Third in a series of Pathfinder adventures designed for solo play but capable - if you put in a little effort - of being turned into regular adventures, this one takes an interesting turn in which it is assumed that your character wants to become Guildsmaster of the local Adventurers' Guild. If this sort of thing doesn't interest you, well you'd better find another adventure! However, I rather like the concept that 'adventuring' is a lot more than killing monsters and taking their stuff, and it is good to find a solo adventure in particular that caters for life outside the dungeon.
OK, given that you (or the party you have rounded up if you are GMing this rather than playing solo) accept the challenge, events unfold quick and fast. After all, given that the settlement of Banning has an Adventurers' Guild already, it also has people who are quite happy with the current leadership...
Negotiation, persuasion, intimidation as well as combat skills will be needed to assert your right to become the Guildsmaster.
A neat point is that good use is made of PDF technology, and so as events are presented in traditional solo play style, each option is hyperlinked to the paragraph that you need to read if you take that option.
It is quite short, needing maybe an hour to play out as written. If you are GMing for a single player or a group, you could spin out negotiation and conversations a bit, the nice thing is that there are actually opportunities for conversation even for solo players! You also get a nice plan of the Guildhall which, hopefully, you will soon be running.
This is a solid and inventive series of solo adventures, looking forwards to seeing what they'll come up with next!
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