The Wolves of Langston Solo 5e Adventure (PDF + Epub)
The Wolves of Langston Solo 5e Adventure (PDF + Epub)
Be the hero Langston needs.
Something is killing people in Langston.
You have arrived just in time to help this small town rid itself of a danger stalking the night. Investigate likely suspects and root out the unknown evil.
Meet unique characters in an original setting with a mix of mystery, action, and exploration. Go on a classic fantasy quest that will challenge you and your character.
Embark on a DnD solo adventure that you play with any 5e character. Be the hero of a story where your choices have consequences.
Pick your own path. Play your own 5e character. No DM, maps, or minis required.
We are making this for you if you want more of your favorite TTRPG and would rather play than DM yourself in the downtime between sessions. The Wolves of Langston is designed for characters of levels 1 to 4.
- Play your own 5e character. Made however you usually make one. The story is crafted so that all characters can succeed - or fail.
- Take your own path through an interactive story where your decisions have consequences.
- Fight monsters, cast spells, and find treasure within an original story.
- Make progress with loot and experience that you keep in a regular tabletop game.
📜 Get the 5e Player's Cheat Sheet for free with this purchase. 📜
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What Is a Solo 5e Adventure?
A solo 5e adventure is a single-person interactive story that uses the game mechanics of Dungeons & Dragons: 5th Edition to play through a story as the hero.
- Play your own 5e character made however you usually make one. The story is crafted so that all characters can succeed - or fail.
- Take your own path through an interactive story where your decisions have consequences.
- Fight monsters, cast spells, and find treasure within an original story.
- Make progress with loot and experience that you keep in a regular tabletop game.
The experience allows players to be a lone hero solving problems and overcoming challenges without a DM or party.
However, each solo adventure more than a single-player game. Each story is designed to work with existing D&D 5e games as either a downtime activity between sessions or a way to add flavor to a new character prior to their appearance. -
How the Game Works
As you take your journey through The Wolves of Langston, you will have a chance to do all the things you probably love about TTRPGs, including rolling dice and choosing your own path through the adventure.
- Interact with NPCs and your environment- Use your skills and abilities to overcome challenges
- Cast spells, use magic items, and activate your class features
- Fight monsters and other evil-doers
All this works by following on-page prompts within the story and applying off-the-page effects to improve your character's chances of success.
The game mechanics will be familiar to anyone playing D&D 5e. From skill checks and saving throws to attack rolls and spell damage, everything about The Wolves of Langston is designed to give you the same thrill as a session at DM's table but whenever you want to play.
Plus, re-play the adventure to explore different options. Every choice you make in this solo adventure has some kind of consequence, so take each new character down their own path.
Very nice, a bit obvious of what the creature is that did it but still fun and constructive enough that I wasn't totally sure on who did it. Just what sort of monster
Let me start by saying this was a lot of fun and I plan on trying out more of the adventures (especially with the 2024 phb coming out recently.) The adventure was engaging and a great time to play through, I enjoyed the narrative quite a bit, and it gave me a good space to find out who my character is. I do really recommend giving this a shot. However, this is not perfect.
I knew it would be a bit of a railroaded adventure going in so that doesn't really bother me; there was a specific story to tell and for a solo adventure that's how you do it. But, there are a number of choices offered that the characters in the book will outright say "no" to and stop you from doing. Example is I had a healing spell/ability and I was given a choice to heal a badly hurt villager with either that spell or leave to get a potion. Naturally, because this seemed very dire, I chose to use my spells. And one of the characters outright said "No don't do that," and I was forced to go get the healing potions. Again, I understand there is a specific story they want to tell here and I am fine with that. But there has to be a better way to get me to go look for the potions as intended rather than giving me a choice and saying "no" when I make it. Example I thought of is maybe I burn the spell slot and it doesn't fully take effect because the villager is poisoned (in this instance, the villager actually WAS poisoned.) A greater willingness to let me make mistakes would be appreciated.
You can avoid quite a bit of combat in this adventure. I actually like that a lot, combat should not be the only option for every encounter and its fun that the chances are given to dodge it. However, a number of the combat encounters that you must do are way too easy. There was only one that I felt I was in danger for, and it was exhilarating. I like a combat encounter to have some back and forth with challenge, like I'm on an even playing field. Instead, most but one fight just felt like a curb stomp on my behalf. I finished the final encounter in two turns, and while I did enjoy how I figured out how to do that, I wish there was more of a challenge with it since its the last fight of the module.
Lastly, the typos. There are a LOT of typos. Some words are missing spaces between them and that gets distracting and frustrating to read. There is also one or two spots where the wrong word is used and it genuinely threw me off and confused about what was happening. And to be clear, it wasn't anybody speaking in code or anything like that, the words are just wrong. In one instance it was a word the book said MY CHARACTER says. I think one last pass through with an editor would be of great value to this because it really is worth it. The adventure is a great time and I really enjoyed it. It just needs a few little things to make it even better.
I bought this adventure earlier this year, and only now took the time to play it. I really have to say that this was fun. A lot of thought went into this, and with it a lot of love. I ran through it with a Fighter, and did surprisingly better than I thought during the non-combat parts. I nearly died about half way, but just managed to win the combat. From the mystery of what is happening, to all the dark secrets that the town has, this adventure was great. As a pre-story for a character before a much bigger campaign, this is perfect. Just try to remember that failing your checks in dialogue is not the end of the world. Combat on the other hand is. So it's okay to not get perfect rolls everytime, just went fighting.
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Wow such a good story & easy to follow through yet challenging enough to keep you on your toes