Escape From Philadelphia - An Antorra Campaign [PF]
This is a Skype game, so I don't foresee us using this thread too much. Made at Zealumieo's request despite the fact that it's just as easy to check Skype for updates as it is this forum.
ANTORRA CAMPAIGN SETTING GUIDE
Once upon a time, in the magical land of Antorra...
…there came an era when the ideals of friendship gave way to greed, selfishness, paranoia and a jealous reaping of dwindling space and natural resources. Lands took up arms against their neighbors. The end of the world occurred much as we had predicted -- the world was plunged into an abyss of balefire and dark magic. The details are trivial and pointless. The reasons, as always, purely our own. The world was nearly wiped clean of life. A great cleansing; a magical spark struck by human hands quickly raged out of control. Megaspells rained from the skies. Entire lands were swallowed in flames and fell beneath the boiling oceans. Mankind was almost extinguished, their spirits becoming part of the ambient radiation that blanketed the lands. A quiet darkness fell across the world...
…But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue for another bloody chapter in history. In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters known as Vaults. But when they emerged, they had only the hell of the wastes to greet them. This world where radiation poisons everything, where freedom is taken to the dangerous extreme, where the ghosts of the past haunt the living as they attempt to rebuild the world or finish destroying it; this world is Antorra.
WHAT IS ANTORRA?
Antorra is a post-apocalyptic magical fantasy setting. Players must attempt to survive in a world that is nothing more than the damaged corpse of a formerly glorious world. Some factions are attempting to rebuild the ravaged world to its former glory, while others seek to take advantage of the lawlessness and plunder as they please. Adventurers in this setting must endure fierce environmental hazards, fend off brutal savages, and attempt to make something of the desolate world they are given.
HALLMARKS OF AN ANTORRA CAMPAIGN
1. Low Level
The Antorra campaign setting works best when it features fresh characters on their first exposure to adventure and hardship. In fact, I even recommend E6 rules to keep the players’ power level from spinning out of control.
2. Freedom of the Wastes
The factions of Antorra are not strong enough to police the world, and as such, lawlessness abounds. Fierce raiders take the ideals of freedom to an extreme, taking whatever they want whenever they want. The lack of institutional justice systems means characters ought to be prepared to pay with their lives when they wrong someone.
3. Core Racial Unity
The core races of Pathfinder don’t differentiate from one another culturally. There are still other races that they do differentiate from, though, such as catfolk, minotaurs, griffins, and orcs.
4. Toxic Landscape
Food and water are easy enough to find in the wasteland, but they are almost always polluted by radioactive particles. Excessive exposure to radiation can cause sickness, and eventually death. Most areas have little to no magical radiation, whereas other areas can cause death in mere minutes. Another toxic hazard is taint, an alchemic compound that causes violent mutations in living things. Exposure to taint should be avoided.
5. Scavenged Gear
During the Great War, factories were mass-producing all of the things, magical and mundane, needed to maintain an army, from food to guns to alcohol to armor to potions to swords. These facilities have long since been destroyed or otherwise rendered inoperable, but their products can still be found throughout the wastes. It is likely that you will need to harvest the corpse of the fallen nation if you wish to have the gear you need.
6. Ghosts of the Past
Antorra is filled with reminders of the mistakes made by the ancestors of the players. The landscape is filled with relics and monuments dedicated to Lectora’s folly and Maltak’s brutality. Despite the supposed total destruction of the world, people, places, things, and information have been preserved for those who live today to interact with and learn from. Also, some reminders of the past could want to kill you.
7. Fame and Renown
At the top of Tetrado Tower, DJ-Gnom3 broadcasts news and music for the entire wasteland to hear. Magical radios managed to survive the apocalypse and sing his songs all across the wastes. If the players perform heroic deeds, DJ-Gnom3 will praise them, maybe even aggrandize them and exaggerate their worth. If the players do dastardly deeds, they might find themselves hated outcasts as the DJ warns settlements to be wary of them.
8. Competing Factions
Several groups are vying to take control of the wasteland. The Star Paladins seek to take over with the power of faith. Red Eye’s Army seeks to use slave labor to revive the factories of Fildem so they can mass-produce weapons once again. The Dark Elven Enclave for now lurks below ground, but if they pleased, they could likely take over much of the world with their superior magic. Players may find themselves aligning with one of the factions, or seeking to destroy them all.
9. Mental Instability
Players will have to deal with the Horror and Madness rules as if they were playing a Ravenloft game, but not the Fear rules. As you journey through the wastes, you may find your mental health crumbling under the weight of what you’ve done, what you’ve seen, and what you’ve been too scared to do.
10. Possibility of Rebuilding
It is a possibility that the characters may find themselves powerful enough to rebuild the world back to its former glory, or at least try to raise a single civilization to that status. To do so would be an overwhelmingly difficult task, but that’s what heroes are for, right?
Lectoran History 101
While genetics point to each of the Lectoran tribes originating from a common ancestor, they were at one point divided. The elves, humans, dwarves, gnomes, and halflings each had their own nations that were frequently at war with each other. The elves touted their magical superiority, the dwarves their military might, the gnomes their artistic dedication, the halflings their cunning, and the humans their piety.
The warring between the tribes came to a ceasefire when a terrible blizzard came. At first, they ignored the blizzard and continued their warring. But the clouds and snow did not let up all year, and a famine was upon them as they were unable to grow food. Each tribe sent adventurers to find a new home where crops could grow, but the adventuring groups all stumbled across the same land and attempted to claim it for their tribe. They eventually came to an agreement and divided the land evenly among them, and what was left of the tribes emigrated to this new land. Soon enough, though, the blizzard followed them to their new home.
A group of youngsters from across the tribes began to suspect that the blizzard was a magical force created by an antagonist. This group of five, consisting of a single champion from each race, banded together and set out to find the source of the blizzard and destroy it. They succeeded, and returned home to find the blizzards cleared. They decided to unite the tribes after seeing what they could accomplish when they worked together, and thus the nation of Lectora was founded.
The tales of the adventures of the Five have been twisted and exaggerated by time, but their names and roles have been preserved. They were Clover the Clever, Elf Wizard; Commander Hurricane, Dwarf Fighter; Philomena, Human Cleric of Titan; Portsky, Gnome Bard; and Hans Smartcookie, Halfling Rogue.
Now, about this god, Titan. According to ancient human text, faith in him brought power to believers, but no one worships him anymore. Texts claim he was the Father of All and the Ultimate Order.
Tlalok’latuli and the Sven
It is unsure where the dragon Tlalok’latuli came from, but it is known that with his army of kobolds and powerful magic he was able to conquer Lectora and rule it for centuries. He was only ousted by the mysterious appearance of two sisters claiming to be Aliklings. They appeared one day as leaders of a band of rebels against the dragon emperor. They had the best features of each of the Five, with none of their weaknesses. Their rebellion defeated most of Tlalok’latuli’s forces and eventually faced the dragon himself. The Alikling sisters used powerful magical artifacts rumored to have been created by the deity (Titan) of the pre-Tlalok’latuli humans called the Sven ( not the Seven, there are only six) to turn Tlalok’latuli into stone. They then wiped out the Kobolds and took their place as the rulers of Lectora.
The Alikling Sisters and the Sister War
The elder Alikling sister’s name was Helia, and her younger sister’s name was Luna. Being immortal, they could potentially rule indefinitely, and their subjects worshipped them like gods. However, Luna became jealous of the superior affection her more charismatic sister had garnered, and plotted to overthrow her. Using a dark Artifact known as “The Sliver,” Luna transformed into an even more powerful being, dubbing herself “The Star Maiden.” Some Lectorates, in awe of her power, joined her in a rebellion against her sister. She was aided by the Tieflings, a cult of fanatics who claimed that she was the one true god and that they had predicted her arrival. Her rebellion was unsuccessful, however, as Helia used her own three Sven as well as Luna’s three Sven to cast a spell that would seal her spirit away for a thousand years. She then cursed the Tieflings and their descendants to bear hideous visages as a reminder of their crime.
The Return of the Star Maiden
Helia ruled alone for a thousand years as the god and queen of the Lectorates. Sometime during this period the drow emerged from underground and joined Lectora. Her sealing spell finally wore off, though, and Luna broke free and cast a similar sealing spell on her sister without the aid of the Sven. However, she found herself foiled by the Sven once more as a new group of six heroes entrusted by Helia with the power of the Sven used the Sven’s magic to extract the Sliver from Luna, ending her reign as the Star Maiden and releasing Helia. Luna surrendered and was made to apologize for her crimes before returning to the capital of Camelot to live with her sister, though only Helia would rule.
The Return of Tlalok’latuli
Tlalok’latuli broke free of his stone prison and wreaked destruction across Lectora, but he was stopped by the six and their use of the Sven again. Really only a noteworthy event for the further fame it garnered for the six.
The Great War
The Great War was a decades-long militarized conflict between two global superpowers, the Lectorates and the Orcish nation of Maltak. This war lasted multiple years and forced both sides inot a rushed industrial revolution as the two superpowers raced to outdo each other in the fields of arcane science, industry, and wartime tech.
One of these developments, the megaspell framework for amplifying the power of spells, was powerful enough that its use led to the destruction of both nations.
Few remember why the war was started, but many know that the war was continued because of the atrocities each side committed trying to win. After one such atrocity, Queen Helia lost her mettle and surrendered rule of the Lectora to her younger and more stern and ruthless sister Luna. Luna changed the fundamentals of the country’s government to make them more suited for wartime, installing the six heroes as major leaders.
The Last Day
The Last Day was a short period of armed conflict initiated by Maltak against Lectora, during which both nations unleashed their highly destructive megaspell payloads against each other.
The megaspell onslaught laste mere hours. The first city to fall was Dimmsdayle, which immediately resulted in the drow’s abandonment of the war effort and their subsequent secession from Lectora. The next targets hit were Splendid Valley, Manhattan, Huffington, Camelot, and finally Philadelphia. Between sabotage, usage, and counter-megaspelling, Maltak finally ran out of megaspells at this point.
After the War
After the fall of Lectora, most of the country fell into a state of lawless anarchy, and would remain so for at least two hundred years. The drow who had seceded from Lectora maintained a fully functioning civilization underground, which came to be known as the Dark Elven Enclave.
Races of Altorra
Lectorates – The core races. They’re pretty well described in the history of Lectora. They all have human-like lifespans on this plane.
Orcs – The citizens of Maltak. A small minority still lives in Lectora, preserved by the Vaults or immigrating from Maltak. Have human-like livespans.
Drow – A race of dark-skinned, sun-fearing elves. They were annexed by Lectora during peaceful times, but seceded when their only above-ground settlement was destroyed. They still live underground in their own exclusive nation, the Dark Elven Enclave. Have human-like lifespans.
Aasimar – Helia sometimes had affairs during her lonesome thousand-year solo rule, and her children and their descendants were born as Aasimar, a unique race. They have much of the piety of humans, especially since they believe themselves to be divine as the scions of Helia. Have human-like lifespans unlike their divine progenitor.
Tieflings – Helia cursed the descendants of the cult that worshipped the Star Maiden to bear demonic visages. They don’t seem to let it affect them much, though, and aren’t discriminated against. They mostly take their odd appearance as a joke. Human-like lifespans.
Catfolk – Catfolk have always been a small minority in Lectora. It is unknown where they came from, and they bear the brunt of Lectora’s nonviolent racism (their violent racism is usually reserved for Orcs). They are generally treated as second-class citizens. They have Human-like lifespans.
Kobolds – These don’t exist anymore. They were slain to the last in the aftermath Tlalok’latuli’s defeat.
Half-Orcs – Sterile hybrids coming from breeding between Orcs and Lectorates. They are often hated by both parent races. Their lifespans are shorter than that of pure-breds.
Dhampir – Sometimes radiation builds up in a person, and doesn’t kill them. It turns them into a Dhampir, a half-undead creature. Dhampir are sometimes treated with bigotry, but some respect them for their knowledge and experience, as they do not die from old age. It doesn’t help that some Dhampir go feral and lose all cognitive ability if they cease to have a purpose to exist. When exposed to excessive amounts of radiation, Dhampir evolve into fully-fledged vampires for an amount of time related to the amount of radiation they have built up in their bodies. They have an increased chance of going feral in this state, though, and glow green.
Some details about classes you may or may not be interested in.
Barbarians – Common in a wild wasteland.
Bards – Common around more civilized areas
Clerics – Worship Luna and/or Helia and still manage to draw divine power from these deities who supposedly died on the Last Day. Some worship a more obscure deity, Terra, or the ancient deity, Titan. Others may worship tribal deities. Orcs have no deities, and Orc clerics instead just worship their domains.
Luna Domains: Air, Artifice, Darkness, Glory, Good, Healing, Law, Repose, Strength, War.
Druids: Some embrace the tainted landscape as the true wilderness, while others seek to preserve the few places that are untouched by radiation, such as the Everfree Forest.
Fighter and Rogue: These classes are so universal. I don’t have to explain a thing.
Monk: Some monk traditions have survived the apocalypse. They are few and far between, though.
Paladin: There is only one surviving order of Paladins: the Star Paladins. They worship Luna and work to preserve the purity of faith in her.
Ranger: Rangers are common and adept at surviving in the wasteland.
Sorcerer: The majority of Antorran casters are Sorcerers because magical bloodlines are common among Lectorates. They are very common.
Wizard: Wizards are rarer than sorcerers due to the materials needed to train as one. They generally emerge from Vaults or Tetrado Tower, an arcane center. They are also common in the Enclave.
Alchemist: About as common as wizards, and for the same reasons.
Cavalier: Uncommon due to the scarcity of suitable mounts.
Inquisitor: Inquisitors are a part of the Star Paladin Order.
Oracle: Oracles are rare, as it is uncommon that fate chooses a mortal vessel to speak through.
Summoner: Effectively a specialized Sorcerer (flavor-wise)
Witch: I really don’t know enough about this class to define its role in this world. Sorry.
Gunslinger: Mass-production of primitive firearms was only commissioned towards the end of the war, so firearms aren’t as common as other weapons. As a result, finding those dedicated to the way of the gun is quite rare.
Ninja: Ninja traditions are more common among the Orcs and Drow, as Lectora preferred the traditional rouge class.
Samurai: Exclusive to Orcs. Lectora only uses cavaliers.
Magus: Basically someone who trained as a wizard and a martial combatant.
Major Factions in the Lectora Wasteland
Dark Elven Enclave
The Dark Elven Enclave is the nation of drow that lives in the Underdark below Lectora. They have a presence aboveground in Huffington’s Shadowbolt Tower and in Navarre, a military facility in the mountains near Camelot. They are the most magically advanced faction, but they have issues with overpopulation, the foremost of which is food shortage. They tend to stay out of wasteland affairs as long as they are not directly threatened. Deserters from the Enclave often adventure across the wastes, hoping to do good and make up for the cowardice of the rest of their race.
The Star Paladins were a faith-intensive branch of Lectora’s military. They had their own Vaults built so they could survive the megaspell strikes, and they did. They worship Luna and are dedicated to her domains of Artifice, Glory, Healing, Law, and Strength. Instead of working to restore Lectora to its former glory, however, they isolate themselves from the wasteland and do not extend help to its civilians. They only leave their strongholds to fight other factions vying for dominance or to recover wartime magical artifacts and technology. They see the rest of the wasteland as scum who are unclean and unworthy of their aid.
Red Eye’s Army
Vault 101, built on the edge of the Everfree Forest, was a Vault that banned arcane practice and faith. As a result, the Vault’s citizens experienced unmatched scientific advancement. The cyborg Red Eye (named after his glowing red bionic eye) emerged from this Vault some twenty years ago. Using unmatched charisma and a will to achieve, he now finds himself the leader of the most powerful group in the wasteland.
Red Eye has under his command hundreds of slavers, slaves, religious fanatics, and mercenaries (including the feared Talons, a group of airborne mercenaries of the griffin race). His group works to revive the industry of Philadelphia using slaves purchased or kidnapped from across the wasteland. His slavers don’t capture children, instead leaving them parentless and exposed to the dangers of the wasteland, and they confiscate the children born to his slaves to be raised loyal to him. Slaves are brought to Philadelphia and are given a choice of one of three paths to freedom: ten successful kills in arena combat, two years of intense labor, or six months of scavenging in the Philadelphia crater, ground zero for the balefire bomb that destroyed Philadelphia. The crater is so heavily irradiated that those who choose this path are likely to die of radiation sickness before their sentence is finished.
Aliklings have been rumored to be seen cooperating with Red Eye, and he has his own radio station that plays cheerful polka music and broadcasts propaganda supporting his regime. He also has activity in Huffington.
The Lectoran Heartland
The Lectoran Heartland is a large expanse of rural countryside nestled between the major metropolitan centers of pre-war civilization. Population levels have always been generally low in the Lectoran countryside; most pre-war settlements were minor farming towns and trading outposts, and this continues to hold true for the majority of post-war settlements.
New Attenborough, a trading outpost at the center of the Heartland.
Attenborough, a slaver outpost in the western Heartland.
The Republic a small settlement with cult-like traditions
Junction R-7, a mercenary outpost in the southwestern Heartland
Shattered Hoof Correctional Facility, a mercenary outpost near Junction R-7.
Hope, the sight of arcane and divine experimentation involving the sun
Old Ontaire, a township in Splendid Valley inhabited by Hobgoblins.
Maripony, a Ministry of Arcane Sciences hub situated in Splendid Valley. Inhabited by horrorterrors.
Amityville was the largest farming settlement in the Lectoran countryside prior to the war. It is now in ruins and has become a center for raider activity.
Manehattan, situated in southeastern Lectora, was a pre-war metropolis and one of Lectora's largest and most dense population centers prior to the war. It is now a sprawling ruin, having been a target of a significant megaspell detonation.
Tetrado Tower, a high-class settlement situated in the well-preserved ruins of a Ministry of Arcane Sciences Hub.
Brooklyn Cross, a Star Paladin fortification situated on the free-standing remains of the Brooklyn Bridge.
Arbu, a settlement on the shores of Manhattan Harbor.
Unity City, a large settlement situated inside the ruins of the Statue of Unity in Manhattan Harbor.
Fender, suburban ruins on the outskirts of Manhattan
Ministry of Morale Manhattan Hub
Bouncehouse, a famous Manhattan nightclub on the ground floor of the Ministry of Morale Hub
Red Racer Corporation Headquarters, the ruins of a toy-producing company’s headquarters
Four Stars Grand Terminal, the HQ of the Four Stars monorail company.
Manehattan Blast Zone, ground zero of the Manehattan megaspell.
Luna Line, a magical monorail line.
Helia Line, a magical monorail line.
Manehattan Gardens, a radiated jungle inside of the ruins of an urban jungle
Philadelphia, situated in southern Lectora, was a pre-war metropolis and the center of Lectora's manufacturing industries. It is now in ruins, having been the target of a megaspell detonation; however, many of the factories have been restored to serve the purposes of Red Eye's Army, to whom Philadelphia is its capital. A huge wall blocks off the areas that the slaves are kept and worked in.
Vault-Tec HQ, the former headquarters of Stable-Tec Corporation, now occupied by the Philadelphia chapter of the Star Paladins.
Philadelphia Main Gate, the entrance to Philadelphia guarded by Red Eye's Army.
Alpha-Omega Hotel, Where Red Eye raises the children of his army to idolize him.
Ministry of Morale Philadelphia Hub
Bank of Equestria, the ruins of a huge banking branch outside of Red Eye’s Wall.
Philadelphia Crater, the ground zero for Philadelphia’s megaspell hit. Red Eye sends scavengers in to collect materials for the factories.
Philadelphia FunFarm, a facility converted into a slave pen
The Pit, where slaves fight for freedom.
MASciBS Tower Phillydelphia, an Ministry of Arcane Science Broadcasting Station, that broadcasts Red Eye’s radio signal.
Camelot, situated on a steep mountainside in the northwestern Lectoran Wastelands, was a pre-war metropolis and the capital of Lectora. As the center of government in Lectora, it was home to Queens Helia and Luna, as well as the headquarters of the six ministries that comprised wartime Lectoran parliament. The majority of its population consisted of elves and gnomes, but significant dwarf, human, aasimar, and tiefling minorities lived there. It is now an irradiated ruin, having been the target of a pink cloud megaspell detonation.
The Everfree Forest
The Everfree Forest, located in the northeastern Lectoran Wasteland, is a large expanse of woodland that has yet to be exposed to megaspell radiation. Despite its purity, the entire region has always been a magical abnormality, and many strange flora and fauna exist there, making it a dangerous and unpredictable locale.
The Cathedral, a modern-day structure created and occupied by Red Eye's Army, built from the ruins of Vault 101
Whitetail Wood, the most heavily-irradiated are in all of Lectora. Technically not part of the Everfree Forest, but is nearby.
Re: Escape From Philadelphia - An Antorra Campaign [PF]
Session 1 Synopsis (9/9/12)
[teezoen was unaware of our runtime due to communication errors and was not present for this session]
Those behind the Black Gate seemed destined to die in the Pit, but the deadly event was interrupted when the legendary Vault Dweller fled with her unconscious opponent in a daring escape. This escape was so daring that it inspired the slaves watching to riot, and the slavers keeping the Black Gate waiting room locked in were too distracted to hold the slaves in it down. They killed the one guard left to watch them and exited to discover the underside of the Pit in chaos as the slavers attempted to guard the armory. However, these amazing fighters were able to route the slaves guarding the armory and collect the goods inside. They were almost caught by some Griffin guards, but they were able to make good use of some magic to prevent their capture. They then exited the armory window, disguised as slavers, only to find invisible slavers out there waiting for them. Their leader, an elf with mysterious magical gear, was interested in taking them as his own slaves, with the promise of freedom after two years of working on his Vault Expedition Team. Until then, the Black Gate survivors made their way to the Philadelphia mall to rest (but not before all of their weapons were confiscated).
The next session will be held on 9/23/12 at 5:00pm EST (maybe earlier if everyone is on).
Shower Clan master race.
They said that just because you like pony, not everything had to be pony. They lied.
Last edited by cyblazegk : 09-11-2012 at 04:00 PM.
Defense AC 18 touch 14, flat-footed 14 (+4 Dex, +4 Armor) hp 18 Fort +1, Ref +7, Will +0 DR None
Offense Speed 30 ft. (40 ft for charge, run, or withdraw) Melee Wakazashi +4 (1d6); TWF Wakazashi 0/-4 (1d6) Ranged Shortbow +4 (1d6) Special Attacks sneak attack +1d6
Statistics Str 10, Dex 18, Con 12, Int 8, Wis 10, Cha 16 Base Atk +1 CMB +1 CMD 15 Feats Weapon Finesse Languages Common, Catfolk SQ Vanishing Trick (Swift Action 2 rounds), Cat's Luck 1/day, roll 2x Reflex Combat Gear 2 Minor Healing Potions, Quiver; Other Gear Disguise Kit, Thieves' Tools, Artisian Tools, Masterwork (Craft: Alchemy), 80gp
As part of a small minority, Nephele learned to take an optimistic outlook on events and discretions that were out of her control. She was raised solely by someone she considered to be her adoptive mother, Tiyeri, (Though she preferred to be called Older sis) along the boarders of the Underdark and their Shadow Tower in Huffington. Tiyeri was keen on teaching her ward essential living skills, to stalk, observe, hunt, and escape... Although it was obvious such a regime was unusual from a Lectorate's point of view, Nephele didn't mind it... She had rarely seen other Catfolk so she assumed it was normal.
Tiyeri warned her not to get too attached to others as she raised her, but Nephele was too curious to resist. Nephele would often run off and mingle with peers... appearing seemingly out of nowhere and hang out with the nicer ones or amusing herself around the meaner ones. Over time Tiyeri took it as an indelible part of her personality, but made her promise to not get caught nor have anyone follow her.
When she became a teenager, she was taught some finer and more secretive skills... Nephele was trained to use certain tools, weapons, and even poisons. It was amazing, by pinpointing the key spots or poisoning even the larger beasts could be taken down with time and patience.
But her adolescent boasting set the stage for tragedy as she returned to her home one night to see the place ransacked, bloody, and with Tiyeri missing. Trusting her own insticts, she retrieved the hidden tools and weapons within the house and disappeared. She was terrified, moving from place to place... listening for clues to where her mother went... before maturing enough to settle down, provide for herself, and patiently wait for her prey.
Nephele built up and relied on a relationship of sorts with the Dark Elven Enclave... Providing little favors and assisting with the food problem to earn her own keep. She didn't call the situation a friendship as both parties generally didn't get overly involved with eachother.
One day, she caught a glimpse of shady men vaguely remembered from the day her Older Sis disappeared... She felt rather dumb, suddenly realizing that they could've been the cause. They were Red Eye's Men, infamous to her like the crazies who worshiped gods on the other side of the coin. Nephele followed them to Philadelphia... and when she realized she couldn't come any closer (it was super obvious), she hid her "Essentials" and allowed herself to be caught. It was unfortunate that they had to confiscate her weapons (Also obvious... Who in the world runs around unarmed. Though it may have been smarter to get caught with a cheap knife rather then her actual weapons.)... But seeing as she was set to fight in the arena- Nephele wasn't sure if the straightforward approach was very smart.
Oh Man, Sucks To Be You.
Oh Come On, You Aren't Even Trying
I know you can do better then that.
Hark, Thy Fate Sucketh?
-The DM of The Rings
Last edited by Zealumieo : 09-11-2012 at 04:27 PM.