Party-wide travel, loot collection, and rest operations. 🚶 TRAVEL WORKFLOW: 1. travel - Move party to POI with automatic discovery checks 2. On arrival, random encounter chance based on danger level 3. Use enterLocation: true to automatically enter the destination 💰 POST-COMBAT LOOT: After comb...
AI agents use travel_manage to create or update resources in Rpg — usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Rpg environment.
This tool modifies persistent game state in a SQLite-backed engine: moving the party's location, transferring loot items, distributing gold, removing corpses, and restoring HP/spell slots. All of these are reversible data mutations (Write) within the game world. There is no irreversible destruction, financial transaction, or arbitrary code execution implied.
From the tool's definition Party-wide travel, loot collection, and rest operations; Move party to POI; Collect all items from corpses; spreads gold/items across party; Full HP + all spell slots restored
Risk signalsBulk/mass operation — affects multiple targets
Documented attack patterns abuse exactly the kind of access travel_manage gives an agent:
PolicyLayer is an MCP gateway — it sits between your AI agents and Rpg, and nothing reaches the server without passing your rules. This is the rule we recommend for travel_manage:
{
"version": "1",
"default": "deny",
"tools": {
"travel_manage": {
"limits": [
{
"counter": "travel_manage_rate",
"window": "minute",
"max": 30,
"scope": "grant"
}
]
}
}
} travel_manage stays usable, but capped — an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
Free to start. No card required.
Party-wide travel, loot collection, and rest operations. 🚶 TRAVEL WORKFLOW: 1. travel - Move party to POI with automatic discovery checks 2. On arrival, random encounter chance based on danger level 3. Use enterLocation: true to automatically enter the destination 💰 POST-COMBAT LOOT: After combat ends, use loot action to: - Collect all items from corpses in encounter - distributeEvenly: true spreads gold/items across party - Auto-removes looted corpses ⏰ PARTY REST: - Long rest (8h): Full HP + all spell slots restored - Short rest (1h): hitDicePerMember controls healing 🔄 TYPICAL FLOW: combat_manage (end) → travel_manage (loot) → travel_manage (rest) → travel_manage (travel) Actions: travel, loot, rest Aliases: move→travel, collect→loot, camp→rest. It is categorised as a Write tool in the Rpg MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
Register the Rpg MCP server in PolicyLayer and add a rule for travel_manage: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Rpg. Nothing to install.
travel_manage is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the travel_manage rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for travel_manage. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
travel_manage is provided by the Rpg MCP server (mnehmos/mnehmos.rpg.mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
Start from Rpg, add the rest of your stack, and see everything your agents can call. Then put policy on all of it.
Free to start. No card required.
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