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Traveler RPG 1-22 By AwokenedWispKP -- Report

Uploaded: 3 years ago

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Sorry about the delay, wasn't proof-read or has a picture. Also, sorry, accidentally posted the wrong thing. Had to repost.

- - -
(Not updated yet)
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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AnominableBreadman

Posted by AnominableBreadman 3 years ago Report

may as well mention the statue while they travel, we should also stay on task since even if retrieving the supplies would bag some extra coin, any encounters that might result in weakening the party could risk compromising her first quest.

AwokenedWispKP

Posted by AwokenedWispKP 3 years ago Report

Getting the other set of supplies is very much a risk vs reward situation, considering you'd double your reward upon success.. but risk not only additional encounters, but the time it'd take to locate the extra supplies could end up catching the pair in the dark.

The party very much lacks nocturnal members, who are generally more capable while the sun is down. Of course, the drawback to most nocturnal races is that they're not "well behaved".

jjlava

Posted by jjlava 3 years ago Report

Get a little nervous at all this talk of deception digestion and deities, especially with her belly growling.
Be on guard.
Ask what she plans on doing if she finds Celty.

Jamesbrid

Posted by Jamesbrid 3 years ago Report

Tell about statue, ask about location plan to get the previous supplies after finishing quest they are probably already gone, ask feline about herself