DM's Secret Weapon - Free Sample Pack!
DM's Secret Weapon - Free Sample Pack!
DM's Secret Weapon - Free Sample Pack!
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07
BEHIR PACK RACE:
5 - Subclass: Wizard: School of Hard
CASTANOOT
Knocks
7 - Race: Castanoot
7 - Caescean
8 - Dentata Castanoot are a race of small, fey creatures native
to the feywild who are notable for their thick,
8 - Sativan
spined shells.
9 - Spellcaster’s Laboratory: Big, Little
Spells
9 - Hyperfocus
10 - Energy Transfer
10 - Mark of Vulnerability
10 - Wrecking Bolt
13 - Artificer’s Laboratory
13 - Essence Capture Vessel
15
14 - Countercharm Locket
14 - Jack’s Magical Music Box
MAP:
THE BONE BRIDGE
15 - Map - The Bone Bridge
25
23 - Bestiary
23 - Mimicule ADVENTURE:
24 - Mimic CANNIBAL COOKOFF!
25 - Mimiking
W
izardry requires years of training and
careful study to cultivate. Even then,
most wizards only truly master a
single discipline of magic. However, away from
the universities and textbooks, there exist other,
less refined ways to develop a connection with
the arcane. Through diligent observation of the
other more fortunate students, and the magic
of the everyday world, self-taught Wizards have
been known to emerge. These selfstarters are
referred to scathingly by some and proudly by
others as Wizards of the School of Hard Knocks.
Observational Savant:
Starting at level 2, you have developed an
incredible awareness and connection to magic
after years of observation and personal study.
Whenever you see a spell cast by another
spellcaster, you may roll an arcana check (DC =
10+that spell’s level). On a success, if that spell
is a Wizard spell, you may copy it into your
spellbook within the next 48 hours, after which
time you forget the details of the spell if it goes
uncopied. The time and gold you spend to copy
a spell in this manner is halved.
Running on Empty:
Starting at 2nd level, when you cast a spell using
your final spell slot, or cast a cantrip while you
have no remaining spell slots, you can instantly
recover any number of spell slots that have a
combined level equal to or less than half your
wizard level, rounded up.
Streetwise:
Beginning at 10th level, you may add your intel-
ligence modifier to wisdom checks and wisdom
saving throws. In addition, when you take the
help action, the creature you are helping may
add your intelligence modifier to their check.
Self-Made Mage:
Starting at 14th level, as an action, you can draw
on your vast, worldly experience to produce a
single, empowering burst of magic. Chose one of
the following effects:
C
astanoot are a race of small, fey creatures Caescean Castanoot are the most traditionally
native to the feywild who are notable for focused of all Castanoot races. They live in tight
their thick, spined shells. An ancient and knit, matriarchal societies on lands claimed long
deeply solitary peoples, Castanoot are famously ago. They take great pride in their heritage, and
distrustful of outsiders and seek to avoid interac- resist change fiercely.
tion with others if they can. However, they have
been known to trade and associate with other Racial Ability Scores: Your Constitution increas-
races on occasion. Trust is hard earned however, es by 2, and your Wisdom increases by 1.
and easily lost. Castanoot have a strong distrust
of Fairies for an insult dealt unto them long ago Alignment: Neutral, Lawful
that none remember, aside from the fact it came
from the tongue of a Fairy. Although Castanoot Size: Small
can burrow, they typically live in woodland areas,
building homes inside trees. They age rapidly Natural Armor: You have a thick, spiky hide.
from birth, reaching adulthood in just 5 years, When you aren’t wearing armor, your AC is 12
and then go on to live for around a century. +your Constitution modifier. You can use your
There are three main variants: The Caescean, natural armor to determine your AC if the armor
Dentata, and Sativan. you wear would leave you with a lower AC. A
shield’s benefits apply as normal while you use
your natural armor.
Size: Small
Tumbler: You can use a reaction to halve any fall Rolliking Spirit: You gain proficiency in the
damage you would take. You may use this trait a Performance Skill.
number of times equal to your proficiency per
long rest. Vigorous Energy: You have advantage on saving
throws against being Stunned or Paralyzed.
O
ur extraction team pulled these spells
out of the Ruins of Glyph, a once
enormous and prestigious Wizard
university brought humble by the ravages of
time and festering magic. They look like custom
inventions of the students there, hastily scrawled
ink on parchment that would have been passed
around and studied in a kind of “magical black
market”.
Hyperfocus
2nd level enchantment
You weave a cursed, spectral mark onto a You fire a vivid bolt of energy towards an object
creature you can see within range. Choose that isn’t being worn or carried or a construct
a damage type from among Acid, Cold, Fire, within range, rippling through the structure and
Lightning, Poison, or Thunder. targeting any vulnerabilities in its construction.
The target creature loses any resistance to The target takes 4d10 force damage.
that damage type for the duration of the spell.
At Higher Levels. When you cast this spell
using a slot of 2nd level or higher, the damage
increases by 1d10 for each slot level above 1st.
Energy Transfer
2nd level Necromancy
Components: V S
Duration: Instantaneous
O
gg’s been pushing hard to get Whips
and Daggers raised to threat level:
EXTREME in our weapon tier list. He
wants every weapon marked EXTREME so he
can get more budget allocation to train with
them. Either that or he just likes finding ways to
make deadly weapons deadlier. Honestly, with
these new techniques he’s been building on, he
might just be doing it…
Dagger Master
You have trained many hours with the whip, Increase your Intelligence, Wisdom or Charisma
granting you the following benefits: by 1.
• Increase your Strength or Dexterity Score When you take this feat select two of the
by 1. following damage types:
• When you make a melee attack with a Acid, lightning, fire, cold, poison, thunder
whip, the range of that attack increases to
15ft. Damage you take of the chosen types is re-
duced by an amount equal to your proficiency
• Your damage die for whip attacks increas- bonus. In addition, when you are subjected to
es to a d6. an effect that allows you to make a Dexterity
or Constitution saving throw to take only half
• Once per turn, when you hit a large or damage, you make that saving throw with
smaller enemy with a whip, you can advantage if the damage type of that effect is
attempt to pull them off their feet. The one of the types chosen with this feat.
target must make a Strength saving throw
with a DC equal to 8+your proficiency+your You can take this feat multiple times.
Strength or Dexterity modifier (your
choice) or fall prone.
S
ometimes the boys in the Artificer’s lab
show incredible precision and subtlety in Essence Capture Vessel
their work, crafting objects equal in beauty
and intellect. Other times, they just cram every Wondrous Item, Legendary (requires attune-
bit of magical power they can muster into an ment by a spellcaster)
object and see what happens.
Made from simple wood and bearing only a
Use these trinkets with caution, there’s a non-ze- basic runic inscription, the Essence Capture
ro chance they’ll explode. Vessel does not appear outwardly powerful.
A creature who puts an ear to the locket can
hear a gentle swirling sound.
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T
hese puzzles were recovered from an
Suggested Puzzle Encounter:
old, haunted music store, The Lonesome
Tromboner! Dragon Tier supporters may
Have the runes and the riddle words appear on
remember the full notes on that little adventure
a wall that the party must pass in order to move
from a few months ago. Luckily the team that
forward.
went in made it out alive, and brought details of
the malevolent spirit’s deadly game of riddles
Accompanying the puzzle is some eerie, ethereal
back to us for use in our own death traps. For
music, which plays in a sinister but enchanting
science, of course.
melody, making the party feel a little drowsy…
Hints:
Good ways to deliver hints to a party include via
an NPC, through successful intelligence checks
their characters make, or through investigation/
perception checks to find notes or carvings left
by other, long dead adventurers.
T
he following riddle might adorn a door, or
chest, or be given by an NPC. In any case, You may wish to give an alternate route around a
the party must offer the correct answer in puzzle, or a forfeit if the party fails to answer it.
order to progress.
One simple but effective forfeit is that the party
Pronounced With One Letter But Written With Three must make an offering of gold to progress in-
Two Different Letters Are Used To Write Me. stead. Another is that, upon failure to solve, they
I Can Be Many Colours; Black, Blue, Brown, Or Green. suffer the effects of a hex until the next dawn,
What am I? reducing their hit point maximum by 2d8.
1 A prize winning truffle Owlbear has escaped! Chase it through the city while minimising the damage caused and
catch it unharmed.
2 A local gang wants to demonstrate their ownership of their territory. Sneak through and tag the area with graffiti
while avoiding the notice of the guards and locals.
3 A ship at sail faces an oncoming storm. Man the sails, batten down the hatches, steer the vessel, and hold on for
dear life.
4 A team of 5 belligerent, indestructible Golems stand in the party's way. Any time a PC tries to move around one,
it moves to block their path.
5 The party is challenged to a fishing contest. Honour is at stake, and the local fish are huge. Catch as many as you
can by any means necessary!
6 The party is conscripted at the last moment to prepare a meal for a royal dignitary. Find suitable ingredients and
cook something up.
7 The party must sneak into a noble’s mansion and steal incriminating etchings.
8 It’s a Battle of the Bards, and everyone needs to play. The party put on a musical show to the best of their ability.
9 The bridge across a ravine has fallen! Find another way across. You’re athletic enough to swing on those hanging
vines, right?
10 A young noble has become dangerously addicted to Potions of Speed. Snap him out of it, but you’ll need to catch
him first.
11 The ruined building the party is in has started to collapse, dodge the falling rubble and keep on your feet as you
flee before rocks fall and everybody dies.
12 A noble hires the party to sabotage his rival’s date. Make sure it does not go well, but be subtle about it.
13 A cave-in traps the party below ground, turning the way out into a labyrinthine maze and obstacle course to
escape through the rubble.
14 A warforged is terribly injured. Find their missing parts and correctly repair them before they completely fall
apart.
15 A gambling ring is in town! Lie, bluff, cheat, steal, and pull any trick you can to earn a killing before the town
guard bust the operation.
16 The party is tasked with looking after some poorly trained and excitable pet Dire Wolves.
17 The only way across the chasm is on the back of a hippogriff, if you can catch one, tame it, and manage to hang
on that is.
18 Prison escape! You have no weapons, no armour, and no chance of winning a fight against the guard. Time to
get sneaky on ‘em.
19 The local tavern is in need of entertainment for the night. Put on a show with whatever skills you can muster, be
they magic, muscle or music. Just make it entertaining.
20 A chromatic dragon wyrmling is terrorising livestock. Find a way to get it to leave without drawing the fury of its
parents upon the village.
17 The Tarrasque
O
ur Zoologist Rangers have continued
their ongoing research into the life Mimicule
cycles of monstrosities, and have found Tiny monstrosity (shapechanger), neutral
yet more evidence of distinct subspecies with
the larger genus of the Mimic. Although a little Armor Class 11 (Natural Armor)
unnerving at first, the Mimicule specimens they Hit Points 9 (2d8)
brought back seem to have bonded extremely Speed 10 ft.
well with staff members. Is there potential here
for further research into these creatures as STR DEX CON INT WIS CHA
familiars? Their combat use is minimal, but they
10 (+0) 12 (+1) 11(+0) 5 (-3) 13 (+1) 8 (-1)
make a fantastic hat that shifts in colour and style
to suit the occasion.
Skills Stealth +5
Addendum: Our clean-up squad was sent out to Damage Immunities Acid
a mysterious island a day’s sail from Havernackle Condition Immunities Prone
on the testimony of some adventurers who were Senses Darkvision 60 Ft., passive Perception 11
shipwrecked there. Here they found several Challenge 0 (10 XP)
fascinating specimens and brought back all
the information they could on the incredible Shapechanger. The mimicule can use its action
creatures. You can find these monster stat blocks to polymorph into a tiny object or back into
and further details on that incredible tale in the its true, amorphous form. Its statistics are the
full account of Cannibal Cookoff below. same in each form. Any equipment it is wear-
ing or carrying isn’t transformed. It reverts to
its true form if it dies.
Actions
Skills Stealth +5
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 Ft., passive Perception 11
Challenge 2 (450 XP)
Actions
CANNIBAL
COOKOFF
AN ORIGINAL ADVENTURE BY D&D SHORTS
This is an adventure designed for 4-6 Level 4
player characters using the Dungeons and
Dragons 5e system. The player characters are
travelling from the continent of Leeestros to
Havernackle across the sea, when their ship is
destroyed in a freak, terrifying storm. AAer
being knocked unconscious, they wake up
alone but for each other on an island and look
up to find a group of over 40 heavily armed
natives standing over them (Fig. 1).
Pg 3.
The tribe leader will guide the party
members to his community’s village. (Fig. 2)
From here, the players are within one hours
brisk walk from The Open Glade (see Chapter
2), Shores of the Bay (see Chapter 3), and The
Mountaintop Temple (see Chapter 4). These
are three locations of the ingredients they
gathe for Squibnumbs. They may gather
must gather
the ingredients in any order they choose. Once
the players have chosen a location to head to,
navigate to the relevant chapter to continue
the story. AAer completing each chapter, the
party returns to the village where the
ingredients can be stored in preparation for
cookin of Squibmumbs that night.
the cooking
Pg 4.
Havoc Tree
Huge plant, chaotic evil
The journey to the Open Glade is gentle and Armour class: 15 (natural armor)
pleasant. There are no difficult obstacles to Hit Points: 76 (8d12 + 24)
navigate, no monsters to avoid and the path Speed: 0
seems well worn and safe. That is, until the
players come to a surging river, beyond which STR DEX CON INT WIS CHA
lies a wide, open glade. (Fig. 5) Here, the path 23 (+6) 8 (-1) 21 (+5) 6 (-2) 16 (+3) 12 (+1)
abruptly turns lee, but the quarry the party
b
seeks lies beyond the stream. Large rocks and
boulders litter the glade, each with a titanic
impact crater around them, indicating that Vulnerabilities: Fire
they struck the earth with incredible force. Senses: Passive Perception 13, Tremorsense
Besides the grass itself, not a single thing lives
in the field aside from a huge, animated Havoc 1800, Blindsight 600
Tree. Languages --
Challenge: 4 (1,100 XP)
Even from this distance, the party can see it
writhing and twisting, as if it were caught in
the midst of a hurricane. They see too, Siege Monster: The Havoc Tree deals double
Sie
hanging from its higher branches, dozens of damage to objects and structures.
thick, juicy Sweet, Sweet Plumbs of all hues
and sizes.
Petrified Wood: When the Havoc Tree drops
to 0 hit points, it regains all hit points and
becomes Paralyzed for 1d4 hours.
ACTIONS
Multiattack: The Havoc Tree makes three
The moment the players enter The Open attacks between its Light Branch Slam and
Glade, the Havoc Tree will become aware of Casting Rock attacks. Each attack the Havoc
their presence. Roll Initiative. The Havoc Tree Tree makes must target a different player.
will use its actions to attack the party as soon Light Branch Slam: Melee Weapon Attack,
as it is dealt damage, or the moment a party single target: +8 to hit, reach 10 ., one target.
member steps within 900 of it. Otherwise, it Hit: 12 (2d6 + 6) bludgeoning damage. If the
will ready its action to use Casting Rock the Havoc Tree was dealt fire damage last turn,
moment a party member steps within 900. this attack deals an additional 1d6 fire damage.
Castin
Casting Rock: Ranged Weapon Attack: The
Havoc Tree hurls a rock. +8 to hit, reach
60/180 ., one target. Hit: (1d10 + 6)
bludgeoning damage.
Upon reducing the Havoc Tree to 0 hit
points, it becomes paralysed for 1d4 hours. Legendary Actions:
The party may now gather its Sweet, Sweet The Havoc Tree has legendary actions equal to
Plumbs. If they so choose, the party may climb the number of player characters minus 1.
further up the tree to access the smaller, Rock On!: The Havoc Tree makes a Casting
darker fruit. If the party does not specify what Rock attack.
Plumbs they take, it is assumed they gather the Not my Sweet, Sweet Plumbs! (Costs 2 Actions):
easie
easier to access, larger Plumbs nearer the The Havoc Tree withdraws some branches to
bottom. cover its trunk. It gains a +3 to its AC until the
start of its next turn.
Heavy Branch Sweep (Costs 3 Actions): The
Havoc Tree sweeps a heavy branch low to the
ground, sweeping in a 15-foot cone. Each
creature in that area must make a DC 13
Dexterity saving throw, taking 24 (7d6)
bludgeoning damage and falling prone on a
failed save. If the Havoc Tree was dealt fire
dama
damage last turn, this attack deals an
additional 1d6 fire damage on a failed save.
Pg 5.
If the players choose to engage the Moisters
directly in combat without stealth, the
Moisters are surprised. The number of
The journey to The Shores of the Bay is Moisters in this battle are equal to the number
taxing, no matter the route taken. It requires of player characters divided by two (rounded
either crossing many stagnant, waterlogged down).
marshes, or taking a coastal route and
traversing rocky coves with sharp, slippery
rocks.
pl
If the players take the marsh route, they each
must make a Constitution saving throw (DC
12) or take 1d8 poison damage and have
disadvantage on saves to resist the poisoned Moister
condition for the next 24 hours. Large beast, neutral
pl
If the players take the coastal route, they each Armour class: 13 (natural armor)
must make a dexterity saving throw (DC 13) Hit Points: 52 (7d10 + 14)
while crossing the coves, or else slip and take Speed: 30 ., swim 30 .
2d8 slashing damage.
Upon reaching The Shores of the Bay (Fig. 4), STR DEX CON INT WIS CHA
the players will be greeted with the sight of the 19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3)
precious Fresh Seaweed, alongside some
hulking, crustacean monsters feeding on it.
They also see many discarded Shells of the Skills: Perception +4
Old, Fussy Hermit Crab scattered along the
sands, some of which are large enough to fit Damage Immunities: Poison
the whole party inside, others as small as a Condition Immunities: Poisoned
frying pan. Senses: Darkvision 60 ., Passive Perception
14
Languages --
Challenge:
Challen 3 (800 XP)
Proficiency Bonus: +2
Amphibious. The Moister can breathe air and
The Moisters feasting on the seaweed seem water.
very preoccupied with their meal.
Carrion Stench. A poisoned creature that
Periodically one will stop and raise its hideous
maw to the breeze, before diving back into the starts its turn grappled by the Moister takes
feast. The party may attempt to steal some of 1d6 poison damage.
the Fresh Seaweed without the Moisters
noticing. Alternatively, they may choose to
enga
engage the Moisters in combat. It’s likely that
ACTIONS
an all out attack will likely take the creatures by Multiattack. The Moister makes a pincer
surprise. attack. If the Moister started its turn grappling
at least one creature, the Moister also uses its
If the party attempts to steal the Fresh bite attack against one grappled creature.
Seaweed via stealth, have the entire party roll a
stealth check, taking the average of all rolls as Pince Melee Weapon Attack: +6 to hit, reach
Pincer.
their stealth result. If the party take 5 ., one target. Hit: 13 (3d6 + 4) bludgeoning
appropriate measures to conceal themselves damage. The target is grappled (escape DC 14)
(such as hiding in one of the large, vacant if it is a Large or smaller creature and the
shells), you may have them add 1d4 to the final Moister doesn't have two other creatures
roll. On a successful group roll (DC 14), the grappled.
party successfully sneak up the Fresh Seaweed
and collect some. They then must make Bite. Melee Weapon Attack: +6 to hit, reach 5
another collective stealth roll (DC 14) to retreat ., one target. Hit: 16 (2d10 + 6) piercing
from the area without drawing the attention of damage. The target makes a Con save (DC 14),
the Moisters. If either check fails, the Moisters and becomes poisoned on a failed save. A
will immediately detect the player characters poisoned creature may repeat this save at the
and attack. start of their turn, ending the condition on a
success.
Pg 6.
The climb to the Mountaintop Temple is a
potentially deadly task in its own right. The
heat is intense, thick, hazy fumes linger in the
air, and clambering up the sheer rock face is
arduous. As the climb continues, the billowing
fumes become so dark and thick that the area
grows shrouded in permanent dim light. Each
pl
player must make a constitution saving throw
(DC 9) taking a level of exhaustion on a failed
save while climbing. At last the party reaches a
mountainside plateau, where they come to the
temple where the Red Hot Chilli Peppers
grow. However, many things besides the Red
Hot Chilli Peppers grow and live in this long
abandoned temple.
Giant Buzzer
Medium beast, chaotic evil
Immediately aaer reaching the temple, (fig.3)
the party come face to face with a Spice Armour class: 12
Leopard, and a swarm of Giant Buzzers. The Hit Points: 13 (3d8)
number of Giant Buzzers is equal to the Speed: 10 ., fly 50 .
number of player characters minus 1. The
party can see some Red Hot Chilli Peppers
growing in the heart of the temple, but there’s STR DEX CON INT WIS CHA
no way of reaching them without a fight. Roll 10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4)
Initiative.
ACTIONS
Spicy Stinger: Melee Weapon Attack: +4 to hit,
reach 5 ., one creature. Hit: 5 (1d6 + 2)
piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 10
(3d6) fire damage on a failed save, or half as
much damage on a successful one.
Pg 7.
Spice Leopard
Medium beast, chaotic neutral
Extra modifiers:
Armour class: 15 (natural armor)
Hit Points: 45 (7d8 + 14) - If the party harvested the smaller, dark
Speed: 60 . purple Sweet, Sweet Plumbs of the Havoc
Tree, they may add 1d6 to the cooking check.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2) part cooked the meal in an old shell
- If the party
of the Old, Fussy Hermit Crab, they may add
1d6 to the cooking check.
Damage Immunities: Fire - If the party harvested the Red Hot Chilli
Senses: Passive Perception 15 Peppers as the final ingredient, they may add
1d6 to the cooking check.
Languages: --
Challenge: 3 (700 XP) a
- If any player is proficient in Cooking
Utensils, the party may add their proficiency
Keen Hearing and Smell. The Spice Leopard bonus to the cooking check.
has advantage on Wisdom (Perception) checks - At the DMs discretion, extra modifiers may
that rely on hearing or smell. be added to reward party creativity. Any
intuitive thinking by the party may add a
further 1d4 to the check. For example, using
Pack Tactics. The Spice Leopard has
the spell Goodberry to add a tasty additional
advantage on an attack roll against a creature if ingredient, or prestidigitation to flavour the
at least one of the Spice Leopard’s allies is final product may justify this bonus.
within 5 feet of the creature and the ally isn't
incapacitated.
No matter what the final score is, the meal is
ACTIONS sufficient to stop the party being eaten. If they
get a 10 or below, the cannibal leader will
Bite. Melee Weapon Attack: +5 to hit, reach 5 thank them for the meal, and quietly remark
., one target. Hit: 7 (1d8 + 3) piercing damage to himself that in future, he’d be better off just
plus 7 (2d6) fire damage. eating the prisoners immediately.
Spicy Breath (Recharge 5–6). The Spice 11-2 the cannibal leader will thank the
On an 11-20,
Leopard exhales it’s Spicy Breath in a 10-foot party honestly, and offer them a very stylish
cone of gas. Each creature in that area must Islander Hat. (Fig. 10)
make a DC 14 Constitution saving throw,
taking 13 (4d6) fire damage and be blinded On a 20+, the leader and the entire
until the end of their next turn on a failed community will thank the players, and swear
save, or half as much damage on a successful off humanoid meat forever, instead setting up
one. an expedition party among their numbers to
make the Squibnumbs in the same way every
night. He will give the party the Islander’s
Sacrificial Sword (Fig. 11), a magical Longsword
fi damage on the
that deals an additional 1d4 fire
first hit each turn: “Cooks the meal as you
The return trip with the peppers is a little
carve it!”
easier than the climb up the volcano, and the
party manages to find a way down without
The next day, the Islander’s present the party
requiring another Constitution save against
with a raa and sails with which to escape the
the heat.
island. They set off with a strong following
wind, and reach the continent of Havernackle
AAer gathering all the ingredients, the party by sunfall, no worse for wear. Nobody believes
returns to the village to cook Squibnumbs. As their story.
the party all help cook, they roll a d20 as a
collective with advantage, using the highest The End.
wisdom modifier of the group to give them
their final result.
Pg 8.
INDEX
FIG 1: SHORE
Pg 10.
INDEX
FIG 2: THE VILLAGE
Pg 11.
INDEX
FIG 3: MOUNTAINTOP TEMPLE
Pg 12.
INDEX
FIG 4: SHORES OF THE BAY
Pg 13.
INDEX
FIG 5: THE OPEN GLADE
Pg 14.
INDEX
FIG 6: SPICE LEOPARD STAT BLOCK
Spice Leopard
Medium beast, chaotic neutral
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5
., one target. Hit: 7 (1d8 + 3) piercing damage
plus 7 (2d6) fire damage.
Pg 15.
INDEX
FIG 7: GIANT BUZZER STAT BLOCK
Giant Buzzer
Medium beast, chaotic evil
Armour class: 12
Hit Points: 13 (3d8)
Speed: 10 ., fly 50 .
ACTIONS
Spicy Stinger: Melee Weapon Attack: +4 to hit,
reach 5 ., one creature. Hit: 5 (1d6 + 2)
piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 10
(3d6) fire damage on a failed save, or half as
much damage on a successful one.
Pg 16.
INDEX
FIG 8: MOISTER STAT BLOCK
Moister
Large beast, neutral
Skills: Perception +4
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ., Passive Perception
14
Languages --
Challenge:
Challen 3 (800 XP)
Proficiency Bonus: +2
Amphibious. The Moister can breathe air and
water.
Carrion Stench. A poisoned creature that
starts its turn grappled by the Moister takes
1d6 poison damage.
ACTIONS
Multiattack. The Moister makes a pincer
attack. If the Moister started its turn grappling
at least one creature, the Moister also uses its
bite attack against one grappled creature.
Pg 17.
INDEX
Havoc Tree
FIG 9: HAVOC TREE STAT BLOCK Huge plant, chaotic evil
Vulnerabilities: Fire
Senses: Passive Perception 13, Tremorsense
1800, Blindsight 600
Languages --
Challenge: 4 (1,100 XP)
ACTIONS
Multiattack: The Havoc Tree makes three
attacks between its Light Branch Slam and
Casting Rock attacks. Each attack the Havoc
Tree makes must target a different player.
Light Branch Slam: Melee Weapon Attack,
single target: +8 to hit, reach 10 ., one target.
Hit: 12 (2d6 + 6) bludgeoning damage. If the
Havoc Tree was dealt fire damage last turn,
this attack deals an additional 1d6 fire damage.
Castin
Casting Rock: Ranged Weapon Attack: The
Havoc Tree hurls a rock. +8 to hit, reach
60/180 ., one target. Hit: (1d10 + 6)
bludgeoning damage.
Legendary Actions:
The Havoc Tree has legendary actions equal to
the number of player characters minus 1.
Rock On!: The Havoc Tree makes a Casting
Rock attack.
Not my Sweet, Sweet Plumbs! (Costs 2 Actions):
The Havoc Tree withdraws some branches to
cover its trunk. It gains a +3 to its AC until the
start of its next turn.
Heavy Branch Sweep (Costs 3 Actions): The
Havoc Tree sweeps a heavy branch low to the
ground, sweeping in a 15-foot cone. Each
creature in that area must make a DC 13
Dexterity saving throw, taking 24 (7d6)
bludgeoning damage and falling prone on a
failed save. If the Havoc Tree was dealt fire
dama
damage last turn, this attack deals an
additional 1d6 fire damage on a failed save.
Pg 18.
INDEX INDEX
FIG 10: ISLANDER HAT FIG 11: ISLANDER’S SACRIFICIAL SWORD
Pg 19.
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