D&D Solo Adventure: Drums at Daggerford
5e Solo Gamebooks presents Drums at Daggerford ¸ the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Fantasy Grounds version available here. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware¸ a new standard has been set. This solo adventure continues the story arc first begun in Death Knight's Squire¸ developed further in Tyrant of Zhentil Keep & Citadel of the Raven¸ and left in The Tortured Land. Drums at Daggerford's ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor's edge separates peril from glory. David La Boon Over a year in the writing¸ this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered¸ items and sidekicks to be gained¸ codewords to unlock and villains to conquer! With lots of exploration¸ meaningful decisions¸ hard fights¸ and a variety of rewards and stories¸ Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk's malevolent plans. Jessica Laurent A great adventure playable either as a stand-alone or as part of an ongoing saga with the same hero¸ Drums at Daggerford is long enough to give you great value for money while being exciting enough to keep you engaged. Sure to scratch the itch for solo players and always-DMs alike Dantonius Jones Your story begins in Ilinvur¸ where you meet a mage¸ Malthuveus¸ who sets you on a quest. The town of Daggerford has been taken hostage by a marauding orc known as Krond Vikkurk! Krond¸ with the aid of an army of orcs¸ goblins¸ hobgoblins¸ gnolls and other creatures¸ has kidnapped the population of Daggerford and moved them to an unknown location. Krond demands one hundred thousand gold pieces for their safe return. For his efforts¸ the orc now has a bounty on his head: a reward of one thousand gold pieces has been promised to anyone who can discover the whereabouts of the hostages¸ and defeat the infamous orc. As usual¸ the document contains hyperlinks that navigate you between entries¸ removing the need to scroll. Also¸ rather than the more linear narratives of our previous adventures¸ Drums at Daggerford can take any route you wish as you visit locations in any order you desire¸ much as a party would in a standard module. Interactive maps allow you to click on locations and visit them for exploration. A system of progress points allows you to measure the passage of time to keep track of resting and travel. But don't worry - unlike previous quests where progress points have been utilised¸ there is no time limit on this adventure! Time is the least of your concerns - keeping your character alive is! Well-written and highly detailed¸ the world opens up before you where every street corner and forest hollow beckons the brave explorer. Don't pass it by¸ there's a surprising adventure at every turn. I had a blast exploring Daggerford and this is what you need to solo your way through a Dungeons & Dragons adventure. Christopher Zirk Playable with any level 5 PC¸ this adventure is designed to provide you with many hours of DM-less enjoyment. Perfect for those situations where you can't meet up with your group but have an insatiable craving to roll some dice! Had lots of fun with this adventure. The story is beautifully written and combat is challenging yet satisfying! Fitzgerald Limisella PLEASE CHECK OUT OUR FULL RANGE OF SOLO ADVENTURE PRODUCTS Death Knight's Squire Tyra