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One-player campaigns for D&D 5e
solo D&D campaign

Campaigns written for a party of one.

Stories where being alone is the point, not a compromise: one accusation, one last stand, one destiny nobody else can carry.

An account is required to play. A card is not.

Most solo D&D is a group adventure with the other seats left empty. The fights are tuned for four, the plot assumes someone else will talk to the innkeeper, and the lone player spends the night covering for people who are not there.

These campaigns start from the other end. Each is written around a single protagonist, so the stakes are personal, the choices cannot be delegated, and encounters scale for a party of one. An AI Dungeon Master runs everything else.

Choose your road.

The Lone Road

One hero faces impossible accusations, haunted choices, desperate last stands, and destinies that cannot be shared.

The Sword That Chose Wrong cover art

The Sword That Chose Wrong

Decide what makes a chosen hero when destiny loses its nerve.

Designed for 1 player
The Murder No One Remembers cover art

The Murder No One Remembers

Solve a locked-room murder erased from an entire town's memory.

Designed for 1 player
Holdfast at Ironpass cover art

Holdfast at Ironpass

Hold an empty fortress without surrendering your past to its ghosts.

Designed for 1 player
The Companion in the Mirror cover art

The Companion in the Mirror

Confront the companion who lived the life you left behind.

Designed for 1 player
Every Job in Bellweather cover art

Every Job in Bellweather

Survive one town's impossible to-do list before sunset.

Designed for 1 player

The Lone Road is $4.99, bought once and kept. An account is required, and campaign packs need a plan with unlimited turns. Legendary members get a pack credit every month.

Thrain Mapcarver

A boisterous dwarf scholar-explorer who treats every dungeon as an unread chapter and every party as the heroes of a chronicle still being written. Equal parts archaeologist, bard, and theatrical expedition leader.

Every campaign here comes with the Dungeon Master included. Thrain narrates the scenes, voices the characters, and keeps the dice honest, so nobody at your table has to run the game.

Frequently asked questions

The practical details before you begin.

What makes a campaign good for solo D&D?
A protagonist-shaped problem. Group adventures spread the spotlight and the skill list across several characters, and a lone hero falls through the gaps. A campaign written for one player makes the conflict personal, gives every scene a reason to involve that one character, and sizes its dangers so a single sheet can survive them.
Are there free solo D&D campaigns?
Yes. The standard library includes several campaigns written for one player, listed on this page, and it comes with every account. An account is required, a card is not. The free plan runs for a limited number of Dungeon Master turns, roughly one session.
Do I need a second character or a sidekick?
No. You play one character and the game handles the rest of the world. Encounters are scaled for a single hero, and the campaign can put allies beside you when the story calls for them without asking you to run a second sheet.
How do I get the solo campaign pack?
It is bought once and stays in your library. A pack needs a plan with unlimited turns, because five campaigns is far more story than the free plan's turn limit covers. Legendary members receive a monthly pack credit that can be spent on it.
Can I stop and come back to a solo campaign?
Yes, and solo play suits it. The campaign keeps its state between visits, so you can play a scene at lunch and another after dinner without recapping anything to anyone.

Nobody else is coming.

Make one character and take the first step. No card, no download, no group required.

Create a free account

60 free DM turns. No card required.