THE DM’S SECRET
WEAPON
FRONT PAGE PLACEHOLDER
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THE DM’S SECRET WEAPON 1
IN THIS ISSUE...
3 - Editor’s Note
07
Behir Pack RACE:
5 - Subclass: Ranger: Skyrider ARCARDAE
Conclave
7 - Race: Arcardae
9 - Elemental Monster Magic Similar in appearance to the demonic driders of
9 - Razor Leaf the underworld, arcardae inspire understanda-
10 - Rock Smash ble revulsion and terror in the eyes of most they
10 - Hyper Beam meet.
11 - Training Ground: Feats
11 - Swagger
11 - Savage Strikes
11 - Undauntable
12 - Map - Eternal Arena
Dragon Pack
12
16 - A Cycle of Swords & Evolving MAP:
Weapons
ETERNAL ARENA
17 - Blade of Cunning & Corrosion
17 - Blade of Flame & Frost
18 - Blade of Life & Death
18 - Blade of Mind & Soul Conflicts in a bar are best settled outside.
19 - Blade of Time & Space Really bad conflicts in a bar are best settled
outside of the known laws of time and space.
20 - Blade of Potential & Power
21 - Bestiary
21 - Kobald Skeleton
22 - Kobald
23 - Red Dragon Wyrmling
24 - Dead Dragon Wyrmling
25
25 - Adventure: Night of the Living
Bones ADVENTURE:
32 - Adventure Maps NIGHT OF THE
34 - Full Map Pack - Eternal Arena LIVING BONES
Being an archeologist is significantly more
complex when the bones start moving...
THE DM’S SECRET WEAPON 2
Editor’s Note
What’s in a name? So, to fix this issue, we’ve tweaked our name.
We are now “The GM’s Secret Weapon”. The
Well, until today, this magazine was called GM stands for Game Master! This has two
“The DM’s Secret Weapon”, but I don’t think benefits:
we’ve ever sat down, cracked open a cold
one, and chatted about what the “DM” in the We ain’t trying to get sued now that we’re
title stood for. The Doomsday Mechanic’s getting bigger
Secret Weapon? The Dreaded Moth’s Secret
Weapon? THE DOLPHIN MURDERER’S Game Master is a nice, broad term that
SECRET WEAPON??! applies to many types of TTRPGs. Although
this magazine makes content for Dungeons
Alas, no, this magazine has never been for & Dragons, the truth is the maps and adven-
dolphin murderers (although I like to hope tures could effortlessly be ported into any
everyone is welcome to enjoy it), the truth is game system, and the subclasses, species,
that the “DM” in the title stood for absolutely feats, spells, and magic items could follow
nothing. It is required to stand for nothing, with only a few tweaks.
legally speaking. Many people thought it
stood for “Dungeon Master”, which is actu- So, in the interest of inclusivity (and err…
ally a copyrighted term. This isn’t the case, not being sued over a simple misunder-
although it does make a certain sense, now I standing) we’re rolling out with a new name!!
think about it. If Alice Cooper can do it, so can we, baby!
Don’t worry, the actual content isn’t chang-
ing at all, save for a handsome “G” appearing
on the covers from now on, in place of that
dusty old “D” that always got in the way.
May the dice roll ever in your favour,
Will
DnD Shorts
P.S. I am currently taking suggestions for what
the “DnD” in my channel name could stand for,
on the off chance litigious suits from Sorcerer’s
of the Shoreline come knocking. Current winner
is “Dogs Not Drugs Shorts” - a wholesome
message indeed.
THE DM’S SECRET WEAPON 3
BEHIR PACK
THE DM’S SECRET WEAPON 4
ranger
SKYRIDER
A s one with the wind, skyriders
are a legendary conclave of
rangers that roam the globe,
defending the birds and beasts of
the sky. As you grow, your connection with
the primordial energy of air enhances your
movement, magic, and combat prowess
with the bite, speed, and untethered fury
of a hurricane. Skyriders are renowned for
their powers of flight, and tales of a lone,
skyborne warrior defending innocents
from pirates and dragons are found in
cultures across the multiverse.
THE DM’S SECRET WEAPON 5
Blade of the North Wind Heart of the West Wind
3rd-level Skyrider feature 7th-level Skyrider feature
The gifts of the west wind amplify your every
The bitter chill and whirling gusts of the north step with dancing, rising magic. At the start of
wind empowers your strikes. Once per turn, on your turn, you can choose to gain a fly speed
your turn, when you hit a creature with a weapon equal to walking speed for 10 minutes. In addi-
attack roll, you can enhance that strike with one tion, if you are mounted, your mount shares your
of the following effects: fly speed. You can use this feature a number of
times equal to your Wisdom modifier, regaining
Concussive Blast. You move the target 10 feet all expended uses when you finish a long rest.
directly towards or away from you.
Fleet Foot. You can take the Dash or Disengage
action as a bonus action this turn.
Breath of the East Wind
11th-level Skyrider feature
Whirling Eddies. The target must succeed on a
Dexterity saving throw (DC = 8 + your Wisdom
modifier + your Proficiency Bonus) or have The magic of the east wind shimmers through
disadvantage on attack rolls until the end of its your every strike. When you use your Blade of
next turn. the North Wind feature, you can also choose
from the following options:
Teleport. Expend a spell slot of 1st-level or
Skyrider Magic higher. You and up to 5 willing creatures of your
choice within 5 feet of you teleport up to 30 feet
3rd-level Skyrider feature
to an unoccupied space you can see.
You learn the true strike cantrip, or another
cantrip of your choice from the Druid or Swift Casting. Expend a spell slot of 1st-level or
Sorcerer spell list. At the end of a short or long higher. You can cast a cantrip with the casting
rest, you can swap your chosen cantrip for anoth- time of 1 action using your bonus action this
er applicable choice. turn.
You also learn an additional spell when you Whirlwind. You can take the Dodge action as a
reach certain levels in this class, as shown in bonus action this turn. If you are mounted, your
the Skyrider Spells table. Each spell counts as a mount also gains the benefits of the Dodge action
ranger spell for you, but it doesn’t count against until the start of your next turn.
the number of ranger spells you know.
Shield of the South Wind
Ranger Level Spell
15th-level Skyrider feature
3rd expeditious retreat
5th find steed The blessing of the south wind guards you from
9th gaseous form harm. You resist bludgeoning, slashing, and
piecing damage.
13th find greater steed
17th cone of cold
THE DM’S SECRET WEAPON 6
RACE
ARCARDAE
A
cross the infinite multiverse, life
blooms in every imaginable biome,
and in every imaginable shape. Of
all the sentient forms life takes, there
is perhaps no greater mismatch in
disposition and physiology than the terrifying
arcardae. Gruesomely ugly spider-folk, arcardae
have the upper torso of a humanoid sat atop the
bulbous, bloated abdomen of a colossal spider.
Similar in appearance to the demonic driders of
the underworld, arcardae inspire understandable
revulsion and terror in the eyes of most they
meet.
Fortunately, however, arcardae prove the old
adage correct: one cannot judge a book by
its cover. A gentle, herbivorous species, these
spider-folk are well regarded by those who
know them as naturally thoughtful, tolerant,
and open-minded people. Though their
monstrous form provides them ample
power to defend themselves if attacked,
arcardae philosophy touts the virtues
of nonviolence. Their society
boasts very few soldiers and no
war industry, and yet history
carries few accounts of aggression
from other species aiming to
exploit their pacifistic ways. Many
scholars posit that the arcardae’s
hideous appearance acts as a natural
deterrent to potential invaders, who assume
the spider-folk to be mighty, flesh-eating
monsters not worth tangling with.
THE DM’S SECRET WEAPON 7
As an arcardae, you have the following traits: Spider’s Cunning. Arcardae’s arachnid physi-
ology manifests in a variety of curious powers,
Ability Score Increase. Your Strength, which vary among individuals. Choose one of
Constitution, and Wisdom scores increase 1. the following legacy options for your arcardae.
Creature Type. You are a Humanoid. • Spider Senses. You are able to detect minute
vibrations through the earth at your feet.
Size. Arcardae have a humanoid torso that sits You have tremorsense out to 10 feet, and
atop a large, arachnid abdomen. Reaching up to you have proficiency in the Perception skill.
8 feet tall fully grown, your size is Medium. While you are in contact with a web, your
tremorsense extends across the entire area of
Speed. Your walking speed is 35 feet, and you that webbing.
have a climbing speed equal to your walking
speed. • Stinger. You have a venomous stinger, which
you can use to make unarmed strikes. When
Many Limbs. You have two humanoid arms you hit with it, the strike deals 1d6 + your
and six insectoid legs. You can grapple up to six Strength modifier piercing damage, instead
creatures at a time. of the bludgeoning damage normal for an
unarmed strike. If you roll a 6 or above on
Spider Climb. You have the ability to move up, the damage roll for an attack made with your
down, and across vertical surfaces and upside stinger, the target is also poisoned until the
down along ceilings, while leaving your hands end of your next turn.
free.
• Webweaver. You have the ability to create
webbing to ensnare and restrain enemies.
You can cast the spell Web with this trait.
You can cast a number of times equal to your
Constitution modifier, regaining all expended
uses when you finish a long rest. You can also
cast it with any spell slots you have of the
appropriate level. Intelligence, Wisdom, or
Charisma is your spellcasting ability when
you cast Web with this trait (choose when you
select this race).
Powerful Build. You count as one size larger
when determining your carrying capacity and
the weight you can push, drag, or lift.
Terrifying Form. You are proficient in the
Intimidation skill.
Languages. Your character can speak, read, and
write Common and one other language that
you and your DM agree is appropriate for the
character.
THE DM’S SECRET WEAPON 8
ELEMENTAL
MONSTER MAGIC
“Inspiration for magic can come from any-
where, even them funny little creatures that
THEY
IN YO FIT
live inside those red and white balls.”
BAG! UR - Professor Treant, Wizard
ST
IT’S JU ENT
DIFFER H!
ENOUG
Razor Leaf
2nd-level Transmutation
Casting Time: 1 action
Range: 90 feet
Target: A creature you can see within range
Components: V, S, M (a leaf)
Duration: Instantaneous
Classes: Druid, Ranger
You create a stream of vicious, spinning leaves
that fly from your outstretched palm and barrel
into a creature within 60 feet. Make a ranged
attack roll against the target. This attack scores
a critical hit on a d20 roll of 18, 19, or 20. If the
attack hits, the creature takes 3d10 slashing
damage.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, it deals an
additional 1d10 damage for each slot level above
2nd.
THE DM’S SECRET WEAPON 9
Rock Smash
Evocation Cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a rugged pebble)
Duration: Instantaneous
Classes: Bard, Druid, Ranger, Sorcerer, Warlock,
Wizard
Your body ignites with frenetic energy, which
you channel into a magically charged, shattering
strike. Make an unarmed strike or melee weapon
attack against one creature or object within your
reach. If the target is an object or a Construct,
you have advantage on the attack roll. On a hit,
the target suffers the strike’s normal effects, and
its AC is reduced by 1 until the end of its next
turn.
At Higher Levels. At 5th level, the strike imposes Hyper Beam
an additional penalty of -1 to the target’s AC (-2
AC). The same applies at 11th level (-3 AC) and 8th-level Conjuration
17th level (-4 AC). Casting Time: 1 action
Range: Self (90-foot line)
Target: Self (90-foot line)
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Wizard
A devastating beam of pure energy bursts from
your body in a direction you choose, forming a
line 90 feet long and 10 feet wide. Each creature
in the line must make a Dexterity saving throw.
A creature takes 15d10 force damage on a failed
save, or half as much on a success. After you cast
this spell, a wave of lethargy sweeps through
you, and you can’t take actions until the end of
your next turn.
At Higher Levels. When you cast this spell using a
spell slot of 9th level, and you reduce a creature
to 0 hit points with the beam, you can take
actions as normal on your next turn.
THE DM’S SECRET WEAPON 10
THE
TRAINING
GROUND FEATS
Confidence is everything.
Trust me.
Swagger Savage Strikes
Your swaggering confidence is equally irresistible Prerequisite: Proficiency with a heavy weapon
and infuriating, granting you the following
benefits. You masterfully leverage your weapon’s size and
weight to thwart your foes.
• You gain proficiency in one of the following
skills of your choice: Acrobatics, Intimidation, Increase your Strength score by 1, to a maximum
Performance, or Persuasion. of 20.
• As an action, you can make a Charisma Whenever you roll maximum damage on the
(Performance) check contested by a crea- damage roll you make using a heavy weapon, the
ture’s Wisdom (Insight) check. If you succeed target of the attack falls prone.
on the check, and the creature is not hostile
to you, it becomes charmed by you for 1
minute, or until you or your companions do
anything harmful to it. If you succeed on the
check, and the creature is hostile to you, it
becomes goaded by you for 1 minute (see Undauntable
DMSW #32). It has advantage on attack rolls
against you, and disadvantage on attack Your courage in the face of adversity is undaunt-
rolls made against any other target. If a able, granting you the following benefits:
target succeeds on its check, it is immune to
this effect for the next 24 hours. Once you • Increase one ability score of your choice by 1,
succeed on your check using this feature, you to a maximum of 20.
cannot use it again until you finish a short or
long rest. • You have advantage on saving throws to
resist or end the frightened condition.
• Whenever you roll a natural 1 on a saving
throw, you gain a point of inspiration.
THE DM’S SECRET WEAPON 11
eternal arena
THE DM’S SECRET WEAPON 12
eternal arena grid
THE DM’S SECRET WEAPON 13
End of Behir Pack Section
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THE DM’S SECRET WEAPON 14
DRAGON PACK
THE DM’S SECRET WEAPON 15
A Cycle of Swords
& EVOLVING WEAPONS
S
o, here’s an idea for ya; a player gets
a simple magic weapon that evolves
across an adventure, forming a bond
and growing in strength alongside
them. Typical fantasy tropes aside,
this is a way to give martial characters an
evolving arsenal of power, similar to a spell-
casters magic, while keeping things simple and
comfortably within the traditional Dungeons &
Dragons high fantasy setting. No anime-inspired
earthshaking athleticism or Marvel-style insanity
here, just a dude with a freaking INSANE sword
able to kick ass with the best of them.
In that spirit, I present the Blade of Potential
& Power. As a bonus, each of the weapons
evolutions make for nifty weapons of evolving
rarity and strength themselves, which can be
easily ported into your games. Each of these
blades plays around with different damage
types and conditions for your players to enjoy.
Consider taking this idea of evolving weapons
into your own homebrew, and crafting some
gear of your own. If you do, let me know, I
love seeing the things you cook up! In the
meantime, enjoy some magic weapons.
THE DM’S SECRET WEAPON 16
Blade of Cunning &
Corrosion
Any sword or polearm, uncommon (requires
attunement)
This blade has 4 charges, and regains 1d6
charges each dawn.
When you deal damage to a creature with this
weapon, you can expend 1 charge to deal an
additional 1d4 acid or poison damage.
Stinging Bite. When you deal acid damage to a
creature with this weapon, you have advantage
on the next attack roll you make against that
creature before the end of your next turn.
Subtle Toxin. When you deal poison damage to
a creature with this weapon, that creature has
disadvantage on the next attack roll or ability
check it makes before the start of your next turn.
Blade of Flame & Frost
Any sword or polearm, rare (requires attunement)
This blade has 5 charges, and regains 1d8
charges each dawn.
When you deal damage to a creature with this
weapon, you can expend 1 charge to deal an
additional 1d6 cold or fire damage.
Biting Frost. When you deal cold damage to a
creature with this weapon, that creature’s speed
is reduced by 10 feet until the end of its next
turn.
Living Flame. When you deal fire damage to a
creature with this weapon, you can also deal
an additional 1d6 fire damage to any number
of creatures of your choice within 5 feet of the
initial target.
THE DM’S SECRET WEAPON 17
Blade of Life & Death
Any sword or polearm, very rare (requires
attunement)
This blade has 6 charges, and regains 1d10
charges each dawn.
When you deal damage to a creature with this
weapon, you can expend 1 charge to deal an
additional 1d8 necrotic or radiant damage.
Thieving Necrosis. When you deal necrotic
damage to a creature with this weapon, you gain
temporary hit points equal to the damage dealt,
and the target is poisoned for as long as you
have those temporary hit points.
Vibrant Light. When you deal radiant damage
to a creature with this weapon, you, and allies
within 5 feet of you, can add 1d4 to attack rolls,
ability checks, and saving throws until the end of
your next turn. Blade of Mind & Soul
Any sword or polearm, very rare (requires
attunement)
This blade has 7 charges, and regains 1d12
charges each dawn.
When you deal damage to a creature with this
weapon, you can expend 1 charge to deal an
additional 1d10 force or psychic damage.
Banishing Blow. When you deal force damage
to a creature with this weapon, the target must
succeed on a Charisma saving throw (DC = 8
+ your Strength or Dexterity modifier + your
Proficiency Bonus), or be banished to a harmless
demiplane until the end of your next turn,
reappearing in the space it left or in the nearest
unoccupied space if that space is occupied. While
there, the target is incapacitated.
Shattered Psyche. When you deal psychic dam-
age to a creature with this weapon, the target
must succeed on an Intelligence saving throw
(DC = 8 + your Strength or Dexterity modifier +
your Proficiency Bonus), or suffer the effects of
the confusion spell until the end of its next turn.
THE DM’S SECRET WEAPON 18
Blade of Time & Space
Any sword or polearm, artifact (requires
attunement)
This blade has 11 charges, and regains 1d20
charges each dawn.
When you deal damage to a creature with this
weapon, you can expend 1 charge to deal an
additional 1d12 damage of any type you choose.
Time Cleave. Once per round, you can expend
a charge after damaging a creature with this
weapon to briefly stop the flow of time in a
1-mile radius. You can spare one creature of your
choice within 60 feet (you can choose yourself)
from this time cleave. That creature immediately
takes an additional turn, during which it can
move and use actions as normal. For all other
creatures, no time passes, they cannot move,
cannot take actions, and aren’t cognizant of any
time passing or any actions that take place while
time is stopped. Once the chosen creature has
finished its additional turn, time resumes as
normal. Once a creature has taken an extra turn
in this way, that creature cannot do so again until
it finishes a long rest.
Spatial Rend. Once per round, you can expend a
charge after damaging a creature with this weap-
on to immediately cast the spell Imprisonment
without material components as a part of the
same action, targeting the subject of your attack
with the Hedged Prison effect of that spell (DC
= 8 + your Strength or Dexterity modifier + your
Proficiency Bonus). If you successfully imprison
a creature with this effect, any creatures you
have previously imprisoned with it are freed,
reappearing in the space it left or the nearest
unoccupied space if that space is occupied.
THE DM’S SECRET WEAPON 19
Blade of Potential & Power
Any sword or polearm, common (requires
attunement)
This weapon hums with potential. The first time
you attune to this weapon it bonds to you; you
must give it a name, and if you do, you cannot
be forcibly disarmed of it unless you are uncon-
scious, and no other creature can attune to it
unless you are dead.
When you level up for the 4th time while attuned
to this weapon, it becomes the Blade of Cunning
& Corrosion.
When you level up for the 8th time while attuned
to this weapon, it becomes the Blade of Flame
& Frost, and you gain a +1 to attack and damage
rolls you make with it.
When you level up for the 12th time while
attuned to this weapon, it becomes the Blade of
Life & Death.
When you level up for the 16th time while
attuned to this weapon, it becomes the Blade of
Mind & Soul, and your +1 bonus to attack and
damage rolls made with it increases to a +2.
When you have levelled up at least 19 times
while attuned to this weapon and performed an
epic deed or realised a heartfelt ambition, at the
GMs discretion, it becomes the Blade of Time &
Space, and your +2 bonus to attack and damage
rolls made with it increases to a +3.
THE DM’S SECRET WEAPON 20
BESTIARY Kobold Skeleton
Small Undead, Lawful Evil
Armor Class 13
Hit Points 18 (4d6 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 8 (-1) 7 (-2) 8 (-1)
Damage Resistances bludgeoning, piercing, and
slashing from non-magical attacks not made with
silvered weapons
Damage Immunities necrotic
Senses Darkvision 60 ft., Passive Perception 8
Languages –
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Cursed Strike. When the kobold skeleton scores
a critical hit on an attack roll, the target becomes
frightened of the kobold skeleton until the end of
the skeleton’s next turn.
Spook Tactics. The kobold skeleton has advan-
tage on attack rolls against frightened creatures.
Sunlight Sensitivity. While in sunlight, the kobold
skeleton loses its resistances to bludgeoning,
piercing, and slashing damage from non-magical
attacks not made with silvered weapons.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeon-
ing damage.
THE DM’S SECRET WEAPON 21
Kobold
Small Humanoid (Kobold), Lawful Evil
Armor Class 12
Hit Points 5 (2d6 - 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Draconic
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Sunlight Sensitivity. While in sunlight, the kobold
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an
attack roll against a creature if at least one of the
kobold’s allies is within 5 feet of the creature and
the ally isn’t incapacitated.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeon-
ing damage.
THE DM’S SECRET WEAPON 22
Red Dragon Wyrmling
Medium Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Saving Throws Dex +2, Con +5, Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Immunities fire
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Languages Draconic
Challenge 4 (1,100 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage plus
3 (1d6) fire damage.
Fire Breath (Recharge 5–6). The dragon exhales
fire in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw,
taking 24 (7d6) fire damage on a failed save, or
half as much damage on a successful one.
THE DM’S SECRET WEAPON 23
Dead Dragon Wyrmling
Medium Undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Saving Throws Dex +2, Con +5, Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Immunities cold; bludgeoning, pierc-
ing, and slashing from non-magical attacks not
made with silvered weapons
Damage Immunities necrotic
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Languages –
Challenge 4 (1,100 XP)
Spook Tactics. The dead dragon wyrmling has
advantage on attack rolls against frightened
creatures.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage plus
3 (1d6) necrotic damage.
Terrorizing Breath (Recharge 5–6). The dragon
exhales a psychoactive, toxic fume in a 15-foot
cone. Each creature in that area must make a DC
13 Constitution saving throw. On a failed save,
a creature takes 21 (6d6) necrotic damage and
becomes frightened of the dead dragon wyrm-
ling until the end of the wyrmling’s next turn. On
a successful save, a creature takes half as much
damage and isn’t frightened.
THE DM’S SECRET WEAPON 24
ADVENTURE
THE DM’S SECRET WEAPON 25
Night of the Necrux’s Curse
Living Bones
Familiarize yourself with the rules of this curse
before running this adventure. The ancient
dragon Necrux implanted a curse in his skeleton,
Written by Leon Barillaro which controls the wills of dragons and creatures
related to them (such as kobolds) within one mile
An adventure for 4-5 5th-level characters of the bones. Any living creature with a biological
Content Warnings: Mind Control, Necromancy connection to dragons is compelled to con-
gregate at the site of the skeleton and viciously
SYNOPSIS protect it from disturbance. At night, the flesh of
F
dead draconic creatures melts off their corpses,
ield researchers at the University of and the resulting skeletons reanimate to continue
Brightbarrow have just unearthed the this work.
discovery of the century: the most
complete ancient dragon skeleton known A cursed creature remains that way until they
to humanity. For days the scientists have been fall unconscious or their corpse is destroyed.
carefully moving the bones into carts so the An individual can also be freed from the curse
skeleton can be transported to a research facility, immediately via the remove curse spell or similar
but droves of kobolds keep mounting attacks magic. Once a cursed individual loses the curse,
while they work. To make matters worse, every they can’t be affected again until the next dawn.
night someone – or something – places the
packaged bones back in the dirt, undoing all the Breaking the Curse. The curse has three
work of the previous day. sources of power within the skeleton - the skull,
the third rib, and the last tailbone. When all three
What the researchers don’t know is that this of these bones are destroyed or neutralized, the
ancient dragon was once a powerful necroman- curse ends. Any mind-controlled creature regains
cer named Necrux. Though it could not preserve their faculties, and any reanimated bones drop to
itself forever, its corpse still drips with rotten the ground, inert. Each bone has an AC of 16, 30
magic. By digging it up, the archaeologists have HP, resistance to slashing and piercing damage,
unknowingly released a curse in the area that and vulnerability to bludgeoning damage. A
controls all dragons and dragon-like creatures. dispel magic spell, remove curse spell, or similar
magic automatically neutralizes the bone.
Draconic Heroes? If one or more of your party members has
ancestral or sorcerial connections to a dragon, the fiction dictates
that they would be affected by Necrux’s curse as well. However
mind control is a difficult thing to make fun at the table. With
your players’ consent, you can use this optional rule:
Heroic Falter. Heroic characters are able to resist the call of
the curse better than most. At the start of each of their turns, a
character who is connected to dragons in some way must make
a DC 15 Charisma saving throw. On a failure, the character must
immediately use their action to attack the closest creature, friend
or foe. If no creatures are in range, the character uses their
movement to get in range. Once a creature has succeeded on
this saving throw, they automatically succeed on saving throws to
resist the curse until the next dawn.
Cze & Peku
THE DM’S SECRET WEAPON 26
Kobold Attack!
(Map 1 - page 32 )
The characters are traveling when they stumble
upon the dig site. Read or paraphrase the
following:
You hear frenzied hisses, the clatter of
weapons, and desperate screams for help. Just
ahead is an opening in the crags that hosts
several makeshift tents. Digging supplies are
strewn about, and the area is abuzz with small,
dragon-like creatures using slings and knives Environmental Conditions
to threaten unarmed people in lab coats. A The following conditions are true for the dig site:
young red wyrmling exhales a burst of fire from
overhead. Several of the offending creatures • Steep Hole. The hole that houses the skeleton
is 10 feet deep. A creature who falls in takes
have hidden themselves in the giant hole below,
1d6 bludgeoning damage.
where the gargantuan bones of a long-dead
dragon slumber. • Bone Shield. While underneath the ribcage
or the skull, creatures enjoy both half cover
and shade that negates the effects of the
sunlight sensitivity trait.
Six kobolds and one red dragon wyrmling are
• Desert Terrain. The sandy environment of
attacking the dig site. The wyrmling and three
the dig site is difficult terrain for creatures
of the kobolds are chasing the dig staff around
not native to the area. The kobolds, having
the campsite. The remaining three kobolds have
lived their entire life among the dunes of the
taken up residence beneath the massive ribcage
desert, are not affected by this.
of the dragon fossil and use their sling attack to
strike the party from afar.
Development
The six members of the dig team are common-
Once the characters neutralize the kobolds, the
ers who spend their turns running and hiding.
dig team emerges from their hiding places and
Once the kobolds see the player characters,
thank the characters profusely. The chief archae-
they leave the dig team alone and go after what
ologist on the expedition, a human commoner
they perceive is the larger threat. The kobolds
named Edwin Proudmoon, explains the situa-
and wyrmling do not respond if spoken to. On
tion: his team has been loading the bones onto
a successful DC 13 Wisdom (Insight) check, a
their wagons every day, and the bones magically
character gets the sense that these creatures are
reappear back in the dirt the next morning. This,
being magically controlled.
however, was the first time they’ve been attacked.
Edwin asks the heroes to guard them from future
attacks while they load up the bones, and help
uncover the mystery of why the skeleton seems
so averse to being transported.
Any enemies who were knocked out during
combat come to after two hours, no longer
affected by the curse.
THE DM’S SECRET WEAPON 27
Investigation
While the dig team loads the bones on their
wagons, the characters are welcome to investi-
gate the dig site, help out, or take a rest. They
have limited time before the sun goes down. To
simulate this, each character may attempt two
actions (e.g. investigate the bones, cast a spell,
speak with any captured kobolds). If a character
chooses to take a short rest, they instead get one
action before sunset.
Investigation Leads
The following are leads the characters can follow
up on to learn more about the curse.
Captured Attackers
Any captured attackers who were knocked out
regain consciousness after an hour. They don’t
remember much, and they don’t appreciate
being tied up. A character can make a Charisma
(Deception, Intimidation, or Persuasion) check to
question them. The character has advantage on
the check if the captured attacker is not bound.
The check’s roll determines how much the
characters learn:
• 11 or below: The enemy says they live here
and don’t recognize the authority of the
characters. They don’t appreciate being
questioned like a common criminal.
• 12-16: The enemy admits they don’t remem-
ber much beyond losing consciousness,
although they claim even now they feel an
uneasy affinity for the bones in the site, like
they need to be near them.
• 17 or above: The enemy vaguely remembers
an overwhelming desire to protect something
called “The Dread Lord Necrux.”
A character may take another action to make a
DC 16 Intelligence (Arcana or History) check on
the name “Dread Lord Necrux.” On a success,
they learn that Necrux was a necromantic black
dragon who lived over a thousand years ago. He
drank the life force from other dragons to con-
solidate his power and grant himself eternal life.
Those he couldn’t subdue, he cursed. Ancient
heroes whose names are lost to time vanquished
the monster.
THE DM’S SECRET WEAPON 28
Enemy Corpses Speaking with Archaeologists
Characters can investigate any enemy corpses Characters who wish to speak with the archaeol-
they find. They can also take an action to destroy ogists while they work may get some information
the corpses, which removes them from the out of them. Edwin and his staff are very busy.
nighttime encounter in the following chapter. To learn anything from Edwin, characters must
succeed on a DC 20 Charisma (Persuasion)
Characters can take an action to search the corps- check, or offer to help them move the bones with
es. They find 5 gp for each corpse they search, a successful DC 14 Strength (Athletics) check.
but nothing that links them to the phenomenon. Edwin then reveals that his team uncovered
a stela with a curious inscription, written in
If characters cast speak with dead on an enemy Draconic. Ironically, none of the archaeologists
corpse, the body rises and shouts “Dread Lord can read Draconic. The inscription reads:
Necrux reclaims his cursed own at Dusk” before
returning to its repose permanently. Let Your Breath be My Breath
Let Your Bones be My Bones
Detecting for Magic
Casting detect magic reveals that the entire skele-
Let the Curse Reach All
ton is bathed in necromantic magic. Any corpses
from the encounter are also covered in that same
To Retribute Necrux’s Fall
magic. A character who casts detect magic can
make an additional DC 20 Intelligence (Arcana) Any character proficient in Arcana recognises
or Wisdom (Perception) check to notice the three that this is a curse. They can use an action to
strongest points that the magic is flowing from: make a DC 22 Intelligence (Arcana) check to
the skull, the third rib, and the last point on the understand the curse. On a success, they learn
tail. everything in the “Necrux’s Curse” section above.
Casting a spell to remove the magic from a bone,
or attempting to break one, requires another
action. Edwin begs the characters not to destroy Too Good? It’s possible your characters
the bones unless absolutely necessary. may discover how to break the curse and
then break it before the nighttime en-
counter, if their rolls and choices are really
Investigate the Bones good. If that’s the case, and you still want
With a successful DC 12 Intelligence to cap this adventure with an encounter, let
(Investigation) check, characters who investigate seven kobold skeletons and a dead dragon
the dig site find it’s littered with countless other wyrmling rise immediately, the curse’s
smaller bones, kobold-sized. A success of 5 or desperate, dying gasp before Necrux is
higher reveals that these bones are all of varying removed completely from this world.
ages, meaning things keep dying and decompos-
ing here at this dig site.
Cze & Peku
THE DM’S SECRET WEAPON 29
Bones at Dusk
(Map 2 - page 33)
T
he moment the sun is set com-
pletely, and the dig site bathed
in the inky blackness of night, a
commotion stirs from the backs
of the wagons. The gigantic bones
rattle and shake, limned in a ghastly green light.
They rise and return to the picture-perfect spots
in which they were laying this morning. Smaller
skeletons that look like the beasts from this
afternoon rise from the pit and begin their
attack. You see three bones glowing more
brilliantly and dreadfully than
all the rest: the skull, the third
rib, and the tip of the tail.
“We are truly cursed!” cries
Edwin. “Please, stop it if you
can – by any means necessary!”
Two kobold skeletons, plus the skeletons
of any of the enemies the characters killed
earlier today, rise and attack. Use the kobold
skeleton and dead dragon wyrmling stat
blocks for the defeated kobolds and wyrmling.
For the duration of combat, on initiative count
0, 1d4 kobold skeletons rise from inside the dig
site and join the fight. This lair action does not
trigger if there are currently six or more kobold
skeletons in play.
To end combat, the heroes must end the curse
by destroying or neutralizing the three bones.
Otherwise, the skeletons will endlessly rise.
If the players are struggling to identify the
victory condition, Edwin suggests doing
something about the three bones that are
glowing the brightest. See the Necrux’s Curse
heading at the beginning of this adventure for
more details.
THE DM’S SECRET WEAPON 30
Conclusion
E
dwin pays each character
250 gp for defending his
team. If they lifted the curse
without destroying any of
Necrux’s skeleton, he doubles
the reward. In addition, the party gains
favor with Edwin and the University of
Brightbarrow. They may write to Edwin
in the future and ask about any historical
thing they’re curious about, and Edwin
can respond with what he knows, acting
in much the same way as a legend lore
spell that takes a few days.
Cze & Peku
THE DM’S SECRET WEAPON 31
A dv e n t u r e M a p 1
Cze & Peku
THE DM’S SECRET WEAPON 32
A dv e n t u r e M a p 2
Cze & Peku
THE DM’S SECRET WEAPON 33
eternal arena
THE DM’S SECRET WEAPON 34
eternal arena grid
THE DM’S SECRET WEAPON 35
eternal arena night
THE DM’S SECRET WEAPON 36
eternal arena night grid
THE DM’S SECRET WEAPON 37
eternal arena cosmic
THE DM’S SECRET WEAPON 38
eternal arena cosmic grid
THE DM’S SECRET WEAPON 39
eternal arena blood
THE DM’S SECRET WEAPON 40
eternal arena blood grid
THE DM’S SECRET WEAPON 41
e t e r n a l a r e n a pa p e r
THE DM’S SECRET WEAPON 42
e t e r n a l a r e n a pa p e r g r i d
THE DM’S SECRET WEAPON 43
THE DM’S SECRET WEAPON 44