The Path Unending (A Cultivation Quest)

Cultivation resources seem very valuable on the road when we don't have easy access to lots of Anam.
We do have access to plenty of Anam. 29 per week from our Treasures and we get back 3 every day
[] Plan Through the Brightmaples
Not a bad plan, tho I think you might want to change up the bit on the Guides, since we're not going to be exclusively in the Brightmaples, that's maybe half of our trip, if not a third

  1. Go to Mockingjay to pick up the Tester
  2. Up through the forest to Honeydrenched Hill
  3. Down to Jingyi's Summit
  4. Continue across the river to Twelve Fields
  5. Where it gets interesting, the trip back and what route to take which I'm sure will be a very consequential vote; both in-quest with KZ's companions and in-thread. I think there will be roughly three options, 'Back the way we came, directly over/through the Brightmaples & Riverboat style. Each obviously with their own pros & cons, and also maybe with the option to do a bit of minor rule breaking and have a detour or two looking for some fortuitous encounters.
 
We do have access to plenty of Anam. 29 per week from our Treasures and we get back 3 every day
I'd point out that however much anam you have in treasures doesn't actually matter that much if you get into a fight since you need anam right now and the other guy probably isn't going to let you sit down to cycle to restore your reserves although if KZ was capable of cycling well fighting this would probably matter a lot less.
 
[ ] Plan Through the Brightmaples

@Edkose I'd advise the last to be changed to something like...

[ Contacts to guide us through terrains difficult to navigate, and inform us about local opportunities. ]

Since Contacts doesn't just mean people who can give us info, but also favors.... adding on that extra bit seems like a good idea since the plan puts 2 points to contact and we're already getting a Survival field guide
 
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Library work when we get to Mockingjay
We should see if they have "How to train your Kukuni 101?"

I'd point out that however much anam you have in treasures doesn't actually matter that much if you get into a fight since you need anam right now and the other guy probably isn't going to let you sit down to cycle to restore your reserves although if KZ was capable of cycling well fighting this would probably matter a lot less.
We're also hitting the Sect Market where the only thing we can buy is materials and pills. So requisition can be used for other things.

Maybe we should buy that 2 point water mat, and if we are in danger of running out of water just make a charm that produces it.
 
We're also hitting the Sect Market where the only thing we can buy is materials and pills. So requisition can be used for other things.

Maybe we should buy that 2 point water mat, and if we are in danger of running out of water just make a charm that produces it.
Good point I forgot about that trip so we don't actually need to buy pills here either in addition to not needing to buy food, water, or other camping/survival supplies in that same vein.
 
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[X] Plan Eyes and Ears
-[] Infiltration: 2
--[] Something that can alert us to ambushes or attempts to steal the Testing Treasure.
--[] Something for spying on things from a distance covertly.
-[] Survival: 1
--[] A guide to local flora and fauna.
-[] Contacts: 2
--[] Contacts to guide us through terrains difficult to navigate, and inform us about local opportunities.

I'm not sure that being able to deal with a direct fight is what we need for this mission. We aren't doing this solo.
I'm more concerned about the large distances we are travelling through the wilderness where anything might happen.
 
[X] Plan Friends in all the right places
-[] Contacts 4
--[] Contacts in the areas we travel to that can help us in variety of ways. People who can help us in our journey with advice, or directions, or fighting, or with local connections, or whatever else we might need on our mission.
-[] Infiltration 1
--[] Something to help alert us to ambushes or attempts on the testing treasure.

I was going to go with 5 points on Contacts but I like this infiltration point from HousePets plan.

We should be ok with combat between us and our fellow disciples, and survival seems like a waste when we can stock up on provisions from the market later. Cultivation is tempting but we have to Treasures and we're going to be buying pills anyway.

What we can't afford to go without is Contacts. It gives us access to Information, local support, people we can trust in these new places we are going to, and even guides if it's called for.

I get the feeling that pushing most of our requisition points to one section will give us a bigger payout than spreading it out would.
 
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[X] Plan Eyes and Ears

We don't need to get the pills that Country Roads gets here we can buy them at the market so I'll vote for this although I would prefer to swap one infiltration point and the spy requisition over to a combat requisition.
 
[X] Care-Taking Care of Business
-[] Infiltration: 2
--[]Tools to break into any buildings deemed necessary, and a charm to avoid being seen
-[] Combat: 1
--[] Something that slows our opponent/opponents down
-[] Contacts: 2
--[] Contacts ready with information about interesting things in the area or those who can help us with tasks if we need to call upon their expertise

We were told to stay on the lookout for interesting things and also that our spare time would be limited. I'd take that to mean whatever spare time we get we'll be investigating shit that pops up.

So Contacts to find out what's going on, infiltration if we need to do anything seedy to work out what that is and Combat because generally it 's always helpful.
 
[x] Plan Well Stocked
-[] Intrigue 1
--[] A well-made copy of the Imperial Testing treasure, to be used as a decoy in case of thieves
-[] Survival 1
--[] An ample amount of mundane supplies to be held in your storage ring, including rations, water, firewood, and more
-[] Combat 1
--[] A small anam battery for emergencies
-[] Contacts 2
--[] A law enforcement official in Mockinjay owes a favor to the Caretakers and will be willing to render you assistance
 
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I think we need more Survival. It's gonna be a long trio and i'm afraid of using up our resources too early. We need something to restore our Stress Boxes.
 
[X] Plan Eyes and Ears

Food and shelter shouldn't be a major priority. We can carry a functionally unlimited amount of dry rice, clean water, firewood and mundane tents, and we can sleep in our ring for the night if the tents don't cut it. It won't be a great experience, but even in the worst case we can pull through, and in the expected case we should be able to stock up on plenty of perishables in each town to keep ourselves sane and supplement that with a bit of scrounging with the guidebook.

And for comparing the most popular plans, ultimately I think the Eyes and Ears approach of avoiding fights is better than a tool to help win them. If we get through this without any combat at all I'll be glad for it.
 
I think we need more Survival. It's gonna be a long trio and i'm afraid of using up our resources too early. We need something to restore our Stress Boxes.
We have 14 talons and 38 sect points for our trip to the market I think we should be fine on these types of resources so long as we don't forget to buy them there so there shouldn't be a need to spend Caretaker requisition on this type of stuff.
 
Do we actually have those unless we buy them, though? Mundane Travel Supplies have a cost at the market.
I would assume not but Caretaker requisition is more valuable than the few talons necessary to buy us mundane travel supplies in sufficient quantities to last us the whole round trip plus a bit extra just in case.
 
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