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Ravenloft: The Dreull Lands 
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Post Ravenloft: The Dreull Lands
I developed this new setting for Ravenloft in my mind before 3E came out, and now I'm finally starting to put it together. As the 3E D20 System is my preferred gmae system, the setting will use it. I will try to also make as much of this system-less as possible so that those aspiring to do so can use this with their preferred system.

I will break up the setting into 13 further posts (and with time may get extraordinarily long) so as to compile all the relevant info into their appropriate areas.

As with the Raveloft PHB, the map is on the inside front cover, so I'll consider this first post to be that.

Image

This map is just a basic overview. As my skills with map making software improve, I intend to do a better basic overview and an eventually an in-depth geographical overview. Here's a link of the above map as a PDF, for any one that wants a digital copy on their hard drive.

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Sun Jul 12, 2009 12:41 am
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Chapter 1: Races

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Chapter 2: Classes


Classes Allowed From Other Sources
Warlock [CAr, QtR 13]
Others TBD

DEITIES

Code:
Deity/Faith     Nickname                       Alignment        Domains
Aklisarous      He Who Watches                     NE           Air, Darkness, Evil, Weather
Brumiliex       The Maleficent Murderer            NE           Evil, Protection, Strength, War
Forscientrall   The Serendipitous Scholar          N            Artifice, Luck, Knowledge
Harresnia       The Maiden of Majesty              CN           Chaos, Glory, Nobility
Jemenavora      The Invigorating Emancipator       NG           Good, Healing, Liberation
Lumien          The Luminous                       NG           Fire, Good, Protection, Sun
Ordraus         The Senseless Sibyl                NE           Evil, Luck, Magic, Madness
Rovanakreux     The Anarchic Annihilator           CE           Chaos, Death, Destruction, Evil
Paxurstrav      The Wanderer                       LN           Earth, Law, Water, Travel
Seporos         Magister of Magic                  NG           Good, Knowledge, Magic, Rune
Shappatra       Watchdog of Wraiths                N            Glory, Protection, Repose
Sprishaeous     Lady of the Wild                   CG           Animal, Chaos, Good, Plant
Valatterios     The Ruling Rector                  LG           Charm, Community, Good, Law
Wraxauliex      The Beguiling Beast                LE           Animal, Evil, Law, Trickery

New Class:
The Fate Weaver

ABILITIES
Wisdom determines how powerful an inspiration a fate weaver can invoke, how many inspirations she can invoke per day and how hard those inspirations are to resist. Charisma, Dexterity and Intelligence are important for many of the fate weaver’s class skills.
Alignment: Any non-chaotic

HIT POINTS
Hit Die: D6

CLASS SKILLS
The fate weaver’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Geography, History, Local, Nature & Nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) x4
Skill Points/Level Gained: 8 + Int Modifier

Code:
Class      Base      Fort  Ref   Will                                    Inspirations per Day
Level  Attack Bonus  Save  Save  Save  Special                         Hands  Omens  Prophecies
  1         +0        +0    +0    +2   Consult The Cards, Tarot Focus    2      -        -
  2         +1        +0    +0    +3   Manipulate Fate 1/Day             3      -        -
  3         +1        +1    +1    +3   Call Card, Summon Deck            3      -        -
  4         +2        +1    +1    +4   Arcana Amulet +2                  4      -        -
  5         +2        +1    +1    +4   Manipulate Fate 2/Day             5      -        -
  6         +3        +2    +2    +5                                     5      -        -
  7         +3        +2    +2    +5   Better Lucky Than Dead            6      2        -
  8         +4        +2    +2    +6   Manipulate Fate 3/Day             7      3        -
  9         +4        +3    +3    +6   Reweave Fate                      7      3        -
10         +5        +3    +3    +7   Arcana Amulet +4                  8      4        -
11         +5        +3    +3    +7   Manipulate Fate 4/Day             9      5        -
12       +6/+1       +4    +4    +8   Reweave Fate                      9      5        -
13       +6/+1       +4    +4    +8   Manipulate Reading               10      6        2
14       +7/+2       +4    +4    +9   Manipulate Fate 5/Day            11      7        3
15       +7/+2       +5    +5    +9   Reweave Fate                     11      7        3
16       +8/+3       +5    +5    +10  Arcana Amulet +6                 12      8        4
17       +8/+3       +5    +5    +10  Manipulate Fate 6/Day            13      9        5
18       +9/+4       +6    +6    +11  Reweave Fate                     13      9        5
19       +9/+4       +6    +6    +11                                   14     10        6
20      +10/+5       +6    +6    +12  No Fate But What I Make          15     11        7

CLASS FEATURES
All of the following are class features of the fate weaver.

Weapon and Armor Proficiency: Fate Weavers are proficient with all simple weapons. Additionally the fate weaver is proficient with one of the following weapons: composite longbow, composite shortbow, longbow, longsword, rapier, sap, short sword, shortbow or whip. Fate Weavers are proficient with light armor, medium armor and shields. Note that wearing armor heavier than leather gives the fate weaver an armor check penalty on some class skills.

Inspirations: A fate weaver invokes inspirations according to the tables found below. Inspirations are similar to spells, divided into three types; hands, omens and prophecies. They all have verbal and somatic components, but no material ones.

Hands are quick inspirations of magic that can be invoked as move actions. This means that a fate weaver can perform a standard action in the same round that she invokes a hand inspiration. She could, for example, invoke a hand and then make a single attack, move up to her speed or even invoke another hand or omen. Omens are more complex invocations involving a drawn out combination of hands. These are invoked as standard actions. Prophecies are the most complex inspirations and take a full round to invoke.

Except where noted, always treat inspirations as spells for such purposes as dispel magic, detect magic, spell resistance and so on. If a spell-level equivalent is needed, treat hands as 1st level spells, treat omens as 3rd level spells and treat prophecies as 5th level spells.

Similar to the way sorcerers cast spells, fate weavers need not prepare inspirations beforehand or need to keep a record of the inspirations they know (like a spellbook). Fate weavers receive bonus inspirations for high Wisdom, as shown in the table below. To invoke an inspiration a fate weaver must have a Wisdom score of at least 11 for hands, 13 for omens and 15 for prophecies. The Difficulty Class for a saving throw against a fate weaver’s inspiration is 11 + Wisdom modifier for hands, 13 + Wisdom modifier for omens and 15 + Wisdom modifier for prophecies.

Hands can be combined into omens, and omens can be combined to make prophecies. A fate weaver can expend five hands for the day to create an omen. Likewise a single omen can power five hands and using one prophecy slot, a fate weaver can invoke three omens (or 15 hands).

Unlike other spellcasters, fate weavers can combine their talents easily to produce powerful inspirations. Multiple fate weavers contribute omens, for example, to create a prophecy effect that they all know. The inspiration’s effects are based on the highest fate weaver’s level and ability score for determining parameters of the inspiration that depend on them (in particular, save Difficulty Classes). Further, if a saving throw is called for, for every two fate weavers involved, the Difficulty Class to resist the inspiration increases by +1.

Inspirations can be used to make spell-completion and other magic items, including scrolls, potions, wands and son, assuming the fate weaver has the correct item creation feats. For costs, treat hands as 1st level spells, treat omens as 3rd level spells and treat prophecies as 5th level spells.

Code:
Fate Weaver Inspirations Known                 Bonus Inspirations For High Wisdom
Level  Hands  Omens  Prophecies             Score  Modifier  Hands  Omens  Prophecies
  1      2      -        -                    1       -5     Can't invoke inspirations
  2      2      -        -                   2-3      -4     Can't invoke inspirations
  3      3      -        -                   4-5      -3     Can't invoke inspirations
  4      3      -        -                   6-7      -2     Can't invoke inspirations
  5      4      -        -                   8-9      -1     Can't invoke inspirations
  6      4      -        -                  10-11     0       -      -         -
  7      5      2        -                  12-13     +1      1      -         -
  8      5      2        -                  14-15     +2      2      -         -
  9      6      3        -                  16-17     +3      3      1         -
10      6      3        -                  18-19     +4      4      2         -
11      7      4        -                  20-21     +5      5      3         1
12      7      4        -                  22-23     +6      6      4         2
13      8      5        -                  24-25     +7      7      5         3
14      8      5        2                  26-27     +8      8      6         4
15      9      6        2                  28-29     +9      9      7         5
16      9      6        3                  30-31    +10     10      8         6
17      10     7        3                  32-33    +11     11      9         7
18      10     7        4                  34-35    +12     12     10         8
19      11     8        4                  36-37    +13     13     11         9
20      11     8        5                  38-39    +14     14     12        10
                                            40-41    +15     15     13        11

Consult the Cards (Ex/Su): A number of times per day equal to one quarter her class level + her Wisdom modifier (minimum once per day at 1st level) the fate weaver may take a reading from her tarot deck to divine the outcome of an event for herself or someone else.

The Fate Weaver makes a D20 check, with the DC ordinarily set at 15. Depending on how far in the future the event is and how specific the topic is the DC can fluctuate up or down. Generic questions (Will I be successful in life?) to the deck have no modifier and the more specific the topic the higher the DC gets (+1 for each set of specific conditions).

As a general rule, this class feature is meant to determine whether one is on the right path, not identify a secret door’s location or tell what lies in the next room in the dungeon). When used in this regard Consult the Cards works as an extraordinary ability.

If in doubt treat this ability as if the fate weaver had cast augury and use her class level as her caster level. This function of consult the cards is a supernatural ability instead of extraordinary; the power behind it comes from within, not from the aid of magic.

Tarot Focus (Ex): Sages say that the even the most powerful fate weavers are truly blind if they don’t have the mental tranquility to guide them. As Wisdom is the driving ability score in the fate weaver’s inspirations, so to does it affect how well she understands a reading she draws; the fate weaver applies her Wisdom modifier to determine the result of her DC or caster level check when she is consulting the cards.

Manipulate Fate (Ex): The fate weaver maintains control over her own fate through use of this ability. Starting at 2nd level, the fate weaver can roll twice for any task resolution roll (ability check, attack roll, saving throw and skill checks) and use the better of the two. The fate weaver can use this ability a number of times per day depending on her level, but only once in any given encounter. The fate weaver can use this ability once per day at 2nd level and one additional time per day for every three levels attained thereafter.

Call Card (Sp): At 3rd level the fate weaver is able to touch any non-magical deck of cards and mentally speak the name of the card that she desires. The order of the deck is reorganized and the desired card is put at the top of it, face down. This ability can be used once per day per level of the fate weaver.

Summon Deck (Sp): The fate weaver is able to form a one word bond with her preferred deck of tarot cards. When the fate weaver speaks this word, the tarot deck is immediately transported to her hands. In order for this ability to work, the deck must be on the same plane as the fate weaver and must be unattended. If the deck is attended (in use or being held by another creature), the creature attending it may make a Will save (DC 10 + the fate weavers level + the fate weavers Wisdom modifier) in order to keep it in their possession. Summoning your deck is a conjuration spell based effect.

Arcana Amulet (Su): At 4th level the fate weaver is able to imbue a small item of personal significance (most often an amulet or a ring) with a portion of her own divine willpower. It takes one full day to attune the item as well as the expenditure of two points of Wisdom (which is regained later as normal). Once the bond between the item and the fate weaver is established, the item provides the fate weaver a +2 resistance bonus on saving throws made to defend against spells and spell-like abilities.

At 10th and 16th level, the fate weaver can spend a day with her attuned item, strengthening the bond and increasing her resistance bonus against spells and spell-like effects by an additional +2.

Better Lucky Than Dead (Su): At 7th level, the Fate Weaver may invoke this power a number of times per day equal to 1 + her Wisdom modifier (minimum once per day) and gain a bonus to an attack roll or saving throw equal to one quarter her class level.

The fate weaver can use this ability as a free action and must declare it before the DM reveals the result of the roll. The fate weaver can use this ability in conjunction with her manipulate fat class ability and add the bonus to the higher of the two rolls.

Reweave Fate: At 9th level the fate weaver taps into the power of chance and is able to increase her odds of succeeding at a certain task. Each time the fate weaver gains this class ability, she may select from any one of the abilities listed below and may select the same ability more than once.
  • Inspired Defense: The fate weaver gains a +1 luck bonus to her AC.
  • Inspired Grace: The fate weaver gains a +1 luck bonus to her Fort, Ref & Will saves.
  • Inspired Health: The fate weaver gains 1 additional hit point per hit die.
  • Inspired Inspirations: The DC to resist the effects of all your inspirations increases by +1.
  • Inspired Skill: The fate weaver chooses one of her skills and gains a +3 luck bonus to all checks made with it.
  • Inspired Strike: The fate weaver gains a +1 luck bonus on all attack and damage rolls.
  • Inspired Senses: The fate weaver gains a +4 luck bonus on all Perception checks.
  • Muse: The fate weaver chooses any one of the above inspired abilities and can grant it to a number of characters or creatures equal to her Wisdom modifier (minimum 1) for the day so long as she remains within eyesight of the target(s) for the rest of the day. The fate weaver does not gain the benefits of and can never be the recipient of the chosen inspired ability she chooses to be a muse of.
If the fate weaver chooses Inspired Skill for her muse ability, she grants the luck bonus to the next skill check the the target creature(s) makes.

Manipulate Reading: Once per day, when the fate weaver does a tarot reading for a client or anyone else, she is able to mentally reorder the entire deck to ensure an outcome for the reading that she desires.

No Fate But What I Make (Su): Whenever the fate weaver is the target of any attack, spell or spell-like ability that would kill her, the fate weaver is able to treat the attack as if it failed. This ability is usable only once per day.

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Chapter 3: Skills

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Chapter 4: Feats


Extra Fate Manipulation [General]
You can use Manipulate Fate more often.
Prerequisite: Manipulate Fate class feature.
Benefit: You can use Manipulate Fate ability two additional times per day.
Special: You can gain Extra Fate Manipulation multiple times. It's effects stack.

Intellectual Insight [General]
You ocassionally have flashes of ingenuity that give you an insight as to the outcome of your actions.
Prerequisite: Intelligence 13+, Wisdom 13+
Benefit: You add your Intelligence modifier to your roll to save versus Madness.

Power of Positive Thinking [General]
With your advanced insight you have learned that you can maitain and have a healthy body by channleing positive thoughts.
Prerequisite: Wisdom 13+
Benefit: You apply your Wisdom modifier to your Fortitude saving throws.
Normal: You apply your Constitution modifier to your Fortitude saving throws.
Special: This feat must be chosen at 1st level.

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Chapter 5: Equipment

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History, Part I: An Abbreviated Timeline


547 Crven Kreta appears as an Island of Terror in the Red Sea.
549 Yemethia is drawn into the mists.
550 The domains of Mort Yeux and Ulitario appear.
557 Xilator appears.
558 Creven Kreta, Mort Yeux, Ulitario and Yemethia combine to become what is currently known as The Dreull Lands.
560 Orakaele appears and disappers.
567 Delamara is drawn into the mists, far enough away from the taint of the Red Sea in a new body of water known as Eilifur Ocean.
569 Crius, Nex, Numoria, Shalen and Shesh appear and forms the X Cluster in the Eilifur Ocean.
587 Xilator joins the Dreull Lands.
590 Aureona joins the Dreull Lands.
596 Lakoreine appears as an Island of Terror in the Red Sea.
602 Oorkana joins the cluster in the Eilifur Ocean.
608 Televende joins the Dreull Lands.
611 Jerendara, Relexoria & Zesna appear as Islands of Terror in the Red Sea
620 The Altantski ocean is revealed.
.....
.....
740 The Grand Conjuction rocks the Dreull Lands to its foundations, reshaping the domains.
750 The stranger known as Dr. Rudolph Van Richten appears in the domain of Mort Yeux.

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History, Part II: An Overview

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Magic, Part I: Spell Listing By Class & Level

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Magic, Part II: New Domains

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Magic, Part III: New Spells

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Magic, Part IV: Magic Items

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Appendix I: Pronunciation Guide


Setting Name

Dreull --> DREE-uhl

Deities

Aklisarous --> AK–LUH–SORE–RE–ISS
Brumiliex --> Brew–MILLIE–IX
Forscientrall --> FOR–SEE-EN-TRALL (like ‘trolley’, but without the ‘ey’ at the end)
Harresnia --> HUH–RESS–knee–UH
Jemenavora --> GEM–EN–AV–ORA
Lumien --> LOO–ME–IN
Ordraus --> OR–DRAW–SS
Rovanakreux --> ROW–VANA–CREW
Paxurstrav --> PAX–URR–STR–AV
Seporos --> SEP–pour–OWS (like ‘knows’ but without the ‘kn’)
Shappatra --> Shaw–PAT–TRAW (like draw, but with a ‘t’ instead of a ‘d’.)
Sprishaeous --> SPRISH–AY–USS
Valatterios --> VAL–AT–TERR–RE–OSS
Wraxauliex --> Wracks–ILL–EE–ICKS

Domains of the Land

Alotiu --> AL-oh-SHEE-you
Aureona --> ORR-EE-on-NUH
Brexia --> BREX-e-UH
Crevn Kreta --> CREH-VIN KRAY-TUH
Crius --> KREE-ISS
Delemara --> Dell-eh-MARA
Dilaetiu --> DIE-UH-LAY-SHEE-U
Etzeluriia --> EHT-ZULL-LURR-REE-UH
Ezrenele --> ESS-REN-ELLE-A
Fulizedea --> FULL-UH-ZEE-DEE-UH
Garebe --> GUH-REEB
Ghasallia --> GUH-SOHL-LEE-UH
Hertilonia --> ERR-TUHL-LONE-E-UH
Icquar --> ICK-WÄR
Ilorja --> ILL-OR-REE-UH
Jaefliira --> YAH-FLEER-ee-UH
Jerendara --> JERR-EHN-DAR-UH
Kress --> Like ‘Press’, but with a K instead of a P
Laexia --> LAY-ZHE-UH
Lunaris --> LOO-NAR-ISS
Mhurthiirea --> myur-THEER-EE-UH
Mort Yeux --> MORT YU
Nex --> Like ‘Next’, but without the ‘t’
Nullektulkta --> NULL-EHK-tulk-TUH (‘tulk’ is like ‘talk’, but with a ‘u’ instead of an ‘a’)
Numoria --> NEW-MOOR-e-UH
Oorkana --> ORE-KAHN-nuh
Paletia --> PAL-LEE-SHE-UH
Paq’Quinia --> PACK Quinn-e-UH
Quenara --> KWAY-NAHR-UH (NAHR as in gnar(ly))
Relexoria --> RELL-EHX-ORR-EE-UH
Shalen --> SHAY-lynn
Shesh --> SHH-EH-SHH
Soralegia --> sore-UH-liege-EE-UH
Televende --> TELL-EH-VEN-DAY (VEN as in VAN, but with an ‘e’ instead of an ‘a’)
Turrekulvara --> TUHR-UH-kell-VAHR-UH
Ulitario --> You-LEH-TAR-EE-OH
Verde Serpiente --> VEUHR-DAY SER-PEE-EHN-TAY
Viertal Eilande --> VEE-AIR-TELL I-lan-DAY
Vitt Isen --> Vitt EYE-SEN (‘Vitt’ like ‘pitt’, but with a ‘v’ instead of a ‘p’) (SEN as in ‘send’, but without the ‘d’.)
Warelia --> ware-EE-LEE-UH
Xelora --> ZAY-LORR-UH
Xilator --> ZHI-LUH-TOR (ZHI like ‘shy’, but more ‘z’ sounding at the beginning)
Yaera --> Yay-era
Yemethia --> YEH-MEE-THEE-UH
Zesna --> ZESS-NUH (ZESS like ‘sess’ in ‘session’, but more ‘z’ sounding at the beginning)

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Last edited by Twin Agate Dragons on Thu Sep 10, 2009 5:37 pm, edited 4 times in total.



Sun Jul 12, 2009 12:55 am
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Post 
Appendix II: Alterations & Options

Feats
I'm of the opinion that there are a lot of good feats to be had and not enough feat slots available to characters, so in every campaign I GM I up the limit of available feat slots. All characters can select two feats at first level and get their 3rd at 2nd level and gain one additional feat every two levels thereafter (to a maximum of 12 at 20th level).

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Last edited by Twin Agate Dragons on Fri Oct 22, 2010 12:11 pm, edited 2 times in total.



Sun Jul 12, 2009 12:56 am
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Posts: 120
Post Appendix III: Hyperlinked Fanfiction
Tales from The Dreull Lands

Season 1
- 1.1 In The Still of the Night
- 1.2 Wild Eyes
- 1.3 Heart of Darkness
- 1.4 The Lady in the Lake
- 1.5 Midnight Dreaming
- 1.6 Shadow of Deceit
- 1.7 Mistress of the Morning
- 1.8 Destiny, Fate & Prophecy
- 1.9 Don't Cry For Me Milady
- 1.10 Something Wicked This Way Comes

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Tue Jul 14, 2009 6:17 am
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