Obvious Mimic Press
The Streets of Port Noir - A 5e Solo Adventure (PDF + Epub)
The Streets of Port Noir - A 5e Solo Adventure (PDF + Epub)
The Streets of Port Noir is a 5e solo adventure where you navigate the corrupt underbelly of a fantasy noir city to uncover its shadowy secrets.
No DM. No party. Just you and your character.
Level 5 to 6
212 pages
6 to 8 hours
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The Streets of Port Noir is an investigation 5e solo adventure where you navigate a criminal underworld, retrieve a mysterious client's stolen property, and save the city along the way.
In the never-ending downpour, a simple delivery becomes more complicated than you can imagine. A private investigator draws you into Port Noir's criminal underworld to recover stolen property and survive rain-soaked threats lurking in the shadows.
Your adventure will take you to surprising places with unexpected companions, if you have the grit to survive the city's hidden dangers. Will you come out of the canals and piers untouched by the filth? Or will the city's corruption take root in you?
The Streets of Port Noir includes Atma's Arsenal. Browse 100+ new magic items in local landmark open to anyone willing to meet the asking price.
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 Streets of Port Noir is designed for characters between levels 5 and 10.
- 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.
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Explore the city with Manny
Manny is your introduction the criminal underbelly and checkered past of Port Noir. Everyone seems to know the private investigator, even if they don't admit it.
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Corruption is a way of life
Filth thrives in the ever-present rain and lies put down roots among the shadowed alleys and murky canals of Port Noir. You can't trust anyone in this city, especially not yourself.
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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.
Create your own character to play as the hero of an original story:
- 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. Make progress with loot and experience that you keep in your regular tabletop games.
The experience allows players to be a lone hero solving problems and overcoming challenges without a DM or party.
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 this solo adventure, 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 this solo adventure 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.
Soooo, I have to be honest. After playing through the story with two characters (a rogue and a wizard), I must say that the encounters feel like they're designed for level 7 characters, not 5. Unless you want a deadly encounter each time, you'll have a better time being a bit more powerful.
Also, the encounters themselves aren't that great. Most of them are 1v1s where you can't really move around, with a couple different ones. One of them towards the end of the book was a nice change, but the mecanics were very luck-dependent because of the possibility of an endless wave of combattant and nothing you could do to influence the rolls.
As for the story, it was entertaining, but sometimes it would ask you to complete two tasks before you can continue, with none of them having a real impact (no loot, no hard checks, no consequences), which ended up feeling like a chore.
The best part about this book is the way they treat the economy and the magic items. You're given the chance to collect glowing gems are rewards for your success, which you can trade for items in the magic shop. The shop itself is great, with cool items for all game styles. You can easily put that shop in a normal dnd game and your players will be excited.
Overall, it was a good experience, but I wished I'd known sooner to make a character level 7. It would've saved me a lot of frustration and still presented a nice challenge.
Now, I can review it. Is there any way to crank this thing up to more than 5 stars? I've liked all the OM Solo Adventures and mini-adventures, but this one is by far the best yet.