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This page host links to guides, cheat sheets, and other references materials that you may need for your event.

Weapon Guide and Safety

Combat plays a large role at Shadowmoor and we take player safety very seriously. It is recommend to take a look at the General Weapon Safety Guide to learn about what weapons are allowed to be used at Shadowmoor. This guide also provides information on how to make your own weapons for LARP safe combat.

Weapon Sizes

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Spell Verbal Cheat Sheets

If you are playing a character who can cast spells, it may be helpful to have a cheat sheet for your verbals. The link bellow will have cheat sheets for all the spell verbals for every school of magic.

Templates

Binding Cards

Magic items must be bind to be used. There are 8 bind slots per character. Bind cards are provided before game but you can print cards out before hand and fill them out.

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Production Cards

Production such as Scrolls, Poisons, Alchemy, and Potions must be tracked on production cards. Production cards are provided before game but you can print cards out before hand and fill them out.

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Spell Cards

Spells must be tracked on a spell card. Spell cards are provided before event but you can print cards out at home and fill them out before hand.

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Warrior/Rogue Cards

Warrior and Rogue abilities must be tracked on Warrior/rogue cards. These cards are provided before game but you can fill yours out ahead of time and print it yourself.

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Before your first game

Marshal Notes

Marshal Notes are part of the safety system used to ensure the separation of in play and out of play when cabins and other occupied areas are used during the game. 

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Marshal Notes serve two primary functions: 

  1. Identifying Magical In Play Protections for Characters – You will use a portion of the Marshal Notes to mark out the locations of guardians and magical barriers you can set to protect your character’s items and themselves.

  2. Safeguarding Occupants and Out Of Play Possessions – The Marshal Notes identify the individuals occupying the cabin who are allowed to be inside. Also, you can designate containers or locations where you are keeping out of play possessions and ensure that characters who may be looking for gold and trinkets do not walk away with anything that does not belong in the game.

The Marshal Note System

  • Every occupied cabin on site must have a set of Marshal Notes. This form can be completed by anyone staying in the building and must be placed on the porch or in another location visible and easily accessible from the porch.

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  • Rogue Marshals are the only staff members who are allowed to view a cabin’s Marshal Notes. If another character or a plot member is attempting to enter the cabin of a player, they must first find a Rogue Marshal. (Rogue Marshals are Game Owners, Steering Committee Members, the Head of Plot, and Plot Executive Officers.)

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  • Rogue Marshals will use the Marshal Notes to ensure that invading thieves are confronted by all the cabin’s in play protections. They will also prevent players from accessing restricted areas of a cabin or taking out of play items. 

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  • You must complete your marshal notes correctly and abide by all the rules regarding cabin guardians and protections or they will fail during a raid.

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Marshal Notes: Step-by-step How-to

Marshal Notes have 2 pages containing 7 different sections. Each section is covered in the slides below. 

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Should you have any questions about filling out these notes, feel free to seek out a staff member on site. 

Step 1: Occupant List

This area is used for listing the real names of the people staying in your cabin. The benefit of listing the cabin occupants is for player safety and registration.

 

Staff uses this list to

  • Keep track of the individuals on site in case of an emergency, and

  • To make sure no one other than the occupants of your cabin are coming into the building.

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