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

Hmm, okay, interesting. I guess I'd assumed that they were the synonymous? I definitely want to talk about mutations/etc with Karter when we can
As this is something Kell would be aware of, I'll go ahead and fill you in on some details regarding mutations vs salt-touched vs psionics.

First things first, the similarities. All three are derived from the Sands in some capacity. The Sands are inherently changing and, by spending time in the Sands, you expose yourself to its effects—unless the proper precautions are taken. Mutations change the physical form, psionics the mind, and salting the soul.

Salt-touched are sometimes seen as ill omens, though others see them as signs of favor. Some groups even seek out salted for myriad of purposes, such as sacrifice or induction or harvest.

Mutations are not nearly as idolized. They are simply a part of life, likely a view originating from how common they are in comparison to salted and psionics.

Kell knows little about psionics, other than the fact that, thanks to the Sands dulling his emotions, he does technically have psionics
 
ok, i am convinced about your ideas for xp, let me just make my own version..



[X] plan: a month is a lot of time
-[x]Karter xp spending: 1 xp to unarmed, 3 xp to perception

-[x] Kell xp spending : 3 xp to unarmed, 1 xp to one-handed, 2xp to Handguns, 1xp to movement, 2xp to social

-[x] Shopping: Combat Knife (7), AP Rounds (12), Sturdy Boots (2) (Total: 21/32, 11 remaining)

-[x] ask:
,-[x]Karter if he knows any areas where we can find the materials we need to make guns and explosives.
--[x]Ask him if there are any local dangers we should look out for.
--[x] Ask around for information about when caravans show up.
--[x] Ask around if someone has a map that they would allow us to copy.
--[x]Ask around for people with obscure knowledge.
--[x]Ask around for work a freelance gunsmith could do here. More as a way to get favours,then to get money.
--[x]Ask for who has the most knowkedge about ka in the area,aside from the Karters mom

-[x]Do the,hunt spawnling,quest.

-[x]If we dont lose our defence during the quest, go out knto the sands to harvest materials for gunsmithing.

-[x]if we lose our defence, ask Karter to teach us the first training methods for ka,that he can. even if we find another way, we probably still need to know the basics

-[x]if we dont have enough time, dont ask about caravans and obscure experts,if we have enough time, do freelance gunsmith work





so, i copied the shopping,and most of the xp spending. I went with the more risky mission,because we have backup and are not weak after spending xp. also we have defense. not strong,but not weak,at least for a start.

also, as the qm wrote, a month is a long time. lets do some information gathering,take some time to gather materials or to do some work. risks
 
You can do both, for the record. Hunting would take a day or two at most while the guard duty is a bit longer term. However, if you should get hurt/lose defense in hunting, you won't have it for guard duty

Check. In that case we should definitely do both.

I have revised my plan to include both, shuffled the xp around slightly (I'm happy to go Social instead of Perception and have Karter grab some Perception, that seems reasonable), and added pretty much all the social actions that seemed compatible from everyone else's plans, as there doesn't seem much reason not to.
 
I'm going to keep my plan as is. I'm a little concerned that if things go wrong with Scorch-flo we'll take damage (it was Karter who saved us last time) so having that and the risk of both quests all at once is a bit much for me. I also don't want to put off getting gunpowder as that would throw a wrench in things if we want to be able to start crafting things next month.
 
I'm going to keep my plan as is. I'm a little concerned that if things go wrong with Scorch-flo we'll take damage (it was Karter who saved us last time) so having that and the risk of both quests all at once is a bit much for me. I also don't want to put off getting gunpowder as that would throw a wrench in things if we want to be able to start crafting things next month.

I mean, we have an existing relationship now, a lot more defense, and better social, I suspect we'll be okay. Also, I wouldn't assume Karter wouldn't be with us? It's sort of up to him, of course, but it seems likely he'd come along again.
 
Also, I wouldn't assume Karter wouldn't be with us? It's sort of up to him, of course, but it seems likely he'd come along again.
Hmm. He's 'part of the team', but I'm not sure how far that goes. I was sort of assuming he'd join us for major quests?

It would feel strange if he dropped everything and shadowed us all the time now.

@I.F. Ister how will Karter being on the team affect our monthly actions? Do we need to specify 'bring Karter' if we want him to join us? Is there a limit to how many actions he can assist with each month?
 
Interesting, I'd assumed that he was precluded from psionics due to that choice. Though, is it more so a 40k null situation for Kell?
Technically =/ actually.

Kell has a change in the psionics category. He isn't psychic as of this moment, but he does, technically, have the potential to be.
@I.F. Ister how will Karter being on the team affect our monthly actions? Do we need to specify 'bring Karter' if we want him to join us? Is there a limit to how many actions he can assist with each month?
Karter has his own things going on and, as such, will not be contributing to your monthly actions one way or another. He is an outrider, that is his job. He's only home a handful of days out of the week, the rest of the time he's out patrolling the mists.

You can specify to bring Karter along, though, and he will accompany you for it. Anything long term is out of the picture—as is the case with the guard duty, because he has his outrider duties to attend to.
Given what little we know about Ka could we spend XP on breathing as a skill?
You may

edit: on second thought, you may not
 
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Well, given that voting seems to have slowed down, how do you folks feel about me calling the vote in an hour and a half?
 
[X] Plan Let's Goo Hunting

This works and is preferable to me. We took some hunting skills as is, lets do the hunting.
 
Since I've not seen anybody object to closing the vote, I'll go ahead and do it now
Scheduled vote count started by I.F. Ister on Apr 11, 2024 at 1:23 PM, finished with 54 posts and 9 votes.

  • [X] Plan Let's Goo Hunting
    -[X] Hunting Spawnlings (Reward: $25, 2 XP, 100 Rep) (Combat 3)
    -[X] Standing Guard (Reward: $15, 1 XP, 50 Rep)
    -[X] Talk to People
    --[X] Ask Karter who we could go to in order to find out more about Ka and how to gain it quicker, then talk to those people.
    --[X] Ask Karter what he knows about mutations, psionics, being Salt-Touched, and why his mother is like she is
    --[X] Ask Karter if there are any local dangers we should look out for.
    --[X] Inquire about getting a Melkan Merchant's license/citizenship so that you can act as a proper gunsmith
    --[X] Develop your relationship with Scorch-flo, the Bomberbush, to secure a source of gunpowder
    --[X] Ask around for information about when caravans show up.
    --[X] Ask around if someone has a map that they would allow us to copy.
    --[X] Ask around for people with obscure knowledge.
    -[X] Spend 9 XP
    --[X] +1 Movement Stat, +1 Ride Skill (2 xp)
    --[X] +2 One-Handed Stat (3 xp)
    --[X] +1 Unarmed Stat (1 xp)
    --[X] +1 Scouting Skill (1 xp)
    --[X] +1 Social Stat (2 xp)
    -[X] Suggest Karter spend 4 xp
    --[X] Unarmed Stat 1 (1 xp), Perception Stat 3,
    -[X] Purchases
    --[X] Combat Knife (+8 to Combat) ($7)
    --[X] Sturdy Boots (+3 to Movement) ($2)
    --[X] Armor-Piercing Rounds ($12)
    [x] Plan: Burgeoning Gunsmith
    -[x] Karter XP: Unarmed (1), Gunplay (3)
    -[x] Kell XP: Social (2), Perception (2), Movement (1, 2), One Handed (1), Unarmed (1)
    -[x] Shopping: Combat Knife (7), AP Rounds (12), Sturdy Boots (2) (Total: 21/32, 11 remaining)
    -[x] Actions:
    --[x] Talk with Karter about Ka, Mutations, being Salt Touched, and what the deal is with your aunt.
    --[X] Inquire about getting a Melkan Merchant's license/citizenship so that you can act as a proper gunsmith
    --[X] Develop your relationship with Scorch-flo, the Bomberbush, to secure a source of gunpowder
    --[x] Minor Quest: Standing Guard
    [X] I'm gonna go back to kill a monster I found anyone wanna come?
    [X] plan: a month is a lot of time
    -[x]Karter xp spending: 1 xp to unarmed, 3 xp to perception
    -[x] Kell xp spending : 3 xp to unarmed, 1 xp to one-handed, 2xp to Handguns, 1xp to movement, 2xp to social
    -[x] Shopping: Combat Knife (7), AP Rounds (12), Sturdy Boots (2) (Total: 21/32, 11 remaining)
    -[x] ask:
    ,-[x]Karter if he knows any areas where we can find the materials we need to make guns and explosives.
    --[x]Ask him if there are any local dangers we should look out for.
    --[X] Ask around for information about when caravans show up.
    --[X] Ask around if someone has a map that they would allow us to copy.
    --[X] Ask around for people with obscure knowledge.
    --[x]Ask around for work a freelance gunsmith could do here. More as a way to get favours,then to get money.
    --[x]Ask for who has the most knowkedge about ka in the area,aside from the Karters mom
    -[x]Do the,hunt spawnling,quest.
    -[x]If we dont lose our defence during the quest, go out knto the sands to harvest materials for gunsmithing.
    -[x]if we lose our defence, ask Karter to teach us the first training methods for ka,that he can. even if we find another way, we probably still need to know the basics
    -[x]if we dont have enough time, dont ask about caravans and obscure experts,if we have enough time, do freelance gunsmith work
 
Alright, I'm going to need a combat roll (6d100+38) for your hunting. I'm also going to need a d100 rolled for your guard duty and, just for fun, a straight unarmed roll (2d100) contested by Karter, who I will be rolling for.
 
I call combat rolls!

Edit: Eyyy sweet! What was the DC?
CedeTheBees threw 6 100-faced dice. Reason: +38 Total: 327
95 95 72 72 58 58 36 36 58 58 8 8
 
I do still need that d100 for the guard duty

And also the 2d100 for your friendly spar with Karter
 
I'll roll for the friendly spar, as that's low stakes.

EDIT: And there we have a demonstration of why I am reluctant to roll on important stuff in this quest.
DeadmanwalkingXI threw 2 100-faced dice. Reason: Friendly Spar Total: 71
23 23 48 48
 
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