Dawn of the Necromancer - 5e Campaign

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Dawn of the Necromancer - 5e Campaign Dawn of the Necromancer is a 5e-compatible adventure campaign for characters levels 1-20.

09/10/2023

It's always gratifying to receive an unsolicited review like this out of the blue: "I am 4 evenings into DMing for Dawn of the Necromancer and (been playing since late '70's) I have never played such a well thought out, exciting, and intelligent adventure. Great job and I hope you do more!" -David S.

23/08/2023

Tales from the Astral Plane is a 5e adventure and source book for exploring the Astral Plane with new rules, classes, spells, feats, monsters, locations, and...

Just launched our newest book, Tales from the Astral Plane. The definitive 5e resource for adventuring in the Astral Pla...
02/08/2023

Just launched our newest book, Tales from the Astral Plane. The definitive 5e resource for adventuring in the Astral Plane with new rules, character options, spells, locations, epic encounters, and more. Please share.

The definitive resource for adventuring in the Astral Plane with new rules, character options, spells, locations, and epic encounters.

12/06/2023

"The monster illustrations (in Dawn of the Necromancer) are nicer than anything in any official D&D book ever." -Ken Jennings, host of Jeopardy

31/05/2023
Bring it on!
06/04/2023

Bring it on!

They weren’t planning for a franchise, but they know where they’d want an Honor Among Thieves sequel to go

Fan art by Avery H.
28/02/2023

Fan art by Avery H.

17/02/2023

A customer review found on DM's Guild: "I've started running the campaign with this party, and it is not only one of the best written and organized books I've seen in a very long time, It's also amazingly fun! The only bad thing I have to say about it is, there are no other titles from Team Banzai. I want so much more!" -Aaron D.

30/11/2022

In the wake of Hasbro's plans to sell eOne, the future of the D&D TV Series is uncertain, but optimistic. Here's what we know.

Looking good! To be authentic doesn't this need more Monty Python jokes?
21/07/2022

Looking good! To be authentic doesn't this need more Monty Python jokes?

Who needs heroes when you have thieves? Watch the NEW trailer for Dungeons & Dragons: Honor Among Thieves and get ready to see it in theatres March 2023. ...

19/05/2022
14/05/2022

No, we don't know where they get the time.

A good explanation of the new announcement...
11/05/2022

A good explanation of the new announcement...

D&D Beyond has confirmed that users will no longer be able to purchase two Dungeons & Dragons [...]

Wizards of the Coast acquires DnDBeyond. https://dnd.wizards.com/news/announcement_04132022
13/04/2022

Wizards of the Coast acquires DnDBeyond. https://dnd.wizards.com/news/announcement_04132022

We are excited to welcome everyone at D&D Beyond, bringing together two teams dedicated to making Dungeons & Dragons easy to run and accessible to all!

18/02/2022

“I got to review several fun Kickstarter projects last year for but the one I kept playing was this one. Physical copy came in and I’m excited to keep digging in. https://t.co/RnQuNPtCLP”

15/02/2022

Dawn of the Necromancer gets a shout out from Wolf Den Games in Virginia.

10/02/2022

Dungeons and Dragons 5th Edition is almost 7 years old, can you believe it? That's why now is the perfect time to look back at DnD 5e and ask, what needs to ...

28/10/2021

Dungeons & Dragons has introduced a major bit of new lore that could have long-reaching [...]

29/09/2021

It's probably not on your equipment list, but it probably should be.

D&D: Mundane But Often Overlooked Equipment And Gear Every Adventurer Should Have When Going Into A Dungeon.

Never be caught off guard by a dungeon again–forget your rations, waterskin and torches, here are the things that every adventurer really needs to survive a dungeon crawl.

Dungeon Crawling is a difficult endeavor that involves considerable risk to yourself. If you’re going to attempt it, you’ll want to make sure you have the equipment you’ll need to survive.

You’ll need weapons and armor, sure, but there are other pieces of gear you’ll want to bring with you to every dungeon.


⚫Bag of Sand
1 CP per pound.

A bag of sand is an adventurer’s best friend. It’s an extra bit of weight you can use to keep pressure-related traps from setting off, sure. But scatter around a few handfuls and it also becomes a great way to find a foe who becomes invisible if you lose track of them. You might also be able to use it to teporarily Blind an enemy if your dungeon master allows you to use it in this fashion. (NOTE: Just remember, you might be able to blind a couple of those beholder's eyes, but he's certainly going to be angry about it.)

◻Steel mirror
5 GP for 4 inch square, 1/4 lbs.

This is basically just a really polished and reflective square of steel that you can keep in your pocket. Steel mirrors are super useful. You can use the reflection to signal someone, A simple handmirror can help you see carefully around corners, under doors, or engage with monsters that have gaze attacks without necessarily exposing yourself to them. You can bang it on something to make a loud noise, or even to temporarily blind an enemy on a sunny day. Plus, you can make sure you look perfectly coiffed so you go into battle looking your best.

🏗Block and Tackle (light)
1 GP each, 3-5 lbs.

I’ve rarely if ever seen a player purchase one of these—mostly because I think no one really knows what it is, much less how to use one. Today, we fix that problem.

A block and tackle is basically a wooden pulley system, like the kind you see sailors hauling on in old pirate movies with the giant wheel and the little hooky thing on one end. So, when combined with rope (you DO have rope, right?), it can be used to haul up to four times the weight you can normally lift. A typically simple light, block and tackle consists of an iron hook about the size of the inside of someone's palm, and two wooden blocks that are rounded with grooves that are about the size of a closed fist to thread the rope through.

Yay physics!

So now let me put that in game terms for you: A gnome bard with a 10 Strength has a modest carrying capacity of 150 lbs. The Player’s Handbook states that a character can push, drag, or lift twice their carrying capacity on their own (pg 176). So that’s 300 lbs that he can lift off the ground or push across the floor without undue effort.

Now, with a rope and a properly set up block and tackle, that same gnomish bard (with his 10 Strength) can hoist up to four times the normal amount he could lift. That comes up to a whopping 1200 lbs. That is probably the weight of the entire party if you don’t have any pack horses. And that’s just your bard with his measly 10 Strength score. Imagine what the barbarian could lift. It’s all about the proper leverage.

A single block and tackle assembly weighs about 3-5 lbs. A medium set weighs between 6-10 lbs (allows lift of 6 times normal), and a heavy-set weighs around 20 lbs. (allows lift of 8 times normal limit)

🔗Manacles
2 GP, 2 1/2 lbs each set.

In a roleplay game, there is guaranteed to be at least one situation in which you need to subdue someone or other; be it for questioning, to prevent harm, or simply to transport them somewhere without fuss.

The thing is, while anyone can make a dexterity check to get out of a rope, finding your way out of manacles is a much more difficult check; it usually involves either a really high Strength to break them or else some kind of lockpicking ability. Additionally, having manacles on hand (pardon the pun) means that you won’t have to be cutting your rope into smaller pieces just to tie someone up. Double win! They are often paired with lengths of chain, but chain link lengths tends to be quite heavy. Which is important if your dungeon master is keeping up with encumbrance.

📿Twine or String

Usually 1 CP per 10 ft (Check with your DM) a 4 inch ball or coil is usually about a hundred feet, and weighs about an 1/8th lbs.

This is one of the few items that is not listed in the player’s handbook on its own, although it is part of the burglar’s pack. It’s probably safe to assume that it wouldn’t be hard or expensive to get a hold of a ball of twine, yarn or string, and it has endless uses in the right hands.

For example, a ball of string and a bell or a potion could be used to rig up traps or proximity alarms. You can use it along with sealing wax to MacGyver something that’s broken and make it useful again, create a necklace or a carrying loop on anything, provide directional assistance in mazes or labyrinths, or even throw it to distract some animals.

🔔Bell
1 GP, 1/8 - 1/4 lbs.

In addition to the obvious bonus of getting to make beautiful music and annoying the rest of the group, bells are surprisingly versatile in the right kind of campaign. Of course, it is going to depend on whether this is the kind of bell with a clapper or the kind you see on pet’s collars, but either way, it can be used for a variety of things including rigging up a medieval proximity alarm with some string, alerting allies over a greater distance than shouting, or even drawing attention to yourself during an encounter.

🕯Sealing Wax
5 SP per 1/2 pound.

Although it sounds absolutely useless, sealing wax is, at its core, medieval duct tape. This quick-melting pliable wax can be dripped on anything you can reach and it will seal and waterproof any light objects including paper, wood, or possibly even metal.

Uses include; sealing a small metal, glass, ceramic bottle container, etc. making a letter look more official, waterproofing a basket or fabric, or even using it like chalk to leave a waterproof wax mark on a floor or wall for your allies when scouting ahead.

🔨Pitons
5 CP each, 1/4 lbs each.

If you’ve ever selected the Explorer’s Pack, or the Burgler’s Pack, or if you simply stumbled across them while looking at equipment, Pitons are a bit confusing if you’ve never gone climbing. Note: they can also be used as a cruder, and less hearty form of Iron Spike, to wedge things open or closed, although they are not quite as strong as far as material strength they will usually get the job done.

Pitons are smaller metal spikes usually 4-6 inches in length that have a single hole called the Eye for threading your rope or safety line. They weigh 1/4th a pound, and should easily fit in any of your packs.

What you can do with Pitons, is if a wall doesn’t have enough holds for you to climb, you can use the “Activate Item” action to create your own by spending these pitons, though you’ll probably need a hammer to do that, and two free hands, unless your strength is ridiculous. If you have a Climber’s Kit, you can actually use the “Activate Item” action to anchor yourself, which keeps you from moving more than 25 ft. away from your anchor point without undoing said anchor, and by using a simple slip knot, a rope can be retrieved from the piton sliding back out through the eye while leaving the pitons behind.

✔Iron Spikes
1 GP per bundle of 10, 5 lbs.

Dungeons & Dragons players can purchase bundles of iron spikes from the equipment list in the Player's Handbook, but what are they actually used for?

The average 1st level Dungeons & Dragons character tends to stock up on items at every opportunity, even though most of their gear will never be used, but iron spikes might have more utility than some players realize. It's often better to have something and not need it, than to need something and not have it, which is why lots of players buy a bag of iron spikes from the equipment list in the Player's Handbook, without realizing their main purpose..

The Adventuring Gear section of the Player's Handbook is a table that contains miscellaneous items that a player might need in the wild. One of the most curious entries on this list is a bag of ten iron spikes, which cost a single gold piece. Piton's cost five copper pieces each and they are similar to iron spikes, as they are used for climbing, so why are iron spikes so expensive? Are iron spikes just a relic of the old days of D&D, or do they have some higher function that isn't described in the book?

Iron Spikes Are The D&D Instant Lock. They are used in conjunction with a hammer to quickly lock or block things. If a D&D party is being pursued down a corridor and they get past a door, one of them can hammer an iron spike into the ground to wedge it shut. This can buy the party precious extra time to run away. Wedging a door shut is also a good idea if the party suspects they are being followed while in a dungeon, as the pursuer will either be unable to follow or will need to make a lot of noise breaking the spike. The iron spikes can also be used in keyholes to seal a door, assuming the party isn't too concerned about needing an escape route.

There are other obvious uses for iron spikes, such an emergency D&D improvised weapon in combat, or keeping a tent up in the wilderness, but their use as aggressive door stoppers is their main function in Dungeons & Dragons. It might be worth investing a gold piece in some, as Hodor from Game of Thrones might still be alive if he just had a bag of iron spikes.

💥Caltrops
1 GP for bag of 20, 2 lbs.

This is another heavily overlooked item, because most people probably don’t actually know what caltrops are. While the descriptions will change slightly from edition to edition, basically caltrops are little spikes (picture toy jacks but with pointy sharpened tips) that you can scatter in a 5 foot area to slow down anyone who moves through that square. If you’ve ever stepped on a LEGO, or more likely a d4 die, then you understand the concept here.

According to the Player’s Handbook, dropping caltrops in a 5 foot square requires and action and makes anyone moving through it make a DC 15 Dexterity check or else stops moving and takes 1 piercing damage. Once they’ve taken that damage, their movement speed is reduced by 10 feet until they heal up. Alternatively, of course, they can move at half speed and not take the check at all, but that still gives you an advantage.

Now, that might not sound super useful, but if you’re a ranged character or a caster class, being able to slow anyone approaching you can be a huge boon. Additionally, since the caltrops are basically just spikes, you can use them for a number of other things, including throwing them at someone to make them duck or change course, use them to stick papers to the walls or the underside of a desk, or even scare away small critters. I’ve even seen darker players use them creatively to torture people (ouch!) or heat them in a fire and then launch scalding hot spiky balls at enemies during battle.

🔘Ball Bearings
1GP for bag of 1000, 5 lbs.

Already part of the Burglar’s pack, the initial use of these should be obvious. You can use an action to spread these out over a 10-foot area, and any creature moving over this space must succeed on a DC (Difficulty Class) 10 Dexterity saving throw or be knocked prone. You can avoid this by moving at half speed, but in the heat of battle, this isn’t likely.

You can buy a bag of these for the low price of just 1GP in most stores; for that you get 1000 of these little trip hazards. Whether you’re a rogue being pursued by the town guard, a Bard setting up a trap or a raging barbarian that has entered a 1 Vs 12 encounter, these little metal beauties can save your life.

Beyond the obvious tripping hazard though, there are a number of uses for ball bearings. They can be thrown in an attempt to distract that guard who is standing watch. Maybe you could even cast Light on one? Who isn’t going to investigate a mysterious tiny glowing orb? If you really feel like leaning into being a rogue, perhaps that coin purse you hand over to the merchant isn’t all gold just a bag full of bearings- just don’t let him search it before you leave.

💢[*I do realize that there are quite a few other things that could be included on this list, feel free to put them in the comments, things like, chalk, or a ten-foot pole Etc.. although the modern equivalent seems to be having a someone in the party with a quarterstaff and having someone else cast enlarge upon it LOL*]

28/09/2021

This is Interesting.. What Edition do You Play?

What's really crazy, and hard to wrap your head around is there were only around 13.7 million players back in 2019, just two years ago

Data source: Precisionreports demographics, with data compiled from; MarketWatch, Twitchtracker, Nerdarchy, ENworld, and Various assembled VTT quarterly reveals including; Astral Tabletop, Beyond Tabletop, Fantasy Grounds, Foundry VTT, Let’s Role, Tabletop Simulator (TTS), The Orr Group Industry Report (Roll20), WotC, Compiled RPG Market Research, Facebook, Reddit, and Twitter surveys.

28/09/2021

Wizards of the Coast: Dungeons & Dragons announces next “evolution” of the game in 2024 Dungeons & Dragons will receive a major core rulebooks update. (PHB, DMG, MM)

Today, during the “Future of D&D Panel” at D&D Celebration, a panel of the top figures from the D&D design team announced that Wizards of the Coast was planning to release new versions of the core set, Dungeons & Dragons rulebooks in 2024 for the game’s 50th anniversary.

In announcing the new products, panelists Jeremy Crawford, Chris Perkins, Liz Schuh and Ray Winninger specifically did not call the books the kick-off of a new “edition” of the game. They even noted that the new core rules would be backwards compatible with existing fifth edition books and were a “new evolution” of the game.

Many fans are comparing the announcement to the release of revised rules for: Dungeons & Dragons Third Edition in 2003. These rules (known as 3.5 by fans) rebalanced existing rules but were otherwise minor, with many rules completely untouched.

So it seems we’ll be looking at a revised new edition of Dungeons and Dragons, just in time for the 50th anniversary of the game. The 50th Anniversary set will consist of three new Core Rulebooks, intended for complete compatibility with current 5e products. Is it essentially the same as the way 3rd edition got a 3.5 version back in 2003, just ahead of the 30th anniversary.

The current fifth edition ruleset of dungeons & dragons has been around since 2014, meaning players will have used the rules of the game for a decade by the time the new “evolution” comes out. That’s roughly comparable to the time when previous D&D editions were in active use. Advanced Dungeons & Dragons saw its Player’s Handbook released in 1978 and Advanced Dungeons & Dragons Second Edition came out in 1989. Dungeons & Dragons Third Edition had its Player’s Handbook released in 2000. D&D 4th Edition began in 2008 and lasted until the release of the fifth edition in 2014.

The Future of D&D panel also teased the release of two “classic” settings in 2022 and a third “classic” setting on the calendar for 2023. Also planned are more adventurous anthologies and a book featuring Boo, the miniature giant space hamster on display who is in the Baldur’s Gate game series. D&D also plans to streamline some of its monster stat blocks, with spellcasters receiving a major design overhaul to make them easier for DMs to use.

Crawford explained further what else would be changing. First and foremost, how stat blocks are presented will be changed. There won't be any radical changes to how core information (stats, skills, traits, feats, etc.) are presented, but it appears that certain monsters will be getting additional abilities and traits. An example given is that creatures that can use magic are represented as "Spellcasting Actions" which streamlines elements like spell slot management.

One of the biggest changes is how spellcasting NPCs and monsters are presented. Instead of having traditional spell slots and access to spells that can only be found in another book, spellcasters will have Spellcasting actions and actions that mimic spellcasting. One example given was a "Holy Fire" action that would deal damage instead of a DM needing to prep to cast one of several potential damage-dealing spells. This change was made to better reflect a creature's CR instead of limiting their use due to prep constraints.

In addition, every single creature will be getting its own dedicated artwork and supplementary information. An example, A Bard's stat block will include a chart for you to roll to determine their preferred form of performing arts for example. In addition, all monsters will not be squirreled away into subdivisions of different creature types and be universally organized alphabetically. This is helpful if you are looking for a specific type of Devil or Demon enemy and keep looking for "G" when you should be going to "D" then flipping through that specific section.

Crawford continued to say that this will be the "new standard for monsters going forward. While you can still use the original printed material for your games, all future supplements going forward will adopt these revised creatures and rules."

💥 On a personal NOTE: This is a REVISION, of the core books, NOT a RE-INVENTION.

This is a continuation of the same 5th edition game that we have been playing.
. But with all of the optional character creation rules with lineages, subclasses.. etc, with all the feats and skills that were introduced in new stand-alones sourcebooks like Tasha's and Xanathar's in one place in the core rules, PHB (ie players handbook)

Then in the new core MM (monster manual) revised creature stat blocks, for giving them spell like abilities (attacks, actions, traits) etc. Instead of just referencing spells.

Finally all the 'optional rules' in a new DMG (Dungeon Master's Guide) that have been presented in the sourcebooks that have been put out since the original 3 core books were first released.

Everyone who is saying it's going to be a "sixth edition" is wrong. If you go and look at the information that has been released so far, it's very clear it's all going to be backwards compatible, so instead of having to go buy all of those optional books separately the new core books, will be putting that information together with all of those options in one place.

The revisions to the monster manual in the upcoming Mordenkainen Presents: Monsters of the Multiverse, that's being released in the expanded rules gift set, (coming this January 2022) will be set up in the same way with the creatures all getting their stat blocks revised, exactly the same way that they have in the latest new release The Wild Beyond The Witchlight.

They will be adding more optional rules undoubtedly, and once again that is 'optional' just like the many optional rules that already exist that many people aren't using or don't use, or that are tweaked with their own home-brewed versions

Don't panic. Don't be afraid. Use the new compilation of rules in the New Core Book set when they are released in 2024, or don't.. but it's in the works, and I for one am excited about it.

It's still going to be 5e. Just -tweaked- with everything condensed, and reorganized in one place. If you Have Already purchased the other books, your good, and you can just not bother.

You can certainly always just hunt and search to get all of the information from those individual sourcebooks separately.. But for newer players and newer dungeon masters the idea of buying so many of the seperate sourcebooks to get ALL of the optional rules.. well.. honestly it's a bit overwhelming and this will be a good thing for anybody who plays 5th edition.

Interesting stats!
25/09/2021

Interesting stats!

With a user base that large, it’s no surprise that Dungeon and Dragons’ isn’t the same dirty, secret basement game it was when your dad played.

Here's a sneak peek at a new NPC portrait from the adventure.
23/06/2021

Here's a sneak peek at a new NPC portrait from the adventure.

Less than 24 hours on our Kickstarter campaign!
04/06/2021

Less than 24 hours on our Kickstarter campaign!

A campaign for DnD 5e with memorable encounters, new magic items, nightmarish monsters, puzzles, and unique NPCs.

19/12/2020

Stay tuned! Coming soon to Kickstarter.

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