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Traveler RPG 1-19 By AwokenedWispKP -- Report

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Kinda ended up writing this page quite quickly seeing as the replies were probably gonna be very one-sided. Sorry about the lack of background.. or colour, but I really don't feel up to it right now.

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https://docs.google.com/document/d/1Brr4A6_TZOmCw7i_tPej_tCtVbj-NJF0k12u7HZks_Q/edit?usp=sharing



"A simple courier run"

A group of researchers have set themselves up in some ruins of which the full trip there and back would take nearly two days from the town you are in on foot. They seem to be in constant need for supplies, but it seems like none of the locals are too excited to take up this mantle. However, apparently they have something to do with the earring you found clipped to that Ravenous wolf's ear, so it might be worth checking it out. You should meet up with the mechanic who lives in the town to see what this is about.

"The sword's Trial I"

There's a nearby ruin called a dungeon where you can undertake something called a Trial in order to upgrade the Old One's sword in a meaningful way, it's likely to be fairly difficult and seeing as you have no idea what will happen, it is also going to be fairly hard to prepare for this as well. Strangely, you feel as though you won't be able to bring anyone along for this one.

"Thy dear Lunatics"

It seems as though there is a problem with the nearby Fairy village that is bad enough to send a small group to look for help. The problem is getting there seeing as the forest is enchanted to purposefully get people lost through illusions and trickery and is filled with dangers such as feral fairies. Perhaps if I walk around town enough, I'll bump into the member of the group looking for a particular person to help out. You feel as though you don't want to run into them at night, however.

"Bandit curiosity"

About a month ago, some bandits appeared in the local area and have been kidnapping anyone that hasn't drawn blood from one of their group. But for some reason they haven't killed, tarnished or sold off as merchandise but instead have simply been holding them hostage in order to trade with the town. It's doubtful that the town would stop negotiations, so there isn't really a time limit. You feel as though killing any bandits, or carrying around a "Hunt x amount of Bandits" bounty from the local Adventurer guild would be a terrible idea.

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I have a discord server for the interactive, feel free to join if you want to. You can potentially help out, or just talk. Whichever works: xzAuU5P

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Comments
AnominableBreadman

Posted by AnominableBreadman 5 years ago Report

Magic does seem like it could provide her with another method to fight so it may be best that she head to the magic school, should be enough time.

Graywolf18

Posted by Graywolf18 5 years ago Report

We should at least introduce ourselves to the guide. Ask what time they'd like to leave and if there is enough time we can check out the magic school before we leave. (if we do leave in the next chapter we cant forget the supplies.)

jjlava

Posted by jjlava 5 years ago Report

Magic school, time to find out if we're a magic stud or a magic dud.

Kartomic

Posted by Kartomic 5 years ago Report

I like the way you put it, lol.

Kartomic

Posted by Kartomic 5 years ago Report

I'd at least say to check in with the guide, and get a feeling when they'd want to leave. If we have time, we ought to swing by the magic school and see if we have any potential!

Jamesbrid

Posted by Jamesbrid 5 years ago Report

Go to magic school but knock first who knows what spells are flying and which direction.
Wonder who the missing person is forgetting someone is kinda suspicious magic is a thing.