2013-10-02 Qelong in Play

A while ago, I talked about Quelong and loved it. Yesterday, I got to run it.

As is typical for my Planescape-Spelljammer-Traveller mashup, I started off by summarizing how the party got back to the Astral Sea and used the red pill to return to Sigil. There, they contacted Lissandra, a dealer in planar gates they knew from a previous expedition. They described their goal and I decided for myself that Zadara was going to sponsor a mission to Qelong on the condition that the party provide at least one hands-on experience with a god weapon. The party agreed and so Lissandra’s “anonymous client” coughed up the diamond dust worth 5000 gold pieces I deemed necessary to transition from Sigil’s Slag to Qelong...

At the end of a three hour session we ended with the party standing in front of the cylinder, having just thrown a naga-kin against it’s shell and watching the naga-kin burn to death.

How did it go? It was straight forward. The party had two goals:

  1. find the elven sorceress Barlakana who had disappeared in Qelong decades ago in the search of aakom (and nobody they talked to knew where to find her)
  2. they quickly learned that the aakom was being leaked from a god weapon and decided to investigate

Here’s what happened, and where I got the information from. You decide for yourself whether that’s the kind of 3h session you’d like to play in.

The party arrives in Qelong and the character that can fly investigates the area; he decides to land near a peasant hut along the canal. He sees Varangians harvesting the former inhabitant’s livers and everybody at the table is disgusted even though the dudes seem nice enough and offer the flyer a job as a scout. Report to Diamond Geary about 25 miles up north, they say. This was from the random river encounter table.

They also visit a lotus temple and learn about the importance of the canals and stupas in keeping the Naga Qelong asleep. They hire a 3rd level monk named Xue Sijhanouk to serve as a guide. This was improvised based on the Gold Lotus description and the henchmen rules. The monk brought the player map aboard. It’s “from an old religions text” and only vaguely up to date. Players like hand-outs and maps. They also like the lotus as a power for law and civilization, resisting the aakom.

Learning about the aakom poison in the water, they spend 400 gold pieces to buy rations and water for 400 days. This is a party with 10 characters ranging from levels 1 to 6, plus one wolf, so that leaves them 36 days to adventure. They also own a chalice that casts cure disease 5×/day, and they have two high level clerics with them. We look at the numbers and ponder ignoring the aakom poisoning rules. In the end I decide that since the weakest character in the party has 1 hit-point and the cure disease only masks the effect without getting rid of the poison, we’ll keep track of the 1 point/day aakom poison accumulation. That’s easy to track, toghether with the rations.

They buy a sampan (a small boat) for 5000 gold pieces and sail and row up the river. This was from the description of Qampong.

Three giant pythons drop on deck and one of the giant ape characters in the party breaks a foot. I later noticed that the pythons in the book have 2 HD stats but I used the ones from the Labyrinth Lord book which have 5 HD. No problem. This was from the random river encounter table.

They come to a village full of refugees and learn about the Varangian blockade and their confiscation of all goods. Hundreds of villagers beg for food and water. I offer to scratch 100 rations to feed the crowd and the party agrees. They spend the night. This was from the random condition of village table. I didn’t roll on the village encounter table.

Along the way, the party also meets a guesthouse. The inhabitants are extremely helpful and generous. The party is immediately suspicious and discovers that the inhabitants are in fact all evil cannibals. The guesthouse is set on fire and the party leaves. This was another entry from the random river encounter table.

They reach Jamqar Long and see the squalor, the refugees, the Varangians (the refugees called them “evil dwarves”). They talk to the Varangians and learn that Diamond Geary is on the other arm of the river. They spend the night. This was from the description of Jamqar Long.

They reach Sajra Amvoel and Fort Hawk (players chuckled at the latin name) and talk to Geary and Hagen. Geary is interested in hiring them, Hagen would love for them to find the cylinder but doesn’t want to risk his own men. It’s easier to harvest aakom from the refugees. They also see Hagen feed liver to the large hawk in his lab. Should the party locate the cylinder, however, Hagen offers to bypass its protection and as a reward, the players would get an ordinary Varangian share of the profits. The players decline and want to split profits 50:50 with the Varangians. This Hagen declines. They part on uneasy terms. Before leaving, the party also talks to the four clerics in the shrine. The monk henchman notices the non-traditional lotus ponds and disapproves of laymen using the lotus power. The clerics explain how they need to cooperate with the Varangians—including offering up terminal cases for “harvesting”—because the Varangians are all that keep the refugee situation from breaking down completely. The clerics also explain about Xam and Thip Qelay. There is some sympathy, there. This was from the description of Sajra Amvoel and the Varangian NPCs.

The party moves up the river. The clerics decides to use detect magic to attempt to find the arm of the river that would lead them to the cylinder and I agree that this would work. As they move up the river, they are attacked by 13 naga-kin. Two are taken prisoner and there is some talk regarding the Naga Qelong (a four headed serpent demigod) and Set (a seven headed serpent god). The naga-kin have never heard of Set but agree that he sounds very powerful and vaguely related. The naga-kin also agree that the aakom poisoning must end but for now it serves their purpose in weaking the canals and stupas. The situation remains unresolved, for now. The party spends the night.

On the forth day, they reach the cylinder. After much talking, one naga-kin is thrown against the cylinder and expires in the flash of fire as the other naga-kin watches in horror. That resolves the relationship towards the naga, I guess. The flying character managers to make a drawing of the inscription and the party now feels that they have earned their “pay” from Lissandra’s client. They haven’t found the elven sorceress, however.

Looking back, I think I should have played a non-stop thunderstorm track instead of Two Steps From Hell.

What do you think? Not enough atmosphere? Just enough atmosphere? Quicker than you thought? Does this session summary make you want to tweak the encounters in the Qelong book?



I’m amazed by how much you can fit in to a three hour session. I am lucky if I get three players through five rooms of the Caverns of Thracia in my three hour sessions.

– Björn Buckwalter 2019-12-19 16:05 UTC

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