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DMs Secret Weapon Magazine, Issue #03 (Patreon Dragon Pack) (DND Shorts) (Will Earl LTD) (MAR 2022)

The DM's Secret Weapon Magazine offers monthly Dungeons and Dragons 5e resources, including new spells, races, and adventures. This issue features content such as the Warlock patron 'The Deep Consciousness,' the Zu-Zoi race, and various spells and feats inspired by Zu-Zoi culture. The magazine emphasizes cooperation in gameplay and provides tools for both players and Dungeon Masters to enhance their gaming experience.

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Paco
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100% found this document useful (1 vote)
946 views51 pages

DMs Secret Weapon Magazine, Issue #03 (Patreon Dragon Pack) (DND Shorts) (Will Earl LTD) (MAR 2022)

The DM's Secret Weapon Magazine offers monthly Dungeons and Dragons 5e resources, including new spells, races, and adventures. This issue features content such as the Warlock patron 'The Deep Consciousness,' the Zu-Zoi race, and various spells and feats inspired by Zu-Zoi culture. The magazine emphasizes cooperation in gameplay and provides tools for both players and Dungeon Masters to enhance their gaming experience.

Uploaded by

Paco
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/ 51

THE DM’S SECRET

WEAPON
FRONT PAGE PLACEHOLDER
The DM’s Secret Weapon Magazine is supported by and
distributed through Our Patreon!

Subscribe to get a new issue delivered to your inbox every


month, bursting with amazing Dungeons and Dragons 5e
resources and ready to play adventures to take your games to
the next level!

This Magazine was created by William Earl and Doug Wallace.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names,
dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this declaration).

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this DnD
Shorts game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d).
No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.

The DM’s Secret Weapon is published by Will Earl LTD under the Open Game License version 1.0a, Copyright
2021-2022 Will Earl LTD. All rights reserved.

The art used in this Magazine was created by and used with the permission of Doug Wallace, or bought and
licenced for use as stock images. Some battlemaps were created by and used with permission of Cze and Peku, and
these are marked with a Cze and Peku watermark for identification and attribution.

THE DM’S SECRET WEAPON 1


IN THIS ISSUE...
3 - Editor’s Note

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

12 - The Artificer’s Laboratory: Magic Items


12 - Blade of Allies
12 - Fey Longbow
12 - Fated Coin (Heads)
12 - Fated Coin (Tails)

13 - Map - Lost Lighthouse

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)

27 - Adventure: The Dead Tavern ADVENTURE:


36 - Adventure Maps THE DEAD TAVERN
39 - Complete Lost Lighthouse Map Pack

Old Tom’s Dead Tavern is the watering hole


of pirates, criminals and the undead. Pleasure,
profit, pain; The Dead Tavern offers them all in
greater abundance than any mortal man could
dream of…
THE DM’S SECRET WEAPON 2
It never hurts to remind your players, particular-
ly younger players or those new to the game, that
you are on the same side as them against the one
true enemy: Garbage Dice Rolls.

You won’t need an anvil to the head to kill


someone; I’ve seen a level 20 barbarian tumble
to his death over the course of 6, horrific failed
dexterity saving throws (yes, he had advantage on
all of them. No, he didn’t roll above a 10).

May this material inspire a lot of fun and coop-


erative gameplay for you and your players across
many great sessions, and may the dice gods be
ever in your favor.

“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!!!!”

A D&D nursery rhyme, by DnD Shorts

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.

Sure, intelligence might not be the first thing


that comes to mind when a D&D party gathers
together, but cooperation should be the driving
factor in every game.

Cooperation between party members, and, just


as important, cooperation between your players
and you.

Although it’s fun to joke to the contrary, D&D is


never about players vs. the DM. If you ever feel
that your games are going that way, it’s time to
stop and evaluate the root of the cause. Usually,
it’s because novice players have mistakenly got
the idea that you (the DM) want them to fail,
because you play the villains.

This never ends well, as it leads to players hiding


things from you, being less willing to roleplay,
and less willing to take exciting risks. They’re
going to be cautious if they think you’re waiting
for any opportunity to drop an anvil on their
head.
That sucks, because overly cautious players are
boring.

THE DM’S SECRET WEAPON 3


BEHIR PACK

THE DM’S SECRET WEAPON 4


WARLOCK PATRON
THE DEEP CONSCIOUSNESS

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.

The Deep Consciousness grants power to


Warlocks, steadily spreading its influence across
all planes of existence in the aim of furthering
some unknowable agenda.

Expanded Spell List:


The Deep Consciousness lets you choose from
an expanded list of spells when you learn a
Warlock Spell. The following spells are added to
the Warlock spell list for you.

Spell Level Spells


1st Disguise Self, Hideous
Laughter

2nd Blindness/Deafness,
Silence

3rd Sending, Slow

4th Compulsion, Confusion

5th Modify Memory,


Telepathic Bond

9th Weird

THE DM’S SECRET WEAPON 5


Iron Mind Mind Crush
The power of The Deep Consciousness has Starting at 14th level, you can expend your
strengthened your mind. At 1st level, you gain energies to open a doorway in a target’s mind to
resistance to psychic damage, and you can add allow a small vestige of your Patron’s power to
your charisma modifier to your intelligence invade.
saving throws.
As an action, choose a creature you can see
In addition, if you would drop concentration within 60ft of you. Both you and it are incapac-
on a spell cast using your pact magic, you can itated and your base movement speeds become
choose to maintain concentration instead. You 0 for the next minute, or until you chose to
can use this ability an amount of times equal to end the effect. At the end of each of its turns, or
your proficiency bonus per long rest. whenever it takes damage from another source, it
takes 2d10 psychic damage and makes a wisdom
saving throw, freeing itself from your control on
a successful save. Creatures immune to psychic
Mental Invasion damage treat damage from this effect as though
they were resistant to it, not immune.
Beginning at 6th level you can use a bonus
action to strike at the mind of a target you can
Once you use this feature, you cannot do so
see within 60ft of you that has an intelligence
again until you finish a long rest.
score of 3 or higher. It makes a Wisdom saving
throw against your Warlock Spell Save DC. On a
failed save it suffers one negative effect of your
choice from the following list:

• It is blinded until the end of your next turn


• It is deafened until the end of your next turn
• Its base movement speed is reduced by 30ft
until the end of your next turn
• It falls prone
• It drops concentration on any spell it is
concentrating on
• The first time it takes damage each turn, it
takes an additional 1d6 psychic damage. This
effect ends at the end of your next turn.

Once you use this feature, you cannot do so


again until you finish a short rest.

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.

THE DM’S SECRET WEAPON 6


RACE
ZU-ZOI

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.

They trade with other species only as a necessity,


as they lack the resources and knowledge to
produce complex mechanical or magical objects.
However, they are not primitive. Zu-Zoi are
beyond virtuosic in the fields of agriculture,
survivalism and combat.

It’s said Zu-Zoi can turn a barren wasteland to a


thriving, luscious forest in a single generation. Subrace features
There are two primary subraces which co-exist
peacefully: the Zu-Zoi-Zat and Zu-Zoi-Zen.
Zu-Zoi-Zat
Zu-Zoi traits: Venom Blood: You have resistance to poison
damage and are immune to the poisoned
Ability Score Increase: Your Constitution, condition.
Strength and Wisdom scores increase by 1.
Living Weapon: As a bonus action, you can coat a
Age: Zu-Zoi have shorter lifespans than humans, single piercing or slashing melee weapon you are
laying eggs that hatch and mature in a single holding with your natural venom. Once applied,
year, and go on to live for roughly half a century. this venom remains potent for the next minute,
They show few internal or external signs of age, or until the weapon hits another creature. A crea-
as healthy and intelligent in their second year as ture hit by this weapon must make a constitution
in their last. saving throw (DC = 8+your proficiency+your
constitution modifier) or take an additional 1d10
Size: Most Zu-Zoi stand a little shorter than poison damage. This damage increases to 2d10 at
a typical human, at around 5 feet. Your size is level 5, 3d10 at level 11, and 4d10 at level 17. You
medium. can use this feature a number of times equal to
your constitution modifier per long rest.
Many Eyes: You gain proficiency in either Insight
or Perception (your choice).
Zu-Zoi-Zen
One with the Land: You gain proficiency in
either Nature or Survival (your choice). Hard Earned Freedom: You have advantage
on saving throws against being Charmed or
Steadfast Spirit: You have advantage on saving Frightened.
throws to resist Exhaustion.
Adaptive Carapice: When you take damage, you
can use your reaction to grant yourself resistance
to that damage type for the next minute. Once
you use this trait, you can’t do so again until you
finish a short rest.

THE DM’S SECRET WEAPON 7


SPELLCASTER’S
LABORATORY
SPELLS

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 action


Range: 60 feet
Target: A creature not wearing heavy armor
Components: V, S, M (A ghost pepper seed)
Duration: 1 minute (concentration)
Classes: Warlock, Bard

Choose a creature you can see within range,


that target makes a Charisma saving throw (it
can choose to fail), or is affected by this spell.

Until the spell ends, the target gains 1d12


temporary hit points; it gains resistance to
bludgeoning, slashing, and piercing damage;
it makes all strength checks, strength saving
throws and melee attack rolls with advantage;
it deals an additional +2 damage on all melee
attacks; attacks against it have advantage; and
it cannot concentrate on spells or cast spells.

At Higher Levels: When you cast this spell


using a spell slot of 4th level or higher, the
target gains an additional 1d12 temporary hit
points for each slot level above 3rd.

THE DM’S SECRET WEAPON 8


Weave Drain Spiritual Interposition
6th level abjuration 2nd level abjuration

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

Classes: Wizard Classes: Paladin, Cleric

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).

THE DM’S SECRET WEAPON 9


THE TRAINING
GROUND
FEATS - FT. OGG

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

Increase your Strength, Constitution or


Charisma by 1.

Once per turn, when you make an attack roll,


you can switch the damage type of that attack
to lightning damage.

Once per turn, when you score a critical hit


with an attack that deals lightning damage
to a creature, that creature is blinded and
deafened until the start of your next turn.

THE DM’S SECRET WEAPON 10


After Image Ingenious Trickster

Increase your Dexterity by 1. Increase your Charisma or Dexterity by 1.

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.

Once you use this feature, you cannot do so


again until you take a long rest.

Big Pecks

Increase your Strength by 1.

While you are unarmored and not carrying


a shield, your AC increases by 1. In addition,
you may roll for Persuasion and Intimidation
skill checks using your Strength modifier, rather
than your Charisma modifier.

THE DM’S SECRET WEAPON 11


THE ARTIFICER’S
LABORATORY
COLLABORATIVE MAGIC ITEMS

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

Weapon (longbow), very rare (requires


attunement)

Fated Coin (Tails) You gain a +1 bonus to damage and attack


rolls made with this weapon
Wondrous item, Uncommon
This bow has 3 charges and regains 1d4-1
This silver coin bears the tail of a dragon on charges each dawn. As a bonus action, you
both sides. As an action, you can roll it across can infuse an arrow with the Fey Longbow’s
your fingers to cast the spell Pass Without A energy. Until the end of this turn, if you shoot
Trace. Once used in this way, the Fated Coin that arrow from the Fey Longbow to a point
(Tails) cannot be used again until the next within the weapon’s normal range, a willing
dawn. creature within 10ft of you can use its reaction
to teleport to an unoccupied space within 5ft of
where the arrow landed.

THE DM’S SECRET WEAPON 12


LOST LIGHTHOUSE - NORMAL VARIATION

THE DM’S SECRET WEAPON 13


LOST LIGHTHOUSE - NORMAL VARIATION GRID

THE DM’S SECRET WEAPON 14


End of Behir Pack Section

Thank you for supporting this magazine on Patreon, it would be impossible to create
without your incredible support! Unlock the rest of the DM’s Secret Weapon by sub-
scribing at the Red or Gold Dragon Tiers for Puzzles, Random Tables, Map Variations,
Monsters, and a full adventure every month!

Remember to also join our discord to take part in D&D Games with the whole
community.

A particular thank you to our Gold Dragon Patreon supporters, who helped play test
this material, and continue to inspire more creativity and love for this game in our
D&D Sessions!

Anhorsen Ailin
Rolan Critz
Phantasmguy
Whizz83
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Tore Højland Christensen
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James Knapp
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Keon Reid
CZ
Apollo Agni
Bryan Johnson
Ryan Wiley
Elijah Cerry
Lchaim
Brett Jackson
Nolan O’Shaugnessy
Colin Davis
Clark Smith
Ida

THE DM’S SECRET WEAPON 15


DRAGON PACK

THE DM’S SECRET WEAPON 16


THE TRAPMAKER’S
GARDEN
PUZZLE ENCOUNTERS

The Chromatic Door

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.

• Deal any amount of fire damage to the door. The


door begins to crackle and booms with thunder.
• Deal any amount of thunder damage to the door.
The door begins to freeze.
• Deal any amount of cold damage to the door. The
door turns bright gold. DMs Recommendation
• Throw 10gp or an object of equivalent or higher
worth through the door. The object vanishes, and For low level parties who may have limited
the door turns a sickly green. damage options, you may wish to include this
• Deal any amount of poison damage to the door. puzzle in an area where the party can be creative
The door begins to crackle with electricity. in accessing different sources of damage. For
• Deal any amount of lightning damage to the door. example, you could have the puzzle exist in a
The door opens to reveal a terrifying black hole of location where various native creatures with the
spiraling death, teeth, darkness and flame. power to inflict different damage types can be
• Step through the door. The door frame becomes captured or harvested to inflict damage to the
solid stone, and the path through is unlocked. door.

THE DM’S SECRET WEAPON 17


Talons of the Devil This puzzle works best when the party is put
under some type of time pressure. A simple

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.

At the base of the stature are carved the words:

Hatred Consumes All. In The End,


Even Itself.

Any damage a player deals to the devil has no


effect, and instead the devil deals the attacker
1d10 of that damage type back.

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.

• Hint 1: The Devil seems to reflect all damage


we deal to it back to us. “Hatred Consumes
All… Even Itself” what could that mean?

• Hint 2: Perhaps there is some way of using


the Devil’s damage reflection ability against
it?

• Hint 3: Maybe if it hurts us when we hit the


devil, it’ll hurt the devil if we can get it to hit
us?

THE DM’S SECRET WEAPON 18


THE CHAOS DICE
RANDOM TABLES

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

THE DM’S SECRET WEAPON 19


NPC Quirks
Coming up with a quick quirk for an NPC is a powerful way of keeping them memorable for your
players, and giving yourself a simple “in” when improvising and interacting with them. You can use this
table to roll randomly and determine a quick trait to breathe some life into your NPCs, or choose any
quirks that inspire you.

1 Is instantly infatuated with a player character

2 Is convinced they are dead

3 Has two eyes of different colors that switch when they blink

4 Is covered in tattoos that glow and subtly move around

5 Permanently radiates a faint scent of urine, due to a fey curse

6 Is constantly eating, yet extremely skinny

7 Smokes an enormous and ornate pipe, blowing billowing smoke over the party

8 Constantly bounces on the balls of their feet, forever in motion

9 Believes themselves to be incredibly important and famous

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

12 Begins to float into the air unsupported when aggravated or excited

13 Is a fantastic pickpocket, often taking party items without their knowledge only to hand the stolen goods back to
them

14 Is surrounded by animals at all times, much to their frustration

15 Is extremely nervous and shy

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

19 Is extremely sensitive to sunlight, stays fully cloaked and lurks in darkness

20 Is appalling messy, leaving a trail of garbage behind them wherever they go

21 Says the phrase “Gotta Live, Gotta Laugh, Gotta Love” way too much

22 Asks PCs deeply personal questions with no warning

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

25 Is suicidally brave and daring

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

28 Is surrounded by floating motes of golden light

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

THE DM’S SECRET WEAPON 20


THE BESTIARY
HEZROU EVOLUTIONS

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)

Damage Immunities cold, fire, lightning


Damage Resistances poison
Condition Immunities poisoned
Senses Darkvision 60 ft., passive Perception 11
Languages Abyssal, telepathy 30 ft.
Challenge 0 (10 XP)

Magic Resistance. The hezinni has advantage on


saving throws against spells and other magical
effects.

Stench. Any creature that starts its turn within


5 feet of the hezinni must succeed on a DC 11
Constitution saving throw or be poisoned until
the start of its next turn. On a successful saving
throw, the creature is immune to the hezinni’s
stench for 24 hours.

Demonic Ally. A willing hezinni may offer its


master or ally a small portion of its own magical
essence, granting them immunity to that
specific hezinni’s Stench ability.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft.,


one target. Hit: 1 (1d1) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5ft.,


one target. Hit: 1 (1d1) slashing damage.

If your DM allows, a hezinni can be your


familiar, and summoned with the Find
Familiar spell.

THE DM’S SECRET WEAPON 21


Hezrou
Large fiend (demon), chaotic evil

Armor Class 13 (Natural Armour)


Hit Points 136 (13d10 + 65)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+1) 13 (+1)

Saving Throws Str +7, Con +8, Wis +4


Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from non
magical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception
11
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Magic Resistance. The hezrou has advantage on


saving throws against spells and other magical
effects.

Stench. Any creature that starts its turn within


10 feet of the hezrou must succeed on a DC 14
Constitution saving throw or be poisoned until
the start of its next turn. On a successful saving
throw, the creature is immune to the hezrou’s
stench for 24 hours.

Actions

Multiattack. The hezrou makes three attacks:


one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,


one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach


5ft., one target. Hit: 11 (2d6 + 4) slashing
damage.

THE DM’S SECRET WEAPON 22


Hezrath
Huge fiend (demon), chaotic evil

Armor Class 21 (Natural Armour)


Hit Points 250 (20d10 + 140)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 24 (+7) 7 (-2) 15 (+2) 16 (+3)

Saving Throws Str +11, Con +12, Wis +7


Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning,
piercing, and slashing from non magical attacks
Condition Immunities poisoned
Senses Darkvision 120 ft., Blindsight 30 ft.,
passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 15 (13,000 XP)

Magic Resistance. The hezrath has advantage on


saving throws against spells and other magical
effects.

Magic Weapons. The hezrath’s weapon attacks


are magical.

Stench. Any creature that starts its turn within


20 feet of the hezrath must succeed on a DC
17 Constitution saving throw or be poisoned
until the start of its next turn and fall prone.
On a successful saving throw, the creature is
immune to the hezrath’s stench for 1 hour.

Actions

Multiattack. The hezrath makes four attacks:


one with its bite and three with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach


10ft., one target. Hit: 28 (4d10 + 6) piercing
damage, and the target must make a DC 17
Constitution saving throw, taking 36 (8d8)
poison damage on a failed save.

Claw. Melee Weapon Attack: +11 to hit, reach


10ft., one target. Hit: 20 (4d6 + 6) slashing
damage.

THE DM’S SECRET WEAPON 23


Zombie Pirate
Medium Undead, neutral evil

Armor Class 14 (Studded Leather)


Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 11 (+0)

Damage Immunities cold, necrotic, poison;


bludgeoning, piercing, and slashing from non
magical attacks
Condition Immunities poisoned, exhaustion
Senses Darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Can’t Kill What’s Already Dead! The first time each


round the Zombie Pirate would be reduced to 0
hit points, it falls to 1 hit point instead.

Pack Tactics. The Zombie Pirate has advantage


on an attack roll against a creature if at least
one of the Zombie Pirate’s allies is within 5 feet
of the creature and the ally isn’t incapactiated.

Actions

Multiattack: The Zombie Pirate makes two attacks


between its Cutlass and Dagger Throw.

Cutlass. Melee Weapon Attack: +6 to hit, reach 5ft., one


target. Hit: 7 (1d8+3) piercing damage.

Dagger Throw. Ranged Weapon Attack: +5 to hit, range


20/60, one target. Hit: 4 (1d4+2) piercing damage.

Braaaaains. Melee Weapon Attack: +6 to hit, reach


5ft, one target. Hit: 13 (3d6+3) piercing damage,
the target is grappled (escape DC13), and the The
Zombie Pirate can’t use the Braaaaains attack again
for as long as they are grappling that creature.

THE DM’S SECRET WEAPON 24


Spectral Pirate Captain Soul Wrench (1 per day): All frightened
creatures within 30ft of the Spectral Pirate Captain
Medium Undead, lawful evil with more than one 1 hit point fall to 1 hit point.

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

Multiattack: The Spectral Pirate Captain can use


its Frightful Presence. It then makes four attacks
between its Spectral Cutlass and Spectral Dagger, or
uses its Soul Wrench ability.

Spectral Cutlass. Melee Weapon Attack: +10 to


hit, reach 5ft., one target. Hit: 14 (2d8+6) magical
piercing damage and 4 (1d8) necrotic damage.

Spectral Dagger. Ranged Weapon Attack: +10 to


hit, range 20/60, one target. Hit: 11 (2d4+6) magical
piercing damage and 4 (1d8) necrotic damage.

THE DM’S SECRET WEAPON 25


Dread Pirate King
Curse ye, landlubbers! (1 per day): All non-un-
(Old Tom) dead creatures within 40ft of Old Tom fall
Medium Undead, neutral evil prone and have their movement speed reduced
to zero until the end of Old Tom’s next turn.
Armor Class 22 (Natural Armor)
Hit Points 135 (18d8 + 54) Commanding Presence: Each creature of Old
Speed 40ft. Tom’s choice that is within 60 feet of him and
is aware of him must succeed on a DC 16
STR DEX CON INT WIS CHA Charisma saving throw or become charmed
24 (+7) 16 (+3) 17 (+3) 12 (+1) 13 (+1) 19 (+4) by him for 1 minute. A creature can repeat the
saving throw at the end of each of its turns,
or when it takes damage, ending the effect
Damage Immunities cold, necrotic, poison;
on itself on a success. If a creature’s saving
bludgeoning, piercing, and slashing from
throw is successful or the effect ends for it, the
non-silvered, non-magical attacks
creature is immune to Old Tom’s commanding
Condition Immunities charmed, exhaustion,
presence for the next 24 hours.
frightened, grappled, paralysed, poisoned,
stunned
Senses Truesight 120 ft., passive Perception 15
Legendary Actions:
Languages Common
Challenge 12 (8,400 XP)
Old Tom can take 3 Legendary Actions,
choosing from the options below. Only one
Magic Resistance. Old Tom has advantage on
action can be used at a time, and only at the
saving throws against spells and other magical
end of another creature’s turn. Spent legendary
effects.
actions are regained at the start of each turn.

Can’t Kill What’s Already Dead! The first time


Gather the Spirit: Old Tom regains 2d8 hit
per round Old Tom would be reduced to 0 hit
points.
points, he falls to 1 hit point instead.

Spectral Assault: Old Tom makes a Captain’s


Legendary Resistance (3/Day). If Old Tom fails
Cutlass or Captain’s Dagger attack.
a saving throw, he can choose to succeed
instead.
Turn, ye traitors!: (costs two actions) Any crea-
tures charmed by Old Tom use their reaction to
move up to their movement speed and make
Actions a melee weapon attack against any creature of
Tom’s choice within range.
Multiattack: Old Tom can use his Commanding
Presence. He then makes four attacks between
his Captain’s Cutlass and Captain’s Dagger.

Captain’s Cutlass. Melee Weapon Attack: +11


to hit, reach 5ft., one target. Hit: 14 (2d8+7)
magical piercing damage and 4 (1d8) force
damage.

Captain’s Dagger. Ranged Weapon Attack: +10


to hit, range 20/60, one target. Hit: 11 (2d4+3)
magical piercing damage and 4 (1d8) force
damage.

THE DM’S SECRET WEAPON 26


ADVENTURE
THE DEAD TAVERN

THE DM’S SECRET WEAPON 27


The Dead Tavern
A non-linear, role play focused one shot of drinking,
gambling, bar fights and thievery designed for 4-6
level 10 PCs!

Due to the non-linear nature of this story, I


recommend you read this adventure in full and
familiarize yourself with the layout of The Dead
Tavern and the locations of key NPCs, potential
combat encounters and objects. For your conven-
ience, all important areas and objects are marked
on the DM’s Treasure Map on the following page
for quick reference!

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.

Table of Old Tom’s Treasures

Desired Object Suggested Location How to Steal

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.

A Cursed Blunderbuss Dark Cellar (Floor 3) Defeat/Placate the Ghost Pirate


Bronzeback in the Cellar

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.

THE DM’S SECRET WEAPON 28


The DM’s Treasure Map:
This adventure takes place in a tavern which has three floors. Here are the maps annotated with key
locations, NPCs and Items, which may be useful to you as you run this adventure. You can find printa-
ble, gridded maps to use for your players at the end of this adventure.

Source: Cze and Peku

Source: Cze and Peku

THE DM’S SECRET WEAPON 29


Source: Cze and Peku

1. The Adventure

1.1 Old Tom’s Dead Tavern

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.

From here, the party’s actions will dictate the


flow of this adventure. They must interact with
the occupants of the tavern to gather informa-
tion and open up avenues to enable their heist.
Other objects they may need to search for the old
fashioned way.

In all social encounters, the party must make a


skill check. A successful check will lead the NPC
to reveal some information that will aid the party
in claiming their desired object. Here is a list of
suggested social encounters and hints to offer the
party.

THE DM’S SECRET WEAPON 30


Encounter Interaction/Skill Check Hint

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!”

THE DM’S SECRET WEAPON 31


1. 2 Optional Combat Zombie Pirate
Encounters Medium Undead, neutral evil

If the party antagonize drunken pirates they may


Armor Class 14 (Studded Leather)
be drawn into a fight. If so, have four Zombie
Hit Points 45 (6d8 + 18)
Pirates attack.
Speed 30 ft.

Fights are not unusual at The Dead Tavern. After


STR DEX CON INT WIS CHA
the party deals with the threat, the atmosphere
quickly returns to normal and they can progress 16 (+3) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 11 (+0)

without drawing suspicion.


Damage Immunities cold, necrotic, poison;
bludgeoning, piercing, and slashing from non
magical attacks
Condition Immunities poisoned, exhaustion
Senses Darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Can’t Kill What’s Already Dead! The first time each


round the Zombie Pirate would be reduced to 0
hit points, it falls to 1 hit point instead.

Pack Tactics. The Zombie Pirate has advantage


on an attack roll against a creature if at least
one of the Zombie Pirate’s allies is within 5 feet
of the creature and the ally isn’t incapactiated.

Actions

Multiattack: The Zombie Pirate makes two attacks


between its Cutlass and Dagger Throw.

Cutlass. Melee Weapon Attack: +6 to hit, reach 5ft., one


target. Hit: 7 (1d8+3) piercing damage.

Dagger Throw. Ranged Weapon Attack: +5 to hit, range


20/60, one target. Hit: 4 (1d4+2) piercing damage.

Braaaaains. Melee Weapon Attack: +6 to hit, reach


5ft, one target. Hit: 13 (3d6+3) piercing damage,
the target is grappled (escape DC13), and the The
Zombie Pirate can’t use the Braaaaains attack again
for as long as they are grappling that creature.

THE DM’S SECRET WEAPON 32


2. Significant Locations

2.1 The Hidden Storage Base


Accessing this Storage Base requires a DC 13
investigation check while in the Downstairs
Bar (Dead Tavern - Map Layer 2, page 33). If
the party successfully eavesdropped on the two
pirates above, they instead find the entrance with
no check needed. After following the passage and
descending a layer, they find the Fossilized Black
Dragon Egg.

2.2 The Haunted Cellar


As the party Enters The Dark Cellar (Dead
Tavern - Map Layer 3, page 33) the sounds of
the tavern fade behind them. The darkness feels
oppressive, almost painful. A foul, haunting voice
calls out in the darkness.

“Show me my resting place… Or die”

This is the Pirate Ghost Bronzebeard. The


party can show him his Crystal Urn, if they
have it, and he will let them pass. Otherwise,
they must retreat, or roll initiative. Pirate Ghost
Bronzebeard uses the Spectral Pirate Captain stat
block on page 33.

After defeating/placating Bronzebeard, he van-


ishes, and the Blunderbuss lies in the Dark Cellar
ready to be claimed.

Once in the Dark Cellar, the party can make


an investigation check to find the hidden exit
(DC 14). If the party received the hint from the
whispering pirate thieves, they instead find the
exit without needing a check.

THE DM’S SECRET WEAPON 33


2.3 Old Tom’s Cabin
Entering Old Tom’s Cabin stealthily requires a
successful lock picking check (DC 15), the party
must then make a collective stealth check (DC 22)
to enter and retrieve their items without waking a
sleeping Old Tom and his parrot.

Alternatively, they may knock, and Old Tom will


open the door and accost them.

“How Dare Ye?!”

The party may attempt to lie to Old Tom to


convince him to vacate the cabin. If so, they
must make a DC 21 deception check, inventing
a plausible reason to draw him away. If the party
received and act upon the hint from First Mate
Magni, they make this check with advantage. If
the party woke old Tom while in his cabin, they
make this check with disadvantage. On a failed
check, Old Tom will attack immediately. On a
success, he will storm off, giving the party a few
moments to rob the cabin.

If Old Tom is tricked into leaving, he will attack


the party if he encounters them again. Old Tom
will stay on the top floor of the Dead Tavern and
ambush them if they return there. If the party
wishes to avoid him, they must find a way to
escape without returning to the surface.

Old Tom uses the Dread Pirate King stat block on


page 34.

THE DM’S SECRET WEAPON 34


3. Into the Night!
After stealing all the objects they can, the party escapes into the night. If everyone managed to success-
fully get their desired object and escape, they can choose to sell them on the black market for 5,000
gold a piece, or turn them in to the authorities for a 4,500 gold reward a piece and an improved rep-
utation. You may also wish to reward the party with XP for any fights they managed to avoid through
cunning gameplay and successful skill checks.

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…

THE DM’S SECRET WEAPON 35


ADVENTURE MAP 1 - MADE BY CZE AND PEKU

Source: Cze and Peku

THE DM’S SECRET WEAPON 36


ADVENTURE MAP 2 - MADE BY CZE AND PEKU

Source: Cze and Peku

THE DM’S SECRET WEAPON 37


ADVENTURE MAP 3 - MADE BY CZE AND PEKU

Source: Cze and Peku

THE DM’S SECRET WEAPON 38


LOST LIGHTHOUSE - NORMAL VARIATION

THE DM’S SECRET WEAPON 39


LOST LIGHTHOUSE - NORMAL VARIATION GRID

THE DM’S SECRET WEAPON 40


LOST LIGHTHOUSE - NIGHT VARIATION

THE DM’S SECRET WEAPON 41


LOST LIGHTHOUSE - NIGHT VARIATION GRID

THE DM’S SECRET WEAPON 42


LOST LIGHTHOUSE - GHOST VARIATION

THE DM’S SECRET WEAPON 43


LOST LIGHTHOUSE - GHOST VARIATION GRID

THE DM’S SECRET WEAPON 44


LOST LIGHTHOUSE - SNOW VARIATION

THE DM’S SECRET WEAPON 45


LOST LIGHTHOUSE - SNOW VARIATION GRID

THE DM’S SECRET WEAPON 46


LOST LIGHTHOUSE - PAPER VARIATION

THE DM’S SECRET WEAPON 47


LOST LIGHTHOUSE - PAPER VARIATION GRID

THE DM’S SECRET WEAPON 48


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License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You


indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this


License, the Contributors grant You a perpetual, worldwide, royal-
ty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT


NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.

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

THE DM’S SECRET WEAPON 49


THE DM’S SECRET WEAPON 50

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