page 4
Ranged Weapons........................................Page 5
Weapon Properties.....................................Page 5
Special Weapons Definitions........Pages 6-8
Armor..................................................................Page 10
Adventurer’s Gear........................................Page 11
Marketplace............................................Pages 12-16
Poisons...............................................................Page 17
Intoxication.....................................................Page 18
Stinking Drunk Results Table.............Page 19
Creatures................................................Pages 20-22
A very special thanks for the front cover art
created for The Valor’s Emporium by:
Yuri Perkowski Domingos
Interior art:
Some art by: Heather Shinn, J.M. Woiak, & Jack Badashski from
STINKY GOBLIN STOCKart. Used with Permission.
Other interior art using free images from openclipart. org used
with permission with the Creative Commons Zero 1.0 Public
Domain License.
2
3
MELEE WEAPONS
WEAPON COST TYPE RANGE DAMAGE PROPERTIES
4
RANGED WEAPONS
WEAPON COST TYPE RANGE DAMAGE PROPERTIES
Blow Gun 5 gp R N 1 SW
Bolas 2 gp R N -- SW
Composite Bow 8 gp R F 1d6 2H
Crossbow 8 gp R F 1d6 2H, L
Dagger 1 gp M/R C/N 1d4 F, Th
Dart 2 sp R N 1d2 F, SW
Hand Axe 2 gp M/R C/N 1d6 F, Th
Improvised Weapon -- M/R C/N 1d4 F, SW
Heavy Crossbow 15 gp R F 1d10 2H, L1R, 2 slots, SW
Javelin 5 sp M/R C/F 1d4 Th
Longbow 8 gp R F 1d8 2H
Pistol Crossbow 20 gp R N 1d4 SW
Razor Chain 12 gp M/R N 1d6 F, La
Repeater Crossbow 30 gp R F 1d4 2H, L1R, SW
Short Bow 6 gp R F 1d4 2H
Shuriken 1 gp R N 1d4 SW
Sling 5 sp R F 1d4 --
Spear 5 gp M/R C/N 1d6 Th
Staff Sling 1 gp M/R C/F 1d4/1d6 2H, SW
Whip 10 gp M/R N 1d4 F, La
Defense (D). You can use this weapon as defense, it adds +1 AC. Close (C)
Finesse (F). You can use STR or DEX when attacking with this weapon. Near (N)
Lash (La). See Cursed Scroll # 2 page 17. Far (F)
Loading (L). You must forgo moving to reload this weapon.
Loading 1 Round (L1R). This weapon takes 1 full round to reload.
Special Weapon (SW). See notes on pages 6-8 for this weapon. TYPE
Sundering (S). See Cursed Scroll # 3 page 20. Melee (M)
Thrown (Th). This weapon can be thrown for a ranged attack using STR. Ranged (R)
Two-Handed (2H). You must use this weapon with two hands.
Versatile (V). You can use 1 or 2 hands. Use higher damage with 2 hands.
5
SPECIAL WEAPONS
BLOWGUN. See Cursed Scroll # 2 page 17 for details on this
weapon.
7
PISTOL CROSSBOW.
Also referred to as the Assassin’s
Crossbow, is a lightweight and
compact weapon that is easy to
conceal. It is quick to reload and
can be fired using just one hand.
Despite its small size, it possesses
considerable potency, especially
when the bolts are laced with a
venom or other toxic substances.
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9
ARMOR
ITEM COST GEAR SLOTS AC PROPERTIES
Advantage on stealth
Hide, Pelts 5 gp 1 11 + DEX mod
Disadv on Charisma
Padded 5 gp 1 11 + DEX mod Disadvantage on swim
Leather 10 gp 1 11 + DEX mod --
Studded Leather 15 gp 1 12 + DEX mod --
Hide, Exotic 20 gp 1 12 + DEX mod Disadvantage on stealth
Brigandine 50 gp 1 13 + DEX mod Disadvantage on swim
Ring Mail 50 gp 2 13 + DEX mod Disadv on stealth & swim
Chain Mail Shirt 60 gp 2 13 + DEX mod Disadv on stealth & swim
Scale Mail Shirt 70 gp 2 14 + DEX mod No swim, Disadv stealth
Back & Breast Plate 80 gp 2 14 + DEX mod Disadvantage on swim
Chain Mail Long Coat 90 gp 2 15 No swim, Disadv stealth
Plate Mail, Full 150 gp 3 16 No swim, Disadv stealth
Buckler 10 gp 1 +1 Occupies one hand
Shield, Wooden 10 gp 1 +2 Occupies one hand
Shield, Metal 15 gp 1 +2 Occupies one hand
Occupies one hand,
Round Shield 15 gp 1 +2
sundering
Mithral
x4 -1 -- No penalty stealth, swim
(metal armor only)
If you want Mithral metal more extraordinary, the following two options are available.
10
ADVENTURER’S GEAR
ITEM COST QTY / SLOT ITEM COST QTY / SLOT
Crowbar 5 sp 1 Torch 5 sp 1
Flask, Leather 5 sp 1
Flask, Metal 1 gp 1
Flint & Steel 5 sp 1
Grappling Hook 1 gp 1
Hacksaw 2 gp 1
Hammer 1 gp 1
Iron Spikes (10) 1 gp 10=1
Kettle 1 gp 1
Lantern 5 gp 1 AMMUNITION
Lantern Oil, Flask 5 sp 1
ITEM COST QTY / SLOT
Lock, Average 1 gc 1
Lock, Quality 10 gp 1 Arrows (20) 1 gp 20=1
11
MARKETPLACE
CLOTHING COST TRAVEL / PERSON COST PER 10 MILES
12
MARKETPLACE
LIBATIONS COST WHAT’S ON THE MENU? COST
13
MARKETPLACE
MOUNTS
NAME COST SPOOKS? RARITY PROPERTIES
Boar, Large Riding 50 gp Yes Uncommon --
Boar, Large War 150 gp No Rare Can wear armor
Donkey / Mule 40 gp Yes Common --
Horse, Riding 50 gp Yes Common ADV on morale
Pony 40 gp Yes Common --
Ram, Large Riding 100 gp Yes Uncommon ADV on morale
Ram, Large War 200 gp No Rare Can wear armor
Warhorse, Light 100 gp No Uncommon Can wear armor
Warhorse, Destrier 200 gp No Rare Can wear armor
* Boars are commonly ridden & trained by Goblins and Half-Orcs. Rams are ridden & trained
by Dwarves. Donkeys and Ponies are usually ridden & trained by Halflings. But there is no
rule against other ancestries from riding and training these animals, just rare situations.
** For additional information on mounts including more animals, their personality type,
and gear see Cursed Scroll # 2 page 29.
OTHER LIVESTOCK
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MARKETPLACE
MUSICAL INSTRUMENTS Harp, Small. This compact harp is
designed to be played on the lap
ITEM COST GEAR SLOT or held against the shoulder.
Despite having a limited number
Bagpipes W 15 gp 1 of strings it produces a delicate and
Dulcimer S 25 gp 2 enchanting sound, suitable for
Harp, Small S 15 gp 1 intimate settings or personal
enjoyment.
Lute S 40 gp 1
Mandolin S 25 gp 1 Lute. Is a stringed instrument with
Pan Flute W 2 gp Free a deep pear shaped body and
Pungi W 10 gp 1 shorter fretted neck. The strings,
Rebec S 20 gp 1 usually made of gut are plucked
with the fingers or a plectrum
Recorder W 3 gp Free
producing resonant and melodious
Shawm W 8 gp 1 tones.
Tabor Drum P 5 gp 1
Tambourine P 3 gp 1 Mandolin. Is a small stringed
instrument in the Lute family, which
Percussion (P) -- String (S) -- Wind (W) features a rounded body with a flat
or arched soundboard, and longer
fretted neck. The strings are plucked
Bagpipes. A bag made of animal
or strummed creating a vibrant and
skin which is inflated and then
remarkable sound.
squeezed to produce a continuous
stream of air. The air is then
directed into various melody and
chanter pipes creating a distinct and
haunting sound.
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Pan Flute. Consisting of a series of small pipes or tubes of varying
lengths bound together side by side. One end of the tubes is open
while the other end is closed. The musician blows air across the open
ends while holding it horizontally, producing different pitches and
harmonies. Renowned for its soft and ethereal sound, the pan flute
captivates listeners with its gentle and airy tones.
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POISONS
Here are 10 more types of poisons for your gaming arsenal.
For more information about poisons see Cursed Scroll # 2 page 27.
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INTOXICATION
Drinking hard alcohol and spirits is similar to self poisoning.
With its pleasures comes its pains. Drinking too much runs
the risk of becoming “stinking drunk” and losing self control.
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d20 STINKING DRUNK RESULTS
You find yourself betrothed to one if the inn’s staff members, or some other
1-2 stranger you met in the night. In the morning you wake up next to your new
spouse, they show you the signed marriage agreement.
You engage in random acts of kindness and give 1 gp to 2d20 people in the
3-4 establishment. In turn you gain the same amount of new friends and/or
followers. If you don’t have up to 40 gps on you, well the GM can decide your fate.
You promise to join an amateur group of fellow adventures in their next conquest
5-6 and teach them how to become professional Crawlers. The next day they come
knocking at your door ready to go. Do you remember your promise?
You joyously dance and sing the night away in illustrious debauchery.
As morning arrives you discover a note inscribed on a mysterious business card
tucked in your pocket. The card bears an address on it that reads:
Madam Mazel’s Theater of Delightment
7-8
469 Siren Lane
On the back written in elegant handwriting, the note expresses anticipation
for another encounter with you, stating, “Looking forward to meeting you once
more.”
You befriend a group of dwarves who tell you about a lost dungeon, keep, mine,
9-10 catacombs, or burial sight with an ancient secret. If you could only remember
where it was?
You experience a sense of invincibility and venture into perilous territory by
attempting daring and risky stunts. These include scaling to the balcony of a
three-story building, leaping across rooftops, and executing daredevil tricks.
11-12
As the atmosphere intensifies, fellow intoxicated individuals join the spectacle,
giving rise to a betting pool to determine who will triumph in these audacious
endeavors.
The next day you wake up with a very strange object in your pocket.
13-14 Did you find it? Pilfer it? Did someone purposely place it on you? What is it?
And how did it get in your pocket?
While drunk you become excessively talkative with a group of shady individuals
sitting around a table. Some new friends perhaps, or not? You might have shared
15-16 some personal information, disclosed secrets, or made promises you cannot
keep. Over the next week you and/or your party are followed around by such
individuals. What the hell did you tell them? If only you could remember?
During the majority of the night you hold an in depth conversation with yourself
discussing a wide range of topics, even arguing at times. Interestingly, a ghost
becomes attached to you, specifically the one you were actually conversing with.
17-18 They proceed to follow you around in the months to come wanting something
from you. Only you can hear and see them. The GM can establish intricate details
concerning the ghost, such as their identity, how they died, current motivations,
alignment, and ultimate intentions.
You offend a prominent and affluent aristocrat in the area and find yourself
19-20 challenged to a duel at sunrise by their skilled champion fighter. Failure to attend
the duel prompts the aristocrat to dispatch bounty hunters in pursuit of you.
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CREATURES
BOAR, LARGE RIDING DOG
Tough and formidable, known for its Dogs come in many breeds, sizes, shapes,
muscular build, powerful charge, sharp and colors. They posses a keen sense of
tusks, & thick hide. These wild animals were smell, sharp hearing, and high dexterity.
tamed by those brave enough to ride them. They are very loyal, intelligent, and create an
emotional bond with their companions.
AC 12, HP 18, ATK 2 tusks +3 (1d6)
MV double near, AC 10, HP 4, ATK 1 bite +2 (1d4)
S +3, D +1, C +2, I -2, W +1, Ch -2, AL N, LV 4 MV double near, S +0, D +2, C +0, I +1, W +1,
Ch +1, AL N, LV 1
GORE. Deals an extra die of damage if it hits
the same target with both tusks.
DOG, WAR
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CREATURES
DONKEY / MULE / PONY RAM, LARGE RIDING
Stocky animals, cousins of the horse. They Robust and agile, with its powerful build,
are capable of riding and hauling gear. magnificent curved horns, and thick woolly
coat, the large ram is well adapted to survive
AC 10, HP 6, ATK 1 hooves +3 (1d4) MV near, in harsh rocky terrains.
S +3, D +0, C +2, I -2, W +1, Ch -2, AL N, LV 1
AC 12, HP 18, ATK 1 horns +3 (1d6)
MV double near, S +2, D +2, C +2, I -2, W +0,
Ch +0, AL N, LV 4
AC 11, HP 10, ATK 1 hooves +3 (1d6) AC 12, HP 23, ATK 1 horns +4 (1d8)
MV double near, S +3, D +1, C +2, I -1, W +1, MV double near, S +3, D +2, C +3, I -2, W +1,
Ch -1, AL N, LV 2 Ch -1, AL N, LV 5
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CREATURES
Are trained to respond to commands, with Tougher, stronger, even more fierce in battle
stand the chaos of battle, and maintain a than their lighter cousins.
steady temperament even in the midst of
danger. War horses have a deep bond AC 11, HP 15, ATK 1 hooves +4 (1d6)
with their riders and are known for MV double near, S +4, D +1, C +3, I -1, W +1,
their loyalty and bravery. Ch -1, AL N, LV 3
AC 11, HP 12,
ATK 1 hooves +3 (1d6)
MV double n ear,
S +3, D +1, C +2, I -1,
W +1, Ch -1
AL N, LV 2
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FONTS:
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