Salted Sands (A Caves of Qud-Inspired Cultivation Quest)

So, maybe I'm just spoiled, but I can't quite help but feel like there should be more people voting by now.

Is there something wrong with the update?

catching up, but will say I know there's the whole Established Long-running QM factor and that this combines both an existing piece of media with a popular trope, but for wahtever it's worth at least you didnt have to wait nearly a week (or more) to start seeing votes on your quest.
I wouldn't call you spoiled, but there was still a bit of voting and discussion that update cycle. I want to say the point noted about the time of day the update was posted may have been an issue, but I'm on the west coast and 9:30 am probably isn't that much of a factor when it would be Noonish on the west coast, and later for non-north american timezones.

regardless, you have my condolences for experiencing the "when will votes happen" frustration.

[x] Get out of there while you still can (Lesser Arc End)
 
Nareeve is a somewhat remote oasis and, as such, lacks any true neighbors. Nevertheless, the nearby oases are as follows;

Two weeks to the northwest is the Oacity of Garten. An 'oacity' is a term used to describe cities that take up the entirety of an oasis. Garten has a population of roughly three hundred-thousand people, a rather small amount of people to qualify as an oacity, but Garten's oasis was never particularly large so the low population makes sense.

One week to the south is the Oasis of Kleeri. Kleeri is currently suffering from an outbreak of the glue pox and, as such, is under a strict quarantine. As Kleeri is one of the major providers of food to the people of Garten, there is a great deal of pressure to open the oasis back up.

A week and a handful of days to the east is the Oasis of Ket. Ket was raided by one of the Cyber-Khan's bands and is little more than a pile of ashes at this point in time.

Three weeks to the west is the Oasis of Liburne, home to the Liburne Institute of Learning. A small oasis--as is common in this part of the world--most of Liburne's economy relies on the Institute bringing in fresh students willing to spend money.
 
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[X] Get out of there while you still can (Lesser Arc End)

We've done what we came here to do; let's remember that our main goal is to help our family.
 
I've gotten your shopping options all written up, for when you get back to Melka. Kell likely would have seen what was available, so would you like to see them yourself or wait until you get back properly?
 
Shopping options now should be good, get some debates over what to get and such.
 
Note: This is not a vote. This is just a temporary threadmark informing you what is available for purchase in Melka as of M3C1Y82-4-14

0~0~0

Outrider Rifle, Low Caliber (+13 to Combat) ($25)
-This rifle is patterned in the traditional style of Melka. The stock is wrapped in Melkan silk and contains enough room for seven shots, loaded with the working of an underslung lever. This rifle is chambered in a lower caliber than usual.

Combat Knife (+8 to Combat) ($7)
-A long, thick-bladed knife that's seen more combat than most people have years.

Rider's Light Cuirass (2 Defense) ($40)
-Made of boiled leather stacked in layers, this armor provides enough protection for a short combat patrol.

Rider's Spear, Forked (+12 to Combat) ($10)
-A cavalry spear with a forked head.

Saddlebags ($3)
-These leather saddlebags allow for easier access of one's possessions.

Racing Saddle (+30 to Movement) ($15)
-This saddle is constructed in such a manner to allow for quicker acceleration of one's mount.

Sturdy Boots (+3 to Movement) ($2)
-These boots are quite sturdy, allowing one to walk further, for longer.

Bronze Gauntlets (1 Defense) ($28)
-These gauntlets are made of bronze and are decorated with a winding serpent.

Short-Term Steroid Injector (+100 to Combat) ($22)
-When used, greatly enhances the muscles for a short period of time, allowing one to perform otherwise impossible feats.

Defoliant Grenade ($20)
-This grenade releases a gas that atomizes plants and foliage on contact. WARNING: This gas will also affect worn items if made of plant matter.

Armor-Piercing Rounds ($12)
-This box of ammunition will allow one's firearm-based attacks to pierce through thick skin and armor plating. There are only enough rounds for a single combat encounter.

0~0~0

You may also sell items, should you so desire. However, as you lack a valid merchant's license and are not a native of Melka, you will only get a maximum of $5 per item.
 
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So, weapons are right out because we already have a lovely pair of guns. I think the AP rounds and the boots might be the best use of our money?
 
The knife is an alright if unexciting pickup. It would take us from +2 from our work knife to +8. It's just that +6 is a pretty small amount.
 
Problem with that is, we have no melee combat capability, we'd need to spend XP to get it anywhere near our Gunplay skills.

We don't seem to need the capability to get the stat bonuses. We have already been gaining our +2 from our knife.

We were told we have QUD style slots for equipment - which is to say, two melee weapons (or a shield in one), two ranged weapons, feet, gloves, arms, back, body, face, and head.

And a Floating Nearby slot.


So we can have both ranged and melee weapons.
 
I will mention that knives aren't exactly something that'll carry the day in a battle. Knives beyond +20 will be few and far between.

Also, Melka isn't specialized in weaponry or metalworking. They won't have anything of real quality.
 
[X] Fight the Monster (Extreme Difficulty)

We started this fight and by all the gods we're gonna finish it.
 
[X] Get out of there while you still can (Lesser Arc End)

I just wish that combat successes would roll over between combat. Doubt we are going to pull off another nine successes.

As for equipment, I think the combat knife and the boots are solid cheap options. If we want more armor the gauntlets are more cost effective than the body armor because we get defense fron our robes.
 
As for equipment, I think the combat knife and the boots are solid cheap options. If we want more armor the gauntlets are more cost effective than the body armor because we get defense fron our robes.
We also have the Cuirass from the loot roll, which is another 3 armor just on its own.
 
Boots and a Combat Knife seem like solid calls (the spear presents logistical difficulties). The gauntlets would be good if we can afford them, but we likely can't. Obviously the saddle and saddlebags would be nice if we get a regular mount, and the AP ammo and steroids are good options for consumables, again assuming we get more money in there...probably grab the AP ammo no matter what since if we need it, we really need it.

Looking at Karter, it's looking like melee skills and stats maybe stack with ranged skills and stats if you have weapons in both categories? That'd give us good incentive to buy at least some basic knife skills if so. @Imperial Fister is this correct, or is Karter's cultivation giving him a combat bonus?

Because getting +1d100 to combat for getting One-Handed at 1 is well worth the 1 xp if it works like that.
 
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I'd get the boots, the knife and the saddlebags.

No point considering expensive stuff until we know what we are doing longer term.
 
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