Play It Solo: Dungeons & Dragons Starter Set 5th Edition (Lost Mine of Phandelver)

Dungeons & Dragons Starter Set 5th Edition Lost Mine of PhandelverThis is the first article of the ‘Play It Solo’ series and in this article, I will be converting the first chapter of the Dungeons & Dragons Starter Set 5th Edition adventure, Lost Mine of Phandelver, into a solo, single player D&D experience.

For an overview of how Play It Solo works, click here.

Please bear in mind that this article is not the actual adventure itself, but a set of conversion notes that makes it possible to play an adventure – which was not originally designed for solo play – on your own.

It will be assumed you have the Starter Set and you will be prompted to read certain sections of the adventure booklet in order to progress the adventure.

You will therefore require the Dungeons & Dragons Starter Set (5th Edition).

If you do not have this item, you can buy it here.

(Support the crusade! By clicking on the red affiliate link above and making your purchase, I will be paid a commission! This does not increase or affect the price you pay in any way.)

Or you may oppose the crusade by clicking on the non-affiliate direct links here (or here if US-based) instead… Please read the affiliate disclaimer.)

Alternatively, if a friend has a copy of this Starter Set, just ask him nicely if you can borrow it 🙂 .

If you are unwilling to buy this adventure altogether, feel free to check out this free adventure instead.

Why the Dungeons & Dragons Starter Set?

I have made The Lost Mine of Phandelver my first official D&D 5e solo adventure conversion.


Because it’s actually a great little adventure and it’s a great introduction Dungeons & Dragons 5e.

Since D&D 5e is still new (at the time of writing this article), many of you will either be unfamiliar with the rules or are just getting used to them.

Therefore, it makes sense to start off with something that teaches you how to play the game and having played through it myself, I find the Starter Set does its job well in that regard.

It also omits some of the unnecessary rules and keeps it streamlined in order to avoid overwhelming you with too much information.

Other than that, it is still D&D Basic, but simplified even more in places. If you would like to play using the full D&D Basic Rules, you can download it for free here.

As a bonus, six pre-generated characters are included in the Starter Set, so you can skip the character generation process entirely and dive right into the game.

And finally, you get a full set of polyhedral dice (minus the percentage die) which you can use when playing Lost Mine of Phandelver and also for years to come.

All this for a price lower than most adventures that are currently out there.

Check out my review here.

Introduction to the Adventure

A poorly-prepared adventurer be a dead adventurer, so take some time to read through the D&D Starter Set Rulebook (or the D&D Basic Rules PDF). As you play through this adventure, be sure to refer back to this book if there is something you’re not sure about.

Take some time to determine how your party will be arranged.

For example, are your fighters and other heavily-armoured characters (with the highest AC) leading the march with the more vulnerable characters (with the lowest AC) behind them?

If so, how far behind are the vulnerable characters? Are they within touching distance of the characters in front or is there several yards between them?

Another thing to consider is that the adventure starts off with you guarding and driving a wagon.

With that in mind, what happens when you come across someone or something on the road – like a roadblock or a couple of bandits who might not necessarily attack straight away, but might demand a ‘toll’?

If you go ahead and talk to these people/examine the roadblock, will the whole party approach the bandits/roadblock, or will some of your characters stay behind while only a couple walk forward to address the bandits/examine the roadblock?

Consider these things before you begin the adventure.

Single PC vs. multiple PCs?

Are you going to play with a single character or a party of characters?

Personally, playing a group is a lot more fun and I have written an article that shows you how to play several characters at once.

For those of you who prefer to play a single PC, your character should be no lower than level 3 or 4 at least.

Alternatively, you may still begin at level 1 if you wish, but divide the number of opponents you face in every encounter by 4 (round up). Notes advising you which enemies you can omit or keep will be included within this article where appropriate.

For details on how to balance encounters for adventuring parties with more than or fewer than 4 members, refer to the Dungeon Master’s D&D Basic Rules, page 57.

This chapter in the adventure awards experience points only when you have completed the chapter. If you are a single PC, it is advised to update your experience points total after each enemy defeated, violently or peacefully.

Some of the later fights in this chapter may require a lone character to be higher than level 1 for him or her to have any chance of survival.

Before you begin, feel free to read through the first two pages of the Lost Mine of Phandelver booklet up to (but not including) the passage titled ‘Background’. This information can be useful for when you play the adventure, though some parts might be irrelevant to you unless you are playing as a group.

Once you’re done reading, turn to page 4 and read the passage ‘The Forgotten Realms’ in order to gain a little bit of background information on the Forgotten Realms which is the setting for this adventure.

Read the ‘Adventure Hook’ and text in the shaded box labelled ‘Roleplaying and Inspiration’.

Chapter 1

Turn to page 6 in the Lost Mine of Phandelver adventure booklet.

  1. Read the text, starting from the beginning of the boxed text on the left column of page 6 all the way up to and including the boxed paragraph under ‘Goblin Ambush’.
  2. Decide whether or not you will examine what is in front of you or carry on towards Phandelver.
  3. Read on from where you have left off up to and including the paragraph just before the section titled ‘Developments’.
  4. Resolve the encounter as described. This encounter happens regardless of whether or not you examine the mess in front of you or continue your journey to Phandelver.

Once the battle is over, decide what you are going to do, then click on the grey spoiler box below before continuing with the next part of this article.

If you are defeated, read the first paragraph under ‘Developments’ on page 7, then decide what to do before clicking on the grey box.

What will you do next?

1. Give chase

If an enemy manages to escape, you can try and pursue the fleeing enemy. Go to the ‘On The Trail’ section below.

1. Interrogate any captured foes

It’s possible you’ve decided to knock at least one of them unconscious instead of killing them. A dead enemy is useless to you, but a living one might just be a useful source of information…

Click here to interrogate your prisoner(s).

2. Press on towards Phandelver

If you’ve killed them all, you could simply deliver your wagon to Phandelver and conclude your business there.

If you initially decided to ignore the mess and continue on to Phandelver before you were ambushed, choose this option.

Read the third paragraph in the adventure booklet under ‘Developments’ as well as the little boxed section called ‘rest’.

3. Determine where the goblins came from

If you suspect that the goblins have a hideout somewhere near here and you are interested in knowing where it might be, make a Wisdom (Survival) check, then read the first paragraph under ‘Goblin Trail’ for the results of your check.

Success: determine your party’s marching order and then read the section titled ‘On The Trail’ below.

Failure: you may head to Phandelver and deliver the supplies. Read the third paragraph under ‘Developments’ as well as the little boxed section titled ‘rest’.


Once you have resolved any actions in the spoiler box and are ready to continue, read on below.

On the trail

Determine the marching order of your party. Once you have done this, read on (and remember to award yourself experience points as instructed on page 7, under the heading ‘Awarding Experience Points’ 🙂 ).

Read the rest of the text under ‘Goblin Trail’ in the adventure booklet.

If you are playing a single PC...

If you fall victim to the first trap, you may escape with a successful DC 20 Dexterity check (or a natural 20 roll on a d20) to wiggle free from your bonds. You take damage as indicated. This damage cannot be avoided.


Falling victim to any of the traps means that any goblins you are chasing get away from you.

The Caves

In order to get around in the cave, you may need to refer to the map on page 9 of the adventure booklet, despite the fact that it is meant for a DM only.

As long as you don’t study it too carefully and only glance at it when you need to know where you’re going, it should be fine…

Area 1/2

  1. Turn to page 8 in the adventure booklet and read the boxed text in the description for Area 1.
  2. Decide what you will do before you enter.
  3. Read the rest of the text for Area 1.
  4. Read the whole passage of text for Area 2 and resolve the encounter.
  5. Refer to Areas 1 and 2 on the map, if necessary.
  6. Any goblins who escaped the previous encounter will warn his colleagues in Area 1. This means that the goblins automatically notice you.

Area 3

Turn to page 8 in the adventure booklet and read the boxed text in the description for Area 3. Once you’ve done that, decide what you are going to do, then reveal possible options in the spoiler box below.

How will you proceed?

1. Move on quickly

If you want to avoid this encounter entirely, simply continue downstream.

2. Attack/shoot/prod/goad the creatures

You may feel the best way to silence the creatures involves a more permanent solution or maybe you simply want to wind the creatures up a little. In either scenario, read the ‘Developments’ section in the adventure booklet for how the creatures react to whatever you decide to do.

If combat breaks out, refer to Area 3 on the map if needed.

If you end up killing the creatures, read the rest of the description for this area up to the sub-heading ‘Fissure’.

3. Attempt to calm the beasts down

Make a Wisdom (Animal Handling) check. Make note of the numbers (Tip: there is a way to make this task a little easier – i.e. reduce the DC – see if you can come up with it 😉 ), then read the rest of the description for Area 3 in the adventure booklet up to the sub-heading ‘Fissure’.

Actions in Hindsight: it’s very close to feeding time and you look especially tasty as a result…

Increase all DCs by 5.

4. Sneak into/past the area

Make a Dexterity (Stealth) check for each character sneaking around. This is opposed by the Wisdom (Perception) checks of each creature inside this area. Refer to the back of the adventure booklet for creature stats. Also be mindful of the beasts’ heightened detection abilities… (read through the stat block carefully).

Success allows you to sneak past this room or observe the creatures inside without alerting them to your presence.

5. Examine the fissure

You may only attempt this once this area is clear of danger.

Click here to examine the fissure.


Area 4

All areas in the cave from this point on are dark (unless noted otherwise).

Turn to page 9 in the adventure booklet and read the first boxed paragraph for Area 4, then decide what you are going to do before clicking on the spoiler box below.

What do you wish to do?

1. Light a torch/cast light, etc.

Turn to page 10 in the adventure booklet and read the second paragraph on the left most column (just before ‘Western Passage’).

If the Dexterity (Stealth) check does not exceed your passive Perception score, roll initiative for combat.

The creature you encounter will spend his action attempting to escape. Should this happen (or if his Dexterity (Stealth) check exceeds your passive Perception score), read entire description for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’) to see how things develop from this point.

2. Peer into the darkness ahead for dangers

This is possible only if you have a light source (but be mindful of option 1 above) or if the character looking further ahead has darkvision.

If either or both of these are true, read the description for Area 4 including the second boxed text and stop reading after you’ve finished reading the very first paragraph on page 10. Resolve the actions as described.

3. Take the western passage

Turn to page 10 in the adventure booklet and read ‘Western Passage’ at the end of the description for Area 4. Once you’re done negotiating the obstacle, go to ‘Area 6’ in this article below.

However, if you do not use stealth (see option 4 below), turn to page 10 in the adventure booklet and read the second paragraph on the left most column of the page (just before ‘Western Passage’).

Then read entire description for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’) to see how things develop from this point.

4. Send a scout ahead/sneak up the main passage/western passage

Make a Dexterity (Stealth) check for each character sneaking around. You may also use stealth when taking the western passage.

In either case, the DC is 9.

If you wish to sneak up the main passage, go to ‘Area 5’ in this article below.

If you are carrying a light source, magical or otherwise, this automatically fails.

Actions in Hindsight: make your checks with disadvantage.

5. Proceed up the main passage

Go to ‘Area 5’ below.


Area 5

Depending on what happened when you were in Area 4, the following section may be somewhat irrelevant.

  1. Turn to page 10 in the adventure booklet and read both boxed texts in section 5 (and the bit in between, if desired).
  2. Decide how you will approach this area and what actions you are going to take before revealing the spoilers below.
How will you approach this area?

1. Light a torch/cast light/etc.

Read the entire description in the adventure booklet for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’).

2. Scan the area for danger as you proceed

Make a Wisdom (Perception) check opposed by 1d20 + 6.

Success: you notice something hiding on the bridge…

Read the paragraph directly below the second boxed text in the description for Area 5 in the adventure booklet only.

Actions in Hindsight: make your checks with disadvantage.

3. Travel through this area using stealth

Provided you are not carrying a light source, you may make a DC 9 Dexterity (Stealth) check for each character sneaking about.

If you’ve already made this check in Area 4 above, you do not need to make the check again.

Success: you may proceed to ‘Area 7’ below.

Failure: read the entire description in the adventure booklet for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’).

Actions in Hindsight: make your checks with disadvantage.

4. Walk up the main passage without taking any precautions…

If you wish…

Read the entire description in the adventure booklet for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’).

5. Climb onto the bridge

Read the first paragraph of ‘bridge’ in the adventure booklet for checks and relevant DCs .

Success: you gain surprise on whatever is on the bridge.

Failure: if you were attempting stealth, you are immediately noticed as you hit the ground with a splash.

In either case, read the entire description in the adventure booklet for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’).

6. Attack the bridge

If you are involved in combat, you might consider doing this in order to reach your opponents – or maybe you simply love breaking things.

Read the last paragraph of ‘bridge’ in the adventure booklet (the very last paragraph of the left most column on page 10).

If you were using stealth, this action gives your position away. Read the entire description in the adventure booklet for Area 5 (except for the sections titled ‘Bridge’ and ‘flood’).


Area 6

Turn to page 10 in the adventure booklet and read the boxed text in section 6, plus the next two paragraphs below it.

Decide what you will do and then click on the spoiler box:

What will you do next?

If you did not approach this area using stealth, the creatures in this room notice you straight away and attack.

If you approached quietly carrying a light source, the creatures are entitled to a Wisdom (Perception) check to notice your approach to this room (the smoke resulting from the fire in the room makes it a little more difficult to notice other light sources in and around the area).

The fire in the room sheds light equivalent to torch light.

1. Sneak into the room

If the creatures do not immediately notice you, you may sneak up quietly if you wish. A successful DC 9 Dexterity (Stealth) check allows you to slip into the room unnoticed, granting you surprise (Refer to page 9 of the D&D Starter Set Booklet) and advantage on your first attack roll.

2. Attack

The creatures in the room defend themselves. Roll initiative as normal and resolve the encounter. The leader attacks from where he is currently standing and does not join in the melee. He attacks from behind the stalagmite, gaining cover.

When only one enemy is left, when you attempt to approach the leader, or when you reduce the leader to half his hit points or lower (but above 0), click here to see how the scenario develops.

If you manage to take out the leader quickly before any of the above conditions are met, the battle continues and ends without further incident. When it ends, you may speak to this guy

3. Lure them out using magic

If you possess the ability to cast spells such as thaumaturgy, prestidigitation and dancing lights and target the spells just outside the entrance, you may be able to distract the creatures inside and draw them out.

However, there is also a chance you could give away your position or even spook the creatures inside with these paranormal displays.

Each creature should make a saving throw against your spellcasting DC:

Success: they cotton onto (or are freaked out by) what is happening and ready an action to attack whoever steps into view.

Failure: this invokes mild curiosity and one of the weaker creatures will eventually come out to investigate the noise or visual effect.

Alternatively, you could hold an item such as torch or a valuable object using mage hand and wave it around before making it disappear down the other passage. This will work as well as the options above.

Once a creature is drawn out, you can ambush it (gain surprise) provided you succeed on a DC 9 Dexterity (Stealth) check (assuming you are trying your best not to be seen).

If you manage to kill it in a single blow when you sneak attack it, it drops to the floor like a sack of spuds, alerting the rest of the creatures inside. They are now prepared to face you.

Otherwise, the creature notices you and combat begins as normal.

In either case, read option 2 above.

Actions in Hindsight: saving throws as described above are made with advantage. You make any indicated checks above with disadvantage.

(Design notes: the spells mentioned above do not normally prompt saving throws, but rather than making this ploy work automatically, I felt there ought to be some kind of resolution mechanic to determine success or failure.

The other method I had in mind is to make a straight DC 10 Intelligence or Wisdom check, depending on which ability is highest. This represents how creative your character is when using the spells in this way. A spellcaster may be able to cast the spell, but may not necessarily know how to apply it to unique situations like this one and achieve the result he wants (in this case, use the spells to invoke curiosity in your enemies and lure them out without giving your position away).

If you want to skip the saving throws altogether, feel free to do so. You still need to hide successfully in order to ambush the goblins successfully, however.)

4. Ambush anyone you lure out quietly

Tied to option 3 above, you may want to prevent any creatures you lure out from screaming in pain when you kill it or from raising an alarm before you can apply the killing blow.

This involves the use of the grapple rules.

To learn how to do this, refer to the D&D Basic Rules, page 74.

If you are successful with your grapple attempt, manage to restrain the creature and can get a successful killing attack in before the creature escapes the grapple/is able to react, you succeed in taking down the creature without alerting anyone else (assume you are covering its mouth with your hand as you kill it).

If the creature is able to escape the grapple on its turn or it reacts to the situation before you can make your move, it calls out to the others in the cave and attempts to retreat into the cave.

When this happens, go to option 2 above.

If you succeed in taking down a creature without attracting the attention of its fellows, you may attempt option 3 one additional time.

If you attempt option 3 the third time, the penny will drop and the creatures inside will realise what is going on and may investigate as a group or ready their weapons and wait for you inside.

When this happens, go to option 2 above.

If you are a single PC: you may only attempt option 3 once. due to the smaller number of enemies (see the spoiler box titled ‘For Single PCs:’ below this one).

5. Back away

Finally, if you are concerned about the numbers you have to face here, you may retreat instead…

For Single PCs:

You fight two enemies, including the one with 12 hit points. Once the weaker enemy falls, click here.


Once you have done what you’ve needed to do here, refer to the map and determine where you are headed next.

Area 7

Turn to page 11 in the adventure booklet and read the boxed paragraph in section 7 as well as the bit directly above it.

Decide what you are going to do, then reveal the spoilers below for possible options.

How will you approach this area?

If the guard on the bridge on area 5 had alerted the guards in this room and/or signaled them to release a flood of water, they are ready and waiting for you here.

In this case, they will use Wisdom (Perception) checks rather than using their passive Perception scores to counter any attempts at stealth.

There are three of them in this room. To find out what you are facing, read the first line after the boxed text in section 7 in the adventure booklet. The name of the creatures here will be written in bold type.

Brandishing light sources immediately lets them know that danger is approaching.

1. Attack

Forget subtlety. Straighforward solutions are the best.

If you subscribe to this line of thought, you may roll initiative and attempt to take down the guards here with brute force.

When it is the last guard in the initiative order’s turn to act, click here.

If you manage to kill them all before anyone can make his move, the battle ends without further incident.

2. Sneak into the cavern

This automatically fails if any character attempting to sneak into the room is carrying a light source.

Otherwise, make a Dexterity (Stealth) check for each character attempting this, contested by the guards’ passive Perception scores or their Wisdom (Perception) checks, depending on how alert they are.

Because of the noise in the cavern, the guards are relying exclusively on sight to detect intruders coming in. As a result, characters wearing armour that imposes disadvantage on Dexterity (Stealth) checks may ignore this penalty (assuming you are using the full D&D Basic Rules).

Success: if the guards are alert, you may get close enough to make a ranged attack with advantage (provided you remain hidden as you attack). Otherwise, you may get as close as you like. In either case, you gain a surprise round (Refer to page 9 of the D&D Starter Set Booklet).

Failure: combat breaks out. Roll initiative and get ready to crack some heads…

In either case, click here when it is the last guard in the initiative order’s turn to act.

However, if you kill them all before he can make his move, the battle ends without further incident.

3. Cast sleep

If your wizard is ahead of the last goblin in the initiative order or if he/she succeeds in sneaking into the cavern without alerting the guards here, he/she may cast sleep on the creatures.

Roll the 5d8 damage dice for the spell as normal. If the result puts them all to sleep, you may kill (or capture) the goblins at your leisure.

With the amount of noise in this cavern, even if an enemy wakes up once you’ve captured it and bound it in rope, he won’t be able to alert others in the vicinity.

In this case, the battle ends without further incident.

However, any captured opponents can still attempt to wriggle free of their bonds when your back is turned…

For single PCs:

It’s very possible that you will have enough experience points at this stage to advance to level 2. This being the case, you may want to make this combat more challenging by facing two enemies at once instead of one.


Area 8

Turn to page 12 in the adventure booklet and read the boxed paragraph under section 8.

If one of the enemies in Area 7 managed to escape into this room, read the text on the grey spoiler box below before clicking on it.

You enter this area and you see no signs of immediate danger... Decide what you wish to do, then click here.

1. Turn back

It’s possible you have other things to take care of or you simply want to retreat and take a short rest somewhere else…

Feel free to find a suitable area/tend to other business…

2. Enter this cave

You enter the cave and immediately you are ambushed.

Read through the whole of section 8 on page 12 of the adventure booklet, but stop at ‘fire pit’.

Your enemies gain a surprise round against you (Refer to page 9 of the D&D Starter Set Booklet). Resolve this surprise round before you roll initiative for your character(s).

The fire pit in the centre of the room provides enough light for the surrounding area.

  1. If you push an opponent, or you yourself are pushed on to, or you decide to walk on to the fire pit (for whatever reason), click here.
  2. If you kill the wolf and Klarg is still alive, click here.

For Single PCs: Klarg is by himself. He fights until he is reduced to 10 hit points or lower.

3. Scan this area for danger

Make a Wisdom (Perception) check.

Make note of the number(s), then click here.

4. Cast a spell

If you are not convinced that this chamber is not as free from danger as it looks, you may attempt to provoke any creatures that may (or may not) be hiding into giving away their position. You may attempt this through creative use of magic.

Creative use of spells include the following:

  1. Cast mage hand, furnish it with a one handed weapon or other dangerous item weighing no more than 10 pounds and move it around the room, around corners and explore every nook and cranny in the cave using the hand. Click here if you intended to do this.
  2. Cast thunderwave or use the ‘booming voice’ option in the thaumaturgy spell description in an attempt to frighten any hidden creatures into giving away their position through sudden loud noises. Click here to make this attempt.

There may be other possibilities, so use your discretion. Just make sure it seems reasonable 😉 .


Otherwise, read on.

Decide how you are going to approach this cave, then reveal the spoilers below:

How will you enter? What will you do once you do?

1. Walk into the cave normally

Read through the whole of section 8 on page 12 of the adventure booklet, but stop at ‘fire pit’.

Resolve the encounter.

The fire pit in the centre of the room provides enough light for the surrounding area.

  1. If you push an opponent, or you yourself are pushed on to, or you decide to walk on to the fire pit (for whatever reason), click here.
  2. If you kill the wolf and Klarg is still alive, click here.

For Single PCs: Klarg is by himself. He fights until he is reduced to 10 hit points or lower.

2. Sneak into the cave

Make a Dexterity (Stealth) check for each character attempting this, contested by the passive Perception scores of the enemies as described just under the boxed paragraph in section 8 in the adventure booklet, page 12.

On a success, you may gain a surprise round on the creatures and provide you attack while hidden (snipe them with a crossbow, for example) you gain advantage on your attack roll.

Go to option 1.

Remember that some creatures can be surprised while others aren’t (Refer to page 9 of the D&D Starter Set Booklet).

3. Try to draw creatures out of the room through creative use of magic

Unfortunately, this trick will not work this time round as the leader in this room is far from gullible and orders his troops to stand his ground.

This alerts your enemies to your presence and they ready an action to attack from range (if they have the ability to do so – otherwise, they just hang back).


Once you have resolved any actions in the previous (two) spoiler boxes, decide what you’re going to do next before clicking on the spoiler box below:

What will you do now?

1. Search through the supplies

Read the section on page 12 of the adventure booklet titled ‘supplies’. Ignore when it tells you to ‘see the “Treasure” section’).

Consider what you will do with these supplies, then click here.

2. Conclude this chapter

Well done! You have invaded the Cragmaw Hideout and lived to tell the tale. Greater tests lie ahead but for now, enjoy the spoils and victory you worked so hard for.

Read the conclusion below



If you have any unfinished business left in this cave, it may be a good time to resolve them.

If you have rescued the prisoner in Area 6 and he is still alive, you earn 50gp once you escort him back to Phandalin.

Remember that there is also the small matter of the wagon that you were driving. Should you deliver the supplies as promised, you will be rewarded accordingly in the next chapter.

If you are using the character sheets provided in the Starter Set, you may wish to pursue these leads in the next chapter.

If you wish, you may continue to play this adventure on your own. If you do, there is an excellent book that you can get your hands on for cheap. It is a generic roleplaying game supplement that basically allows you to play without a dungeon master.

To read the review of this book, click here.

Alternatively, if you don’t mind waiting, I will release the next chapter of the Play It Solo series for this adventure sometime soon, so hop onto my email list to ensure you do not miss any updates.

I hope you enjoyed this episode of Play It Solo.

If you have any questions or comments, positive or otherwise, such as how you think the format can be improved, whether or not it was easy to follow or other constructive criticisms, feel free to leave them in the comments box below.


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  • Max

    Thanks for your efforts making this Great RPG playable for a Single gamer! I am Looking forward on the next chapters and will try this adventure tommorrow!

    Best wishes!

    • Ken Wai Lau

      Hey Max, that’s awesome!

      Let me know how you get on with it. Any feedback (good or bad) will only help me make future Play It Solo episodes better and more rewarding for you 🙂 .

      Happy New Year.

  • Landon

    I am really excited about this. I stumbled upon this on the wizards D&D forum. I think I may go through the solo adventure this weekend, and hopefully get my wife to try it out with me!

    Do you have a release time line? I am eager for chapter 2 already.

    • Ken Wai Lau

      Hello Landon, I’m unable to give you an ETA for chapter 2. All I can say is that it will be back at some point.

      I think it’s a little clunky and inelegant as it is, though, and I may need to find a better way to present it.

      Give it a try and let me know what you think, good or bad.

  • Alex B

    just played through this first chapter, and first of all great work, it’s awesome.
    Here’s the feedback: Overall this is exactly what I’ve been looking for for a while and it does a great job. I did notice though there isn’t a contingency for skipping one part of the cave and then going back to it after defeating the big boss, do you think one should be allowed to do so? Of course there isn’t ever going to be a contingency for everything.
    In any case great job and looking forward to more.

    • Ken Wai Lau

      This article assumes that you will go through everything more or less in order, but in general, yes – you may return to any areas you have skipped.

      Obviously, if the area you skip contains a quest that is related to the big boss, for example, then the quest will either be irrelevant or automatically complete, depending on what you did (or didn’t do) when you faced the big boss.

      Occasionally, you will need to make your own judgement calls regarding any situation not accounted for in the article, so just do whatever makes sense.

  • JP

    I just discovered this site and have to say that I am very impressed by your work on this and want to thank for taking the time to put it together! Innovation like this can really open the game! My 5e Starter Set is arriving tomorrow–I would never have ordered that (or any other 5e product) but for finding your site and this article. I hope to make this work out. My biggest concern is with accidentally ‘spoiling’ things for myself and how best to make choices without ruining the story or knowing what’s coming (either in a given encounter or in the story arc). But I will do my best to follow your suggestions. Basically, I am going to read your ‘directions’ on what to read, what to skip, where to jump to, etc and follow that super-obsessively closely–I may even print it out and use a piece of paper to cover all text below, both in your Guide and in the Starter-set’s Adventure book. Any other suggestions for not ‘spoiling’? Thanks again!

    • Ken Wai Lau

      No probs, JP.

      I think some spoiling is unavoidable, since you are still looking at information meant for the DM’s eyes only. That said, I’m trying something out at the moment which may be helpful for players who want to play a D&D adventure solo.

      Basically, it’s all about randomising everything in an adventure, so even if you know what’s going to happen next, you still won’t know exactly what to expect.

      It appears to work quite well so far. I’ll write more about it in due course.

  • Alexis

    thanks for this. I’ll try it as soon as I receive my starter set. One question tho. Did you use the GM emulator for this? Can I use it along with your conversion? Thanks in advance

    • Ken Wai Lau

      Yes, you can. In fact, there are certain places where it might be easier to use the GM Emulator.

      Keep in mind, though, that this guide is mostly designed for those without the GM Emulator.

  • Sean

    One day I’m going to get around to playing through this series you’ve put together for the Starter Set. I can tell you put a lot of work into it. I got the starter set a while back and ran my friends through a session, but they have no interest to revisit. I blame myself entirely for being a new and poor DM. ha ha. Your series will let me finish up where they left off.

  • GhostGK

    Thanks for making this! It’s great to play through when I’m alone..
    Awesome for playtesting some homebrew stuffs too!

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