Humanity is beset on all sides: vampires thirst for human blood, werewolves live for the thrill of the hunt, the restless spirits of the dead haunt the living, and no corpse is safe from reanimation at the hands of cruel necromancers or cunning scientists."Welcome, one and all! Right this way! Open your eyes, your ears, and your imaginations to the wonders of the Inventors' Fair!" On the plane of Innistrad, horrors stalk the shadows and scratch at doors in the night. For these reasons, material in this supplement is not legal in D&D Organized Play events. James Wyatt The game mechanics in this supplement are usable in your D&D campaign but are not fully tempered by playtests and design iterations. With a bit of creative improvisation, these tips should get you on your way. This document also contains guidelines for adapting the Curse of Strahd adventure to set it in Innistrad. This document is designed to help you turn the book’s adventure hooks and story seeds into a resource for your campaign with a minimum of changes to the fifth edition D&D rules. An abundance of lore about Innistrad can be found on the Magic website. Consider that book to be a useful resource in creating your Innistrad campaign, but not strictly necessary. All this meant that I turned my attention pretty quickly to the next installment, Plane Shift: Innistrad! The starting point for this document was The Art of Magic: The Gathering-Innistrad. I had already finished writing The Art of Magic: The Gathering-Innistrad, at the same time that Curse of Strahd, a horror-themed adventure for Dungeons & Dragons, was on the shelves. By the time Plane Shift: Zendikar saw the light of day, the game and story of Magic: The Gathering had moved on from Zendikar and started the tale of Shadows over Innistrad.Abandoned by their angels and hunted by vampires, all the Stensians can do is endure the unending dusk. Avacyn and Sigarda offer scant hope to his grim subjects. His bloodline is small and mostly irrelevant to the larger world, but in the outland valleys of Stensia, he is the ultimate master. The lord of this bleak, remote part of Stensia’s outland valleys is Strefan Maurer, who drank angel’s blood alongside Edgar Markov and Olivia Voldaren centuries ago. Wisps of thick fog twine amid the trunks of black pines in the Somberwald, thick bogs suck dead trees slowly down into their murky depths, and dusky pastureland provides scant sustenance to flocks of scrawny sheep. Stoic and enduring, the people of Stensia huddle in their stone-crafted villages-Shadowgrange, Krezk, Lammas-built against the mountainsides. The jagged spires of Maurer Estate jut up from the peaks, keeping silent watch over the isolated valley. First Printing: August 2016 Contact Us at /CustomerService Wizards of the Coast LLC PO Box 707 Renton, WA 98057-0707 USA USA & Canada: (800) 324-6496 or (425) 204-8069 Europe: +32(0) 70 233 277Ĭontents The World of Innistrad Life on Innistrad Creatures of the Night The Coming of Emrakul Curse of InnistradĬlouds of purple and red shroud the sky above the forbidding mountains of the Geier Reach, never allowing the sun’s full light to shine on the ground below. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. This book is protected under the copyright laws of the United States of America. Written by James Wyatt Cover art by Adam Paquette The stories, characters, and incidents mentioned in this publication are entirely fictional. MAGIC: THE GATHERING, DUNGEONS & DRAGONS, their respective logos, Magic, Innistrad, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D, Curse of Strahd, Ravenloft, WUBRG, and characters’ distinctive likenesses are property of Wizards of the Coast LLC in the USA and other countries. PLANE SHIFT: INNISTRAD ©2016 Wizards of the Coast LLC.
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