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The Valors Emporium Expanded Gear & Weapons List

The document is an expanded gear and weapons list for the ShadowDark RPG, detailing various melee and ranged weapons, their costs, damage, and properties. It also includes sections on armor, adventurer's gear, poisons, and intoxication effects. Additionally, it acknowledges contributions from various artists and clarifies that it is an independent product not affiliated with The Arcane Library, LLC.

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Father Eucrow
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0% found this document useful (0 votes)
133 views

The Valors Emporium Expanded Gear & Weapons List

The document is an expanded gear and weapons list for the ShadowDark RPG, detailing various melee and ranged weapons, their costs, damage, and properties. It also includes sections on armor, adventurer's gear, poisons, and intoxication effects. Additionally, it acknowledges contributions from various artists and clarifies that it is an independent product not affiliated with The Arcane Library, LLC.

Uploaded by

Father Eucrow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

THE

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

Cover layout by Glenn Stark

Interior art:

Stock art used with permission by: Daniel Comerci


Site: hounworks.it

Some art by: Heather Shinn, J.M. Woiak, & Jack Badashski from
STINKY GOBLIN STOCKart. Used with Permission.

Some artwork by: William McAusland © 2024,


used with permission. All rights reserved.
Outland Arts: http://www.outlandarts.com

Some artwork © 2023 Dean Spencer, used with permission.


All rights reserved.

Some artwork by Forge Studios © 2024, used with permission.

Some art images © 2024 Kiril Tchangov, used with permission.

This work features art by Daniel F. Walthall, found at:


drivethrurpg.com/product/181517, available under a CC BY 4.0
license: creativecommons.org/licenses/by/4.0/

Other interior art using free images from openclipart. org used
with permission with the Creative Commons Zero 1.0 Public
Domain License.

The Valor’s Emporium is an independent product published


under the Shadowdark RPG Third Party License and is not
affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023
The Arcane Library, LLC.

The Valor’s Emporium © 2023 by Legend of Talik

2
3
MELEE WEAPONS
WEAPON COST TYPE RANGE DAMAGE PROPERTIES

Bastard Sword 10 gp M C 1d8/1d10 V, 2 slots


Bludgeon 5 sp M C 1d2 SW
Buckler 10 gp M C 1d4 D, SW
Club 5 cp M C 1d4 --
Dagger 1 gp M/R C/N 1d4 F, Th
Flail 8 gp M C 1d6/1d8 V
Great Axe 10 gp M C 1d8/1d10 V, 2 slots
Great Sword 12 gp M C 1d12 2H, 2 slots
Halberd / Polearm 12 gp M 2x C 1d10 2H, 2 slots
Hand Axe 2 gp M/R C/N 1d6 F, Th
Improvised Weapon -- M/R C/N 1d4 F, SW
Javelin 5 sp M/R C/F 1d4 Th
Katana 40 gp M C 1d8/1d10 F, V, SW
Knife 10 sp M C 1d4 F
Knuckle Duster 10 sp M C 1d4 F
Long Sword 8 gp M C 1d8 --
Mace 5 gp M C 1d6 --
Maul 8 gp M C 1d10 2H
Morning Star 5 gp M C 1d6/1d8 V
Pike 10 gp M 2x C 1d10 2H, 2 slots
Rapier 10 gp M C 1d6 F
Razor Chain 12 gp M/R N 1d6 F, La
Scimitar 8 gp M C 1d6 F
Short Sword 7 gp M C 1d6 --
Spear 5 gp M/R C/N 1d6 Th
Staff 5 sp M C 1d4 2H
Staff Sling 1 gp M/R C/F 1d4/1d6 2H, SW
Stave 2 gp M C 1d6 2H, S, SW
War Club 5 sp M C 1d6 --
War Hammer 10 gp M C 1d8/1d10 V
Whip 10 gp M/R N 1d4 F, La
Woodsman Axe 5 gp M C 1d6/1d8 V

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

WEAPON PROPERTIES RANGE

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.

BLUDGEON. After making a successful strike to the head with


this small club weapon, calculate damage (1d2), then roll
another d20 and consult the results below. *If the opponent is
wearing a helmet; roll with a DISV.

1-8 = Grazing Blow. No effect.


9-11 = Dazed. Opponent’s next round is at a DISV.
12-15 = Stunned. Opponent’s next 1d6 rounds are at a DISV.
16-20 = Knocked out! Opponent is unconscious for the next
1d6 rounds.

BOLAS. See Cursed Scroll # 2 page 17 for details on this


weapon.

BUCKLER. A small round shield used in defense which is


combined with a melee weapon in the opposite hand.
Often Bucklers were made with a sharp
spike extending out from the front or
side of the shield for offensive attacks.
Bucklers are useful for
deflecting blows, binding
a fighter’s arms,
or striking a blow.
This weapon adds +1 AC.

DART. A small projectile weapon designed to be thrown by


hand. It is usually coated with a toxicant applied to the sharp
tip, enhancing its limited damage potential and making it
more effective.
6
HEAVY CROSSBOW. The largest and strongest among the
crossbows which gives this weapon the ability to deliver a
powerful punch! However the size and weight create a
disadvantage making it more cumbersome.
The Heavy Crossbow requires 1 full round
to reload before it can be fired again.

IMPROVISED WEAPON. Anything that can be picked up and


used in a seconds notice. You find yourself with a broken or lost
weapon? Then a rock, bottle, bar stool, ceramic tankard, frying
pan, tree branch, heavy tome, or what ever is at hand’s reach.
You may use any of these items as a melee or ranged
weapon thrown up to a Near distance. The GM can decide
whether Strength or Dexterity is the appropriate stat to use in
each situation.

KATANA. An exotic sword originating from a distant and


enigmatic land. They are only brought to this realm by a
foreign keeper or venturous traveling merchant. Renowned for
its legendary razor sharp edge and superior balance, the
Katana is light enough to wield single handed. However its
elongated hilt is designed to accommodate two hands,
granting it the capacity to deliver truly lethal strikes that can
decisively end any fight. Wielding this rare sword is a privilege,
those lucky enough to own one hold its blade in the highest
regard.

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.

REPEATER CROSSBOW. This weapon revolutionized the


process of spanning the bow, loading the bolt, and shooting
into a single, fluid movement. This innovation significantly
increased the firing speed compared to a standard crossbow.
The design of the repeater crossbow was first developed by
Dwarven weapon smiths.
It features a top mounted
magazine holding a reservoir
of 10 bolts which feeds the
crossbow using the force of
gravity. This crossbow fires
2 bolts per round. Roll two
separate d20 dice, one for
each bolt when making an
attack. Requires 1 full round
to reload the magazine.

SHURIKEN. See Cursed Scroll # 2 page 17 for details on this


weapon.

STAFF SLING. This weapon combines the wooden staff and


sling into one. It can be used as a melee or ranged weapon as
well. Unlike the standard sling, the Staff Sling can send much
heavier objects down range causing significantly more
damage.

STAVE. See Cursed Scroll # 3 page 20 for details on this


weapon.

8
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.

Mithral: Rare x6 -1 +1 No penalty stealth, swim


Mithral: Mythological x10 -1 +2 No penalty stealth, swim

10
ADVENTURER’S GEAR
ITEM COST QTY / SLOT ITEM COST QTY / SLOT

1 (First one Rations (3) 5 sp 3=1


Backpack 2 gp
free to carry) Religious Symbol 1 gp Free
Bandoleer 5 gp 1 Rope, 60’ 1 gp 1
Bedroll 1 gp 1 2 (Holds total
Saddle Bags 4 gp
Blanket 5 sp 1 500 coins)
Bottle, Glass 3 sp 1 1 (First one
Slingbag 1 gp
Caltrops (1 bag) 5 sp 1 free to carry)

Candles (5) 5 sp 5=1 Tankard, Metal 1 gp 1

Case, Map or Scroll 1 gp 1 Tankard, Wood 5 sp 1

Cooking Pot 1 gp 1 Tent 1 gp 1

Crowbar 5 sp 1 Torch 5 sp 1

Cutlery, Wooden 5 sp Free Water Skin 5 sp 1

Cutlery, Metal 1 gp Free Writing Kit 10 gp 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

Lock Picks 10 gp Free Blow Gun Needles


1 gp 20=1
(20 in a case)
Manacles 5 gp 1
Sling Bullets, Iron 20 1 sp 20=1
Mirror 10 gp 1
Crossbow Bolts
Parchment / Sheet 1 sp 5=1
Pole, 10’ 5 sp 1 Hand (20) 2 gp 20=1

Pouch / Purse 5 sp 1 (Holds 100 Heavy (20) 1 gp 20=1


coins) Standard (20) 1 gp 20=1

11
MARKETPLACE
CLOTHING COST TRAVEL / PERSON COST PER 10 MILES

Belt 3 sp Cart or Wagon 5 sp


Boots, High 3 gp Cart with 2 Horses 1 gp
Boots, Low 1 gp Coach 2 gp
Boots, Riding 3 gp River Boat 2 gp
Breeches / Pants 8 sp Ship Passage 4 gp
Cap / Hat 5 sp
Cape, Short 1 gp LODGING / PERSON COST PER NIGHT
Cape, Long 2 gp Bath 1 sp
Cloak, Hooded 5 gp Coaching Inn Barn 10 cp
Codpiece 2 gp Inn, Common Room 5 sp
Costume 5 gp+ Inn, Private Room 1 gp
Doublet / Heavy Shirt 2 gp Stabling for Mounts 40 cp
Dress / Gown 4 gp
Gloves, Leather 3 gp
ODDITIES
Hat, Wide Brimmed 1 gp
Jacket, Light 3 gp ITEM COST QTY / SLOT
Jacket, Heavy 5 gp Blessed Holy Water 10 gp 1
Jewelry 5-30 gp Deck of Cards 1 gp Free
Jerkin / Vest 1 gp Dice, Bone 5 sp Free
Kilt 2 gp Disguise Kit 5 gp 1
Mask 1 gp Leather Bound Book,
30 gp 1
Noble’s Clothing 50 gp Blank 100 pages
Overcoat 10 gp Lucky Charm 5 gp Free
Rags 1 cp Magnifying Glass 40 gp 1
Robes, Priest or Wizard 15 gp Map 5 gp+ 5=1
Royal Garb 100 gp Perfume / Cologne 1 gp Free
Scarf 1 gp Pipe & Tobacco 1 gp Free
Socks, Pair 1 gp Signal Whistle 1 sp Free
Shoes, Leather 1 gp Spyglass / Telescope 80 gp 1
Tunic 1 gp Talisman 5 sp Free
Uniform 15 gp Whetstone 1 gp 1

12
MARKETPLACE
LIBATIONS COST WHAT’S ON THE MENU? COST

Ale, Common Pint 5 cp Bacon, Fried 1 cp


Beer, Pint 3 cp Bird or Fowl, Roasted 3 cp
Brandy, Quality Glass 5 sp Bread, Loaf 2 cp
Brandy, Quality Bottle 5 gp Butter, by the Pound 10 cp
Cider, Hard Glass 10 cp Cabbage, Baked or Boiled 1 cp
Cider, Hard Jug 5 sp Cheap Pie 5 cp
Elven Wine, Glass 2 gp Cheese, by the Pound 10 cp
Elven Wine, Bottle 10 gp Coffee, Cup 2 cp
Golden Dragon Ale, Pint 10 cp Corn on the Cobb 1 cp
Halfling Finkleberry Wine 1 gp Eggs, Dozen 10 cp
Keg, Ale 6 gp Fish, Fresh 2 cp
Keg, Beer 3 gp Fish, Pickled or Salted 3 cp
Mead, Glass 2 sp Haggis or Hog Maw 10 cp
Mead, Bottle 2 gp Halfling Pie 10 cp
Pirate’s Grog 5 cp Meats, Grilled or Roasted 5 cp
Rum, Glass 1 sp Mutton, Grilled or Roasted 5 cp
Rum, Bottle 1 gp Porridge, Bowl 1 cp
Spirits, Shot 1 sp Potato, Baked or Boiled 1 cp
Spirits, Bottle 1 gp Pudding, Bread 1 cp
Wine, Common Glass 1 sp Pudding, Black 2 cp
Wine, Quality Glass 5 sp Rations, Fresh (3) 3 sp
Rations, Iron (3) 5 sp
HARD ALCOHOLS COST PER SHOT Sausage 1 cp
Dragon’s Breath 5 sp Stew, Bowl 3 cp
Dwarven Hammer 2 sp Tart, Fruit 2 cp
Ogre Piss 10 cp Tea, Cup 2 cp
Rot Gut 5 cp Turnip, Baked or Boiled 1 cp
Shadow Fire 1 gp
Troll’s Blood 5 sp
Unicorn Spit 2 gp
Wizard’s Gin 5 sp

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

NAME COST SPOOKS? RARITY PROPERTIES


Cat 1 sp Yes Common --
Chicken 5 cp Yes Common --
Cow 10 gp Yes Common --
Dog 3 gp Yes Common ADV on morale
Dog, War 30 gp No Uncommon * Can wear armor
Goat / Sheep 2 gp Yes Common --
Hawk / Falcon 80 gp No Rare ADV on morale
Horse, Pack 30 gp Yes Common --
Horse, Work 40 gp Yes Common --
Mule 20 gp Yes Common --
Ox 30 gp Yes Common --
Pig / Boar 3 gp Yes Common --
Pigeon, Homing 1 gp Yes Uncommon --

14
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.

Dulcimer. A flat trapezoidal


instrument with strings stretched
across the soundboard. The player
produces melodies by striking the
strings with micro hammers or using
their fingers to pluck them, resulting
in a lush and resonant sound.

15
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.

Pungi. Is the snake charmers favorite wind instrument. Made with


two lengthy, parallel pipes crafted from bamboo or wood, featuring
finger holes. The Pungi is played by covering and uncovering the
finger holes while blowing through the mouthpiece. It produces a
mesmerizing and haunting sound that is used to evoke a hypnotic
enchantment.

Rebec. A member of the bowed string instrument family, it has a


pear shaped body with a flat or slightly arched soundboard. This
instrument typically has three strings that are played drawing a
horsehair bow across them. The Rebec produces a distinct rustic and
resonant sound that is instantly recognizable.

Recorder. Is a woodwind instrument featuring a cylindrical tube


with finger holes and a mouthpiece at one end. By blowing into the
mouthpiece and manipulating the finger holes, the player can alter
the pitch of the notes. Known for its melodious tones, the Recorder
produces sweet sounds with fine clarity.

Shawm. A woodwind instrument that is slightly larger than the


Recorder. It features a conical wooden tube with finger holes and a
double reed mouthpiece at one end. Renowned for its vibrant tones,
the Shawm produces a loud and soul penetrating sound that
resonates deeply.

Tabor Drum. Is a small to medium size cylindrical and shallow drum


bound with a tightly stretched single drumhead. Played with a single
or pair of drumsticks, the player strikes the drumhead to produce
rhythmic patterns with lively and dynamic beats.

Tambourine. A circular hand held percussion instrument that


features a row of metal jingles fastened to its rim, with one side of the
frame covered by a drumhead. The player holds it in one hand and
strikes or shakes it to create rhythmic metallic sounds.

16
POISONS
Here are 10 more types of poisons for your gaming arsenal.
For more information about poisons see Cursed Scroll # 2 page 27.

d10 NAME RARITY USE EFFECT


DC 15 CON or causes victim’s
1 Banshee’s Breath Uncommon Inhale vocal cords to swell rendering
them mute for 1d6 rounds
DC 12 CON or bleed from the ears,
2 Bloodroot Toxin Rare Eat
nose, and mouth - 2d6 damage
DC 18 CON or hearts rate slows
3 Death Whisper Rare Injure down to the point where people
think you are dead for 2d6 hours
DC 12 CON or causes severe
4 Doom Shroom Common Eat
vomiting for 1d4 rounds
Touch DC 15 CON or causes darkness and
5 Nightshade Nectar Uncommon
(eyes) blindness for 1d6 rounds
DC 15 CON or disrupts magic
6 Shadebane Vapor Uncommon Inhale ability and unable to
cast spells for 1d8 rounds
Touch DC 12 CON or treats the victim to
7 Siren’s Kiss Common
(lips) erotic hallucinations for 1 hour
DC 15 CON or steals victim’s STR
8 Soulstealer’s Elixir Rare Injure
dropping it to 3 for 1d6 rounds
DC 15 CON or causes severe pain &
9 Tears of the Viper Uncommon Injure
muscle seizures for 1d6 rounds
DC 18 CON or causes darkened
10 Wraithroot Powder Rare Inhale zombie skin for one full day / 50%
chance mistaken for undead

17
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.

The starting point is easy with a DC 9 CON check + modifier.


The first hard alcoholic beverage makes you feel all warm and
fuzzy and you might get drunk from that one shot depending
on what you drank? For every hard alcohol or spirit consumed
after that the DC increases by + 1 and CON checks are rolled for
every shot washed down.

Bram the Fighter joins his adventuring friends in a night of


carousing at The Bitter Moon Inn. He consumes 5 shots of
hard alcohol during the festivity. The first shot makes Bram
feel happy and confident, so he continues to drink more.

The second shot becomes a DC 10 CON check. Bram rolls a


d20 and scores a 14. So he continues, the third shot is
DC 11 CON check, the fourth shot is a DC 12 CON check,
and so forth.

Bram continues to roll for every


shot he drinks. If he succeeds
his rolls, he remains in control
of himself. The first CON check
he fails Bram becomes
“STINKING DRUNK” and
rolls on the next table to
find the results of his
actions for the night.

18
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.

19
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

Largest, strongest, and courageous of dogs.


They are trained for combat, protection,
scouting, and obeying commands.

AC 12, HP 13, ATK 1 bite +3 (1d6)


MV double near, S +1, D +2, C +1, I +1, W +2,
Ch +0, AL N, LV 3

* War Dogs can wear fitted: Hide, Padded,


Leather or Studded Leather Armors only.

BOAR, LARGE WAR

Hand picked from the larger riding boars.


These beasts were trained to be even more
mean and aggressive.

AC 12, HP 23, ATK 2 tusks +4 (1d6)


MV double near, S +4, D +1, C +3, I -1, W +2,
Ch -3, AL N, LV 5

GORE. Deals an extra die of damage if it hits


the same target with both tusks.

Personality type for the large war boar is


either Horrid or Ornery.

20
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

HORSE, PACK / WORK

Strong, durable, and hard working horses.

AC 10, HP 11, ATK 1 hooves +3 (1d6)


MV double near, S +4, D +1, C +3, I -1, W +1,
Ch -2, AL N, LV 2

HORSE, RIDING RAM, LARGE WAR


Majestic and powerful mammals known for Bred from the finest large riding rams, this
their grace, speed, and strength. They have majestic creature is trained for defense
a long history of domestication, are quite and combat. Their impressive curved horns
intelligent, loyal, and have the ability to form can grow to massive sizes and inflict a fatal
deep bonds with their riders. amount of damage.

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

21
CREATURES

WARHORSE, LIGHT WARHORSE, DESTRIER

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

22
FONTS:

Charcuterie Block Bold. © 2023 Laura Worthington Design,


Commercial License obtained and used with permission.
JSL Blackletter. Free for commercial use. © 2023 Jeffery S. Lee.
Montserrat Font Family. Free for commercial use · SIL Open
Font License v1.1 © 2023 Julieta Ulanovsky. All rights reserved.
Techa Sans. Free for commercial use · SIL Open Font License
v1.1 © 2019 Carl Enlund. All rights reserved.
TypeWrong. Free for commercial use · © 1998 Digital Graphic
Labs. All Rights Reserved.
The Wild Breath. Free for commercial use. © 2022 Designed
by Chequered Ink.

The Valor’s Emporium is an independent product published


under the Shadowdark RPG Third-Party License and is not
affiliated with The Arcane Library, LLC. Shadowdark RPG
© 2023 The Arcane Library, LLC.

The Valor’s Emporium © 2023 by Legend of Talik


23
Weapons Created by:
Kiril Tchangov
THE
Valor’s
Emporium

25

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