DMs Secret Weapon Magazine, Issue #03 (Patreon Dragon Pack) (DND Shorts) (Will Earl LTD) (MAR 2022)
DMs Secret Weapon Magazine, Issue #03 (Patreon Dragon Pack) (DND Shorts) (Will Earl LTD) (MAR 2022)
WEAPON
FRONT PAGE PLACEHOLDER
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08
BEHIR PACK
5 - Warlock: The Deep Consciousness SPELLCASTER’S
7 - Race: Zu-Zoi LABORATORY
7 - Zu-Zio-Zat
7 - Zu-Zoi-Zen
8 - Spellcaster’s Laboratory
Uncovered in the Zu-Zoi ruins of eons past,
8 - Berserk
archeomancers have uncovered ancient magics
9 - Weave Drain that manipulate the ever shifting energies that
9 - Spiritual Interposition permeate all life on this plane, and many planes
beyond…
10 - The Training Ground: Feats
10 - Storm’s Wrath
11 - After Image
11 - Big Pecks
DRAGON PACK
13
17 - The Trapmaker’s Garden: Puzzles
17 - The Chromatic Door
MAP:
18 - Talon’s of the Devil
LOST LIGHTHOUSE
19 - The Chaos Dice - Random Tables
19 - Noble Names
20 - NPC Quirks
A proud obelisk, forever resolute against the
21 - The Bestiary skyline, the Lost Lighthouse is the magical
21 - Hezinni
beacon that guides desperate voyagers through
the silent and treacherous waters of the Inktop.
22 - Hezrou
23 - Hezrath
24 - Zombie Pirate
25 - Spectral Pirate Captain
27
26 - Dread Pirate King (Old Tom)
“Baa Baa Black Sheep, Have you any wool?” Will Earl
“Piss off kid, I’m a level 16 druid, and I’m sup- DnD Shorts
posed to be being stealthy to avoid detection!
Wait, I mean, BAAA I’m A SHEEP!!!!”
I
f this month’s magazine has a theme, it’s
definitely cooperation. Many of the magic
items, spells, and even this month’s adventure
lend themselves to intelligent, cooperative play.
Y
our Patron is The Deep Consciousness,
an enigmatic and mysterious presence,
unknowable and unyielding, existing
without form. It is a void, empty of both light
and darkness. A vast, incredible, ancient mind
untethered to flesh or machine, holding unfath-
omable knowledge and understanding beyond
the limits of mortal comprehension.
2nd Blindness/Deafness,
Silence
9th Weird
Mental Fortress
When you reach 10th level, your mental
fortifications grow even more powerful. You
are immune to the charmed and frightened
conditions. In addition, whenever you cast a spell
that would charm or frighten an enemy, or use
your 6th level Mental Invasion ability, you may
expend an additional Pact Magic spell slot to
have the target make its saving throw to resist the
effect with disadvantage.
T
he Zu-Zoi are a jungle dwelling species
of sentient, insectoid humanoids. Once a
slave-race, Zu-Zoi are intensely aggressive
and territorial, having learned to fear and despise
outsiders.
T
eams of magical archeologists and
ethnographers have spent the last twelve
months extracting and translating these
spells from a long buried Zu-Zoi society, back
when they were slaves under vicious masters.
Ancient and powerful, each represents a different
energy flow the ancient Zu-Zoi believed perme-
ated all things. There were dozens of such ener-
gies, tied to various elements, creatures, seasons,
and even diseases. The three we have uncovered
so far reflect the energies of Fury, Control, and
Sacrifice.
Berserk
3rd level transmutation
Casting Time: 1 Reaction, which you take when Casting Time: Casting Time: 1 Reaction, which
you see a creature within 90 feet of you casting you take when you see a creature within 30
a spell feet of you take damage
Range: 90 feet Range: 30 feet
Target: A creature in the process of casting a Target: A creature that has just taken damage
spell from an attack
Components: S Components: V, S, M (A dove’s feather)
Duration: Instantaneous Duration: Instantaneous
You attempt to interrupt a creature in the You magically intervene in an act of self
process of casting a spell. If the creature is sacrifice when a creature you can see within
casting a spell of 6th level or lower, its spell range takes damage from an attack. Instead,
fails and has no effect. If it is casting a spell of they take no damage, you take the amount of
7th level or higher, make an ability check using damage they would have taken, and your hit
your spellcasting ability. The DC equals 10 + the point total is reduced by the same amount. This
spells level. On a success, the creature’s spell damage cannot be resisted or redirected in any
fails and has no effect. way. Your hit point total returns to normal
after a short or long rest.
If the spell fails as a result of you countering
it with this spell, you regain a spent spell
slot of a level equal to or less than half the
level of the spell you countered (rounded
down).
T
hese fighting techniques were studied
and adapted from tribal Zu-Zoi fighting
styles. They’re unwilling to share such
knowledge willingly, but those of our researchers
who made it back from the expedition alive had
plenty to say about the variety of ways they were
beaten to a bloody pulp. Most interesting is the
Storm’s Wrath, a fighting technique of the Zu-
Zoi-Zen, who’s adaptive carapace can channel
various damage types.
Storm’s Wrath
When you take the dash action, an illusory You gain proficiency in the Deception and
duplicate of you appears in your space. It lasts Performance skills. In addition, you learn the
for one minute or until destroyed. The dupli- spell Suggestion and one cantrip from the
cate moves with you and mimics your actions, enchantment school of magic. You can cast
shifting position and making it impossible to Suggestion without expending a spell slot. Once
tell which one is real. Your duplicate has an AC cast in this way, you can’t cast it again using this
equal to 10+ your dexterity modifier. trait again until you finish a long rest.
Each time a creature targets you for an Spellcasters may use their normal spell-
attack, roll a d20 to see if it hits you or your casting modifier and spell save DC for these
duplicate. With a roll of 11 or above, the attack spells.
targets your After Image. Your duplicate is
destroyed only by an attack that hits it. It For non-spellcasters, your spellcasting modifier
ignores all other damage and effects. for these spells is Charisma, and your save DC
is 8+your proficiency+your Charisma modifier.
An attacking creature is unaffected by this
ability if it can’t see, or if it relies on senses
other than sight, such as blindsight.
Big Pecks
T
eamwork makes the dream work!
Especially when the dream is murder. Blade of Allies
These weapons, developed by our finest
artificers, attempt to encourage adventurers Weapon (any sword), rare (requires attunement)
to think creatively and cooperatively in battle,
rather than simply charging in like a discon- As a bonus action, if you made an attack with
nected hodge podge of brawling fools. Yes, such the Blade of Allies this turn, you can activate it
organization from adventurers might be just a to create a glowing aura that extends in a 10ft
dream, but teamwork makes the dream work… radius from you until the start of your next
turn.
Fated Coin (Heads) Allies that start their turn within the aura
gain a +2 to their attack rolls, damage rolls and
death saving throws until the end of their turn.
Wondrous item, Uncommon
In addition, if an ally within that aura would
take damage, you can use your reaction to
This silver coin bears the head of a dragon
halve that damage.
on both sides. As an action, you can roll it
across your fingers to cast the spell Longstrider
at 3rd level. Once used in this way, the Fated
Coin (Heads) cannot be used again until the
next dawn. Fey Longbow
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B
efore you stands an impassable door,
wreathed in flame. If a player or creature
physically interacts with the door or
attempts to pass through it they are pushed 5ft
back, fall prone and take 2d6 force damage.
Etched into the stone beside the door is the
following riddle:
First of Flame,
Second of Thunder,
Third of Ice,
Fourth, your Plunder,
Fifth of Poison,
Sixth of Lightning,
Step forth, be brave,
Embrace the Frightening
Solution:
To unlock the door, the party must complete
a series of tasks, as hinted at by the riddle. The
door’s appearance changes after each task is
completed. Below is the order of actions that
must be taken to unlock the door.
B
and exciting way to do this is to have a stream
efore the party stands a grotesque statue
of weak enemies pouring forth from the statue
of a devil. It is immune to all damage and
that will only cease once it is destroyed. These
status conditions, and cannot be moved
enemies could also be interrogated by the party
against its will. It has sharp talons and terrible,
as an organic way to deliver hints, if they are
clamping jaws. The party must destroy it to move
struggling.
onward.
Solution:
The devil statue works by inverting damage.
Damage dealt to it by a PC is reflected back
upon them. In order to damage the devil, the
party must use the statue to damage themselves.
Impaling themselves upon its talons, or smashing
their heads into its stone form will deal no
damage to them. Instead, that damage is reflect-
ed back, harming the statue, which will crack,
shattering after a few successful reflected damage
attacks.
Clues:
Asking for an intelligence check from the party
is an easy way to impart clues. Alternatively, they
may search the area for clues, finding scrawled
notes nearby from fallen heroes who tried to
pass before them.
Noble names
When it comes to naming NPCs, a strong name is one that communicates an aspect of that person’s
character to your players. For this reason, you may find it a powerful storytelling tool to select noble
names from this list, which leans toward more “human” naming conventions, for all NPC nobles,
regardless of their race, because it will instantly communicate a sense of nobility for your players to
understand.
Roll 2-3 d20s, with the first rolls being the characters’ forenames, and the final one their surname,
or choose from the list below. In this list, odd numbered forenames are typically female, and even
numbered are typically male. Of course, all types of people exist with all types of names, so don’t feel
restricted in your character building by these suggestions.
Forename Surname
1 Octavia Whendinghast
2 Maximillion Chamberlain
3 Alannah Lore
4 Obediah Coverdale
5 Colette Bancroft
6 Varis Crumb
7 Persephone Autumnbrow
8 Alastair Bronze
9 Emmeline Hazekeep
10 Constantine Lightheart
11 Esmeralda Lamdras
12 Estevan Magnes
13 Genevieve Pridesong
14 Hamilton Rockefeller
15 Lucinda Stone
16 Kingsley Goldheart
17 Marielle Underwood
18 Napoleon Ashenfall
19 Vivienne Loveland
20 Prescott Gryffon
3 Has two eyes of different colors that switch when they blink
7 Smokes an enormous and ornate pipe, blowing billowing smoke over the party
10 Is always extremely tired and bored, even when discussing exciting events
11 Is obsessed with fashion, commenting on and suggesting improvements for the party’s aesthetic
13 Is a fantastic pickpocket, often taking party items without their knowledge only to hand the stolen goods back to
them
16 Is extremely extroverted and confident, and accentuates their words with bursts of magical light and showers of
sparks
17 Dresses all in one color, and decorates their shop, home and pets the same
18 Is extremely forgetful, calling PCs by the incorrect name and losing the thread of details quickly
21 Says the phrase “Gotta Live, Gotta Laugh, Gotta Love” way too much
23 100% believes any conspiracy theory at once; the less evidence, the better
24 Is convinced the world will end within the next 12 months, but is not sure how
26 Is an obsessive gambler, and will attempt to draw the party into games of chance for gold
27 Is three kobolds in a trenchcoat, attempting to pass as a dragonborn, and will deny any accusations to the
contrary
29 Is a changeling who shifts appearance to mimic the exact look of whoever is addressing them
30 Is a druid who keeps accidentally transforming into a golden retriever whenever they sneeze
O
ur team of Rangers’ most recent inves-
tigations into monsterology have found Hezinni
startling evidence of creatures under- Tiny fiend (demon), chaotic evil
going sudden metamorphosis, rather simply
growing more powerful as they age. More study Armor Class 11 (Natural Armour)
is needed, but here are the most current notes Hit Points 8 (1d10 + 3)
from field experts on the life cycle of the Hezrou, Speed 30 ft.
leading us to separate its growth cycle into three
distinct species. STR DEX CON INT WIS CHA
11 (+1) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 11 (+0)
Actions
Actions
Actions
Actions
Armor Class 18 (Natural Armor) Frightful Presence. Each creature of the Spectral
Hit Points 135 (18d8 + 54) Pirate Captain’s choice that is within 60 feet of it
Speed 30 ft., fly 30ft and is aware of it must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute.
STR DEX CON INT WIS CHA A creature can repeat the saving throw at the end
17 (+3) 22 (+6) 17 (+3) 12 (+1) 13 (+1) 19 (+4) of each of its turns, ending the effect on itself on a
success. If a creature’s saving throw is successful or
Damage Immunities cold, necrotic, poison; the effect ends for it, the creature is immune to the
bludgeoning, piercing, and slashing from spectral pirate captain’s frightful presence for the
non-silvered, non-magical attacks next 24 hours.
Condition Immunities charmed, exhaustion,
frightened, grappled, paralysed, poisoned,
stunned Legendary Actions:
Senses Truesight 120 ft., passive Perception 15
Languages Common The spectral pirate captain can take 3 Legendary
Challenge 12 (8,400 XP) Actions, choosing from the options below. Only one
action can be used at a time, and only at the end of
Magic Resistance. The spectral pirate captain another creature’s turn. Spent legendary actions are
has advantage on saving throws against spells regained at the start of each turn.
and other magical effects.
Gather the Spirit: The spectral pirate captain regains
Can’t Kill What’s Already Dead! The first time 2d8 hit points.
per round the spectral pirate captain would
be reduced to 0 hit points, it falls to 1 hit point Rebuke the Coward: Any non-undead creatures
instead. within 60ft of the Spectral Pirate Captain cannot
regain hit points until the start of the Spectral Pirate
Aura of Terror. The spectral pirate captain has Captain’s next turn.
advantage on all attack rolls against frightened
creatures. Spectral Assault: The Spectral Pirate Captain makes
a Spectral Cutlass or Spectral Dagger attack.
Legendary Resistance (3/Day). If the spectral
pirate captain fails a saving throw, it can choose
to succeed instead.
Actions
Premise:
T
he party has set out to steal from the hoard of the Dread Pirate Captain Old Tom!
Before the session begins, give each party member an object they seek to claim from the table
below, or have them invent one of their own (the object should be small enough to carry in their arms).
The table also contains the suggested location for each item, and the recommended method to steal it.
The party will need to discover these locations and methods by exploring the Tavern and interacting
with NPCs. As always, feel free to adapt the adventure as it progresses to reward your player’s creativity
and good dice rolls.
The Crystal Urn of the Pirate Ghost Old Tom’s Cabin (Floor 2) Pick the lock (DC 15), Enter, and Trick/
Bronzebeard Defeat Old Tom
A Fossilized Black Dragon Egg The Hidden Storage Base (Entrance on Find the entrance to the Storage
Floor 2) passage.
An Ancient Jewel-Encrusted Cutlass Hanging above the bar Cause a distraction in the bar and
make a stealth check (DC 11) to take it
in the confusion.
A Parrot That Knows Too Much Old Tom’s Cabin (Floor 2) Trick/Defeat Old Tom and make an
Animal Handling Check (DC12)
Just, Like, a REALLY Nice Pirate Hat Worn by First Mate Magni Get Magni so drunk he falls asleep and
take the hat.
1. The Adventure
O
ld Tom’s Dead Tavern is a watering
hole for pirates, criminals and undead.
Human, Dwarf, Orc, and Zombie gather
to drink, gamble and brawl. As the party enters
the Tavern, they see numerous characters
scattered all across the bar. (Dead Tavern - Map
Layer 1, page 30). They will also instantly see
First Mate Magni, wearing a splendid pirate hat,
and also spot a beautiful, jewel-encrusted cutlass
hanging from the wall above the bar.
A couple of pirates are having a The PC enters the arm wrestling “You got lucky this time, punk. Try
tense arm wrestling match. contest. boasting about this and I’ll grab that
(Floor 1) Athletics (DC 15) Blunderbuss from the cellar and
blow your head off with it, curse be
damned!”
A skeleton is happily singing to The PCs join the skeleton for a drink, “You think I can’t handle my ale? First
himself with a flagon of ale. and ask for information. Mate Magni is far worse! Two drinks
(Floor 1) Persuasion (DC 11) and he’s out cold!”
A shifty looking Dwarven Pirate Eavesdrop on them! “The Egg is down the hidden passage
and Undead are having a quiet (Stealth or Perception DC12) at the top right of the downstairs
conversation bar. If we can get it, we can escape
(Floor 1) through the hidden exit in the
cellar!”
A group of pirates are betting on a Win a game of darts “You might even be better than Old
game of darts (Sleight of Hand DC 14) Tom! Too bad he’s always shut up in
(Floor 2) his cabin with that parrot.”
A group of Pirates are betting Ride the Mechanical Bull for the “You might have stuck the mechan-
on who can last the longest on a longest! ical bull, but you wouldn’t last 2
Mechanical Bull (Athletics DC14) minutes if the band went on. This
(Floor 2) place turns into chaos when they do;
it’s a free for all brawl to music! You
can’t see or hear a thing going on for
all shouting and dancing!”
A band is missing a few members so A PC or two join the band “With skills like that you’d make the
can’t go on stage. (Performance DC15) Ghost of Bronzebeard dance! That
(Floor 1) is, if his urn wasn’t locked up in Old
Tom’s Cabin!”
First Mate Magni is looking solemn. The party interacts with Magni and “Old Tom ain’t the pirate he used
(Floor 2) probes for any information on the to be. A cold killer sure, but he just
Captain. stays shut up with his gold. I reckon
(Persuasion DC17) the only thing that would get him
outta there would be if this tavern
came under attack by an Ancient
Black Dragon!”
Actions
With the heist a success, tonight is a night for celebration. Come the dawn however, a dark sense of
foreboding settles upon the party; stealing from a King of Thieves is unlikely to go unpunished.
Old Tom’s crew will already be hunting them down, blades thirsting for a bloody revenge…
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compati-
bility or co‑adaptability with any Trademark or Registered Trademark