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Publisher: Dungeon Masters Guild

This is a module for the Fantasy Grounds VTT. If you are looking for the PDF – click here.

Just finished the 2nd quest in Solo Skirmish… and I am convinced that this is the best solo product so far.  The way that each location is broken up into an Exploration, Combat, and Hero phase is genius!  By the second location of the first quest, the events of the exploration phase were weaving together to form an actual narrative.  This narrative made the combat phase meaningful and not just some random battle… The whole experience felt less like solo play by entry number and more like DMing using story seeds…  I can’t wait for the next installment of this story. – Elias Luna

5e Solo Gamebooks presents Solo Skirmish: The Cult of Mol’goroz, the first in a new series of solo campaigns. The Cult of Mol’goroz is a five-quest solo campaign that takes place over 15 different locations, with accompanying battle maps and location tables, and will take PCs from level 1 to level 6. This is for the type of player who likes a bit of quick combat-based solo action, with each quest taking about 30-90 minutes, depending on dice rolls. In the Solo Skirmish system, an in-game AI acts as DM and controls the action, with the player (running 2 PCs) or players (running 1 PC each) responding. There are also adjustments for a party of 4. Solo Skirmish sits on top of standard 5e rules, comprising four phases of play and taking place over three locations per quest. For example, the first quest “A Devilish Dilemma” has three locations: Town Outskirts, Ruined Temple, and Dungeon Catacombs. Each of these has its own battle map and location table. 

The four phases are: 

  • Location Phase (roll on location table)

  • Encounter Phase (roll for a combat encounter)

  • Hero Phase (Each PC takes two actions from a list of possible actions)

  • Threat Phase (Threat score advances by one and triggers an event)

The emphasis is on fast-paced action and combat, with rapid leveling, much like a tactical board game. Roleplay only extends so far as the players controlling characters and making decisions for them. However, with the range of possible outcomes from rolling on the thirteen included location tables, and the numerous random encounters and item table rolls, every playthrough of this campaign will be different from the last. Even more so when you take into account the wide variety of different PCs that you can run through this campaign. A range of sidekicks is also included, which you can meet through location tables, or through recruiting when in settlements. 

A fantastic unique twist on classic D&D that will keep the dice rolling and the levels flowing while you battle and travel through a very satisfying quest. – Christopher Logue

Solo Skirmish reimagines 5e rules to balance a fast-paced arcade feel with a compact, but complete story linked to Paul Bimler’s other 5e Solo Adventure books. It’s a thrilling ride. – David La Boon

Fast-paced, intriguing, and challenging, these solo skirmishes are perfect if you do not have time for a full game but still want a story/experience with depth. Also very fun for 2 players! – Jessica Laurent

If the words solo, skirmish and D&D tickle your fancy, you don’t want to miss this!

– Fitzgerald Limisella

Much of Solo Skirmish is theatre of the mind, which means it is perfect for a quick, compact game requiring practically no set-up time (beyond creating your PCs). There are elements of standard multichoice solo adventures, as well as a simple, boardgame-inspired system that provides RP-light, quick, and tactical solo quests.

In addition to being a great solo campaign, it is also a great resource for DMs. Contained within is a plethora of ideas relating to random encounters, banes, boons, events, and other miscellaneous occurrences for you to insert into your own quests. 

So pick up this intriguing new product and give yourself a very different D&D experience!

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Solo Skirmish: The Cult of Mol'goroz (Fantasy Grounds)Price: $11.99