NO SPOILERS
I got a chance to play in Blood Under Absalom, the multi-table interactive special from Season Three, many years after it was first offered. It was really interesting to compare the incredibly dense and complex Specials in SFS and the last few years of PFS1 with one of the earlier Specials that has far more straightforward content. For example, there are no mustering activities, no aid tokens, no House-wide conditions, etc. (Blood Under Absalom is a 50 page document, compared to the 107 pages of the Season Ten Special!) I think there are real advantages to the more streamlined approach, even if it doesn’t do as good a job as preserving the illusion that each group in the room is having its own unique adventure. This is a pretty combat-heavy Special, with only one real opportunity for role-playing. The story, although straightforward, is an important one that ties into not only to the “Year of the Ruby Phoenix” season plot but also PFS content as late as Season Ten (essentially, this scenario is where the whole Hao Jin Tapestry storyline begins). I enjoyed playing in it, and it was cool to see how the lore all tied together.SPOILERS!
The name can be a little
misleading—although the scenario does take place entirely in Absalom, it’s not
some kind of dungeon-crawl. Instead, the
Decemvirate assembles all nearby agents of the Pathfinder Society to announce
that entrance trials for the Ruby Phoenix Tournament are going to be held in
the city. The Tournament is held only
once a decade, and the winner is allowed to choose something from the personal
collection of the legendary sorcerer Hao Jin.
(This scenario just tells how the PFS gets entrants into the
Tournament—there’s a whole season’s worth of stories about the Tournament
itself.) But of course, the PFS isn’t
the only organisation interested in Hao Jin’s collection—those snakes the Aspis
Consortium want it too!
After the briefing, there are six Acts and
an Interlude in between, each of which contains at least one and possibly
multiple encounters. Just from reading
it, my guess is that’s too ambitious for the hurly-burly of an interactive
Special and I’d be surprised if most groups were able to accomplish everything they
wanted. I don’t know for sure though
because I played it via play-by-post, which of course doesn’t have the same
time restrictions.
Act 1 takes place in a crowded waterfront
tavern as the emissary of the Tournament throws a hundred rubies into the air
and explains that, on the morrow, those in possession of one will progress to
the next stage of the trials. This
naturally sets off a huge brawl as everyone scrambles to get one. It’s a fun premise for an encounter. A GM’s job is hard though because for each
subtier, there’s a random encounter table, so instead of preparing one batch of
enemies, a GM has to prepare several.
Act 2 sees the would-be entrants in an
arena, simply trying to survive as waves of foes from Tian Xia (onis, tengu,
ogre mages, etc.) are unleashed until time is called. Again, random encounter tables mean more GM
prep.
Act 3 has the PCs traversing an
underground sewer system hoping to be the first to find and return with a
vase. Agents of the Aspis Consortium
will spring an ambush.
Tables are then given 15 minutes for an
Interlude scene that involves a drunken ronin involved in a misunderstanding at
a tavern that could lead to violence.
PCs who move quickly could resolve the situation peacefully and gain an
ally, but if they don’t, the ronin instead joins the Aspis Consortium and will
be encountered later as an enemy. This
is essentially a little role-playing and one-skill-check exercise, but it’s
probably good to have a break from the heavy combat of the previous acts.
Act 4 is fun. It’s a classic “assassins attack as the PCs
are sleeping in an inn” scenario, something which we rarely see in PFS. I like how GMs are instructed to handle the
whole lead up nonchalantly, because if you ever ask players about watches and
sleeping arrangements, they instantly know something is up. The assassins are Qadiran poisoners hired by
the Aspis Consortium. I remember having
a lot of fun with my trickster gnome detecting the ambush early and singing opera
loudly to wake up the other PCs.
Act 5 has a really creative premise, and is
probably the most memorable part of the scenario to me. The PCs have to take part in stage combat at
an opera house, with each assuming the role of a different character from the
Lung Wa operatic tradition. So there are
characters like the Monkey King, the Wizened Crone, the Cruel Bandit, and Chou
(clowns). Each role has different
(nonlethal) weaponry and restrictions on whether spells can be cast. My GM did a great job of making the encounter
all about impressing the Tournament emissary with acting out the assigned role
instead of simply winning the “fight”.
Act 6 starts with an interesting
exercise. The PCs only have to ring a
gong to advance to the next stage of the entrance trials. Of course, the gong is guarded by an oni and
can’t be rung too softly or too forcefully.
Clever groups might devise some interesting strategies. The final task is to “simply” touch the robes
of the emissary. But wave after wave of
elementals stand between the PCs and emissary, as do several trained
monks. One of my favourite little bits
of the adventure is that the individual PC who is the first to succeed in
getting to the emissary is recognised by the event overseer in front of all the
assembled tables, and shortly thereafter the first table to complete another
task as a group is similarly recognised.
It’s a neat thing I’ve never seen done in a Special before. I know the Pathfinder Society is all about
cooperation, but a little inter-table competition can be fun too.
Overall, I really liked Blood Under Absalom. I can see its limitations—it doesn’t have a
great storyline, there are limited opportunities for role-playing, and the
time-constraints look pretty rough. But
to me, it just had a fun feel to it, and I think too often the multi-table
Specials overcomplicate things.