Shattered Planes: Innistrad

by hyperionsol

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Shattered Planes: Innistrad

The author would like to state that he bears no responsibility for the developing of any phobias during the course of the adventures taken in Innistrad. This includes pupaphobia, cynophobia, nyctophobia, hemophobia, arachnophobia... and others too many to list.

This is my supplement to my Shattered Planes campaign, this one being set for Innistrad. Plane Shift: Innistrad is a good start to adventuring in Innistrad, but at least for me, it needed some more detail for someone who plans to actual adventure through the plane of horror.

This supplement will include how the various subclasses could appear in Innistrad, how races may appear or how races from other planes may be perceived, and smaller details outlining facts should a party begin adventuring to find the fragments of the Tablet of Planes.

Cover Art: Endless Ranks of the Dead - Ryan Yee

Triskaidekaphobia - Willian Murai

Elite Inquisitor - Jana Schirmer & Johannes Voss

Banners Raised - Mike Bierek

Relentless Dead - Ryan Yee

Introduction

Shattered Planes: Innistrad is an introduction to adventures which all take place in the plane of Innistrad for the Shattered Planes campaign or any group wishing to adventure in Innistrad. For these adventures, the DM will need the Dungeon Master’s Guide, Monster Manual, and Player’s Handbook. They will also need at least the Plane Shift: Innistrad document available on dmsguild.com. For added material, the book Art of Magic: The Gathering: Innistrad or the online document Planeswalker's Guide to Innistrad is suggested for more information about Innistrad itself. Additionally, there may be creatures and/or items from other D&D modules and supplements. Each item from these documents will be accompanied by an abbreviation. The list of abbreviations are below. Not all abbreviations will be used.

Abbreviations

DMG = Dungeon Master’s Guide

MM = Monster Manual

VGM = Volo’s Guide to Monsters

SCAG = Sword Coast Adventurers Guide

HDG = Hoard of the Dragon Queen

ROT = Rise of Tiamat

POTA = Princes of the Apocalypse

OTA = Out of the Abyss

COS = Curse of Strahd

SKT = Storm King’s Thunder

TYP = Tales from the Yawning Portal

TOA = Tomb of Annihilation

XGE = Xanathar’s Guide to Everything

MTF = Mordenkainen’s Tome of Foes

GGR = Guildmaster's Guide to Ravnica

Background

The Tablet of Planes is a relic which is shrouded in mystery. It is an item which seems to appear and disappear at random throughout the world and history. At times, powerful wizards and mighty warriors have battled over it only to have it vanish seconds after claiming it. At other times, simple folk have come across it and held it for years, ignorant of its value before it vanished after they passed on. Who made the item and why is unknown. What everyone who knows of the relic can agree on is that it is clearly powerful. With so much unknown about the tablet, many seek it out for the potential value and power it holds. When rumors about its reappearance surface, many seekers head out, hoping to be the first to find it.

Recently, the tablet was discovered inside a ruined fort and several adventuring parties set out to claim it for reasons ranging from altruistic to malevolent. One such group was the Company of the Dragon, a mercenary group with plans to backstab each other to try and claim the tablet for their own goals.

The Company faced off with another group of adventures after fighting through the various creatures the tablet summoned. During the chaos of the battle, the tablet was struck and shattered, sending the fragments across the multiverse and sending members of the Company of the Dragon with them, granting them new powers and abilities where they landed. More shards landed elsewhere, granting powers and abilities to other people and creatures which happened upon them.

The wizard Mordenkainen, who had been hunting the tablet, came too late to stop the tablet from breaking. Frustrated, but with a lead as he witnessed the fragments resonate with each other, proving their continued connection, charged the remaining party with retrieving the fragments. They would have to do this by traveling through the multiverse via their fragment and remake the tablet before the pieces can cause more chaos and risk the balance in the multiverse.

The party’s quest now takes them to Innistrad, a plane where the monsters are at the top of the food chain. Vampires rule from the mountains, werewolves hunt the forests, and depraved ghoulcallers and stitchers raise the dead everywhere else. The only safe haven is under the wings of the angels and their leader Avacyn.

The Dungeon Master in Innistrad

Innistrad is a plane which is set in gothic horror. As such, the DM should reflect that in their speech when they describe the locations or situations the adventurers find themselves in.

The characters are going to be finding themselves in places where they are not welcomed and they will be missing a lot of information. Everyone will be suspicious of them until they prove themselves and one bad move may turn the people against them, fearing they are monsters or evil worshipers. The DM should convey that isolation and the idea of being in over their heads, although not enough for the characters to lose hope and give up. The pace should be slow, a creeping sensation coming up as the characters anticipate something happening, even if it turns out to be mundane.

Even battle encounters should be made with more detail to describe the horror of it. The DM should describe just how monstrous their enemies are, making it clear just how terrible their enemies are and how strange and unnatural they could be. Appeal to all the senses, such as the deathly chill in the air where zombies are rumored to roam, the scent of a werewolf’s breath after a kill, and the sting of a near miss from a vampire’s attack. All of these are to bring a sense of horror to the characters who have stepped into a plane of horror.

Other Races in Innistrad

Innistrad adventurers are primarily human and any non-human beings are usually counted among the creatures which the players are going to be fighting against in their quest. The people simply are not used to beings such as elves, dwarves, or halflings and it can affect how people treat the party during their search for the shards of the Tablet of Planes.

Aasimar. As beings who are born influenced by holy power, it is not impossible for natural aasimar to be born in Innistrad. Angels often spend time with the humans, protecting and fighting alongside them. Such children would considered to be blessed and the settlements would actually welcome them and provide aid if asked.

Elves: Elves and their human-like appearance outside of a drow can easily pass as humans. Even their pointed ears can be played off as exposure to some witch’s curse of a dryad’s trick. Half-elves would have an easier time passing themselves as humans.

Dragonborn: With their very obvious inhuman forms, dragonborn would be feared and reviled, seen as a new breed of monsters. They would be mistrusted on sight at best and be attacked on sight at worst. Perhaps the only saving grace would be the silver dragonborn, as no creature in Innistrad other than zombies can resist the holy metal and the dragons of Innistrad considered holy are silver dragons.

Dwarves: Like the elves, dwarves also have a very human-like appearance which won’t have people questioning their appearances too much. Aside from curiosity, seeing as dwarves are shorter and stouter folk, the people of Innistrad wouldn’t question them.

Gnomes: Much like the halflings, gnomes do share a human-like appearance. With their diminutive size, they could pass themselves off as children with the proper steps, but would otherwise be considered disfigured and seen as pitiable at best, or cursed at worst and must be driven away.

Halfling: Although they have a human appearance, halflings are much shorter than other folks. Unless they pass themselves as children, which is possible, they would stand out and be considered disfigured in some way. They wouldd draw attention, but no one would be too wary of them save the isolated and paranoid villages in Innistrad.

Half-Orcs: Half-orcs are a blurred line. Disfigured children are not impossible, especially in places where people believe evil power has taken root. Called ‘Caliban’ by the people of Innistrad, they are viewed with pity for the pain the evil inflicted on them when they were in their mothers’ wombs, or subjects of fear, with evil in their hearts just waiting to be unleashed. They resemble half-orcs and can blend in, but often are kept at a distance from everyone else.

Tieflings: With how often people of Innistrad seek out demons for power, protection, or anything else, tieflings are not an unknown concept. However, tieflings themselves are proof of infernal connections and are considered evil incarnate, if not mistaken for demons themselves. A tiefling can go nowhere humans do without a disguise or some means of hiding what they are without consequences or facing zealous cathars.

Other Races: If the players wish to have another race in Innistrad, consider their appearances. Clearly non-human races will be mistrusted, feared, or hated such as goblins, tritons, or lizardfolk. Others like goliaths or even yuan-ti purebloods could pass themselves off as human with minimal effort, although close scrutiny in some cases might make their disguises crumble.

Native Adventurers

If the characters wish to have a native Innistrad party for the greater roleplay option to Shattered Planes, or they wish to start in Innistrad, there are a number of races available to them at the DM's discretion.

Aasimar are an option. With how often angels interact with humans and are exposed to their power, people born with holy power are a natural result. The church would keep such blessed children close, so the players will have to construct a story why such a person is out in the world.

Tieflings, humans born from an infernal parent or a parent exposed to infernal power are possible. They are usually the children of cultists within the many cults in Innistrad. Raised as minions to the demons, they are normally evil. Like with aasimar, the players will have to come up with a reason why a tiefling is adventuring with the characters to do good.

If a player wishes to play a half-orc, they can take on the role of a Caliban. A human who was exposed to dark power in the womb, leaving them disfigured, but stronger for it. Some treat them as figures of pity, but others treat them as bad omens to be avoided.

If the players still wish to play as elves or dwarves, they can be treated as variants of humans who come from the provinces of Kessig (for elves) or from Stensia (for dwarves) rather than the subtypes of humans outlined in Plane Shift: Innistrad. More exotic variants such as duergar or drow should have a backstory connected to supernatural powers or creatures.

Language Barrier

As an extra challenge, or fun opportunity for role play, consider that being from another plane altogether, the characters (if they truly are from another plane) do not speak Innistrad’s languages and must pick it up much like any other skill.

Classes in Innistrad

If players wish to play as native Innistrad characters, then the following entries are how the subclasses can be found in Innistrad. They can also show how the native people will interpret the powers and abiities of characters even if they are not native to Innistrad.

Barbarians

Barbarians are not seen in the majority of Innistrad, often living in the deep fringes of the land. Often they do not believe in Avacyn, but rather worship old gods or spirits which were founded before the Church of Avacyn. Such barbarians take the subclasses of Path of the Totem Warrior, Storm Herald, or Ancestral Guardian. Other barbarians are new converts, perhaps after actually meeting an angel, taking the Path of the Zealot. Some barbarians simply believe in nothing but themselves, taking the Path of the Berserker.

Bards

Bards are rare on Innistrad as unless they are born into nobility, they don't have the luxury or the safety to cultivate such a skill when they are threatened by zombies, devils, vampires, or werewolves.

It is conceivable that some bards are from the church, singing hymns to the angels to make their magic as part of the College of Valor or Lore. Other bards may be employed in Nephalia by either vampires or criminal groups, taking on the College of Blades or Whispers. A rare few may enjoy protection by benevolent nature spirits in Kessig, taking the College of Glamor.

Clerics

Innistrad's main religion is focused on Avacyn and to a lesser extent, her angel companions. Clerics native to Innistrad draw their power and strength from the faith and power in Avacyn and the angels. Each of the angels, especially the leaders of the flights, have a following an each offer strength and power of a Divine Domain for their clerics. The following are suggestions for specific angels, although the DM and players could form their own.

Angel Suggested Domain
Avacyn, Angel of Hope Light, Arcana, Order
Bruna, Light of Alabaster Grave, Knowledge
Sigarda, Host of Herons Nature, Life
Gisela, Blade of Goldnight War, Tempest

Avacyn, Angel of Hope is the most powerful angel in Innistrad and is the source of which the Church of Avacyn was built around. Her edicts became laws and prayers to her became the source of powerful protection magic which people across Innistrad enjoy. Even other angels look up to her. A dark secret she holds though is that she was created by the vampire Planeswalker Sorin Markov to counterbalance his people's reckless gluttony which threatened the human race.

Bruna, Light of Alabaster is the leader of Flight Alabaster. She and the angels under her authority are responsible for ensuring that the dead remain in the Blessed Sleep as well as weaving protections which guard the dead and the sick to prevent evils from stealing their souls or desecrating their bodies.

Sigarda, Host of Herons is the leader of the Flight of Herons. She looks over the protection of the living and the concept of purity. This allows clerics to draw power of healing and purification from their prayers to her. She can often be found taking the fights to the werewolves to protect her charges.

Gisela, Blade of Goldnight is the leader of the Flight of Goldnight. They are angels associated with the sun rather than the moon like Avacyn. They are the most martially-inclined of the angels and are usually the ones who take the fight to the dark. When they aren't fighting, they are overseeing the training of cathars.

Druids

Druids are magic users who focus on the magics of nature and the spirits which reside in the earth. Many use these powers to help protect people from the dangerous animals and monsters of the forests, although many are mistaken as witches or warlocks. Most druids would take the Circle of the Land while ones closer to the church would take the Circle of the Moon. Druids who deal with the dryads and other fey in the Ulvenwald or Somberwald may take the Circle of the Shepherd or Dreams.

Fighters

Fighters are common in Innistrad, ranging from local militia protecting settlements to the cathars and their ranks through the church. Champions and Battle Masters would likely be in Nephalia, investigating crimes or as Midnight Duelists. Eldritch Knights and Arcane Archers could be from Stensia or Kessig, using every advantage they have to battle monsters. They could also be Moor Chaplains, inquisitors, in Gavony. Cavaliers would be most common in Gavony, who are famous for their horsemen, the Gavony Riders.

Monks

Monks are isolated individuals who travel across Innistrad as pilgrims, seeking an enlightenment which can answer their questions in life, seeking a revelation, or simply spreading the word of Avacyn to smaller communities. Some travel across a province while others travel over the plane as a whole. Most monks would follow Monastic Traditions such as the Way of Four Elements, Sun Soul, or Kensei. Other monks who try to understand the dark to fight it more effectively would follow the Way of Shadow or Long Death. Perhaps those who are struggling with faith find themselves in the Way of the Drunken Master.

Paladins

Paladins are considered the example of what cathars should be. They are granted power to fight against the dark by angels directly. By swearing their oaths to specific angels, they take on different magics to begin their fight. The Oath of Devotion is the most common and can be sworn to any angel, but most swear it directly to Avacyn herself so her light can guide them through the darkness. The Oath of the Ancients is sworn to Sigarda to protect the light of life and purity in the world. The Oath of Vengeance, if sworn properly and for the right reasons, is sworn to Gisela so they can bring the fires of war to the enemies of the church. The Oath of Redemption can be taken with Bruna or Sigarda with the intent to redeem souls who lost their way, both the living and the dead

Some paladins take a darker oath. Paladins who take the Oath of Conquest are more likely with the Skirsdag who infiltrate the church, swearing to a demon such as Griselbrand. Oathbreaker paladins can be those who lost their way, or in the age of Emrakul's approach have broken free from the increasingly insane church to follow their own conscience.

Rangers

Rangers are most commonly seen in Kessig, where the wilds are at their darkest and deepest. A few also take to the mountains of Stensia or the swamps and coasts of Nephalia to guard the people there. Some even wander the plains of Gavony, ensuring any wandering dead are set down. Hunters and Beast Masters are the most common in Kessig. Gloom Stalkers can be found hunting in the Erdwal, underground tunnels and passages of Nephalia's cities or exploring crypts to remove threats. Horizon Walkers specifically hunt the demons and devils, seeking to cut off their ways into Innistrad. Monster Slayers can be found in every province, hunting the vampires, werewolves, demons, zombies, and in the coming of Emrakul, even the angels they once worshiped.

Rogues

Rogues are most easily found in Nephalia, where the criminal trades are most prominent. Thieves and Assassin archetypes have no shortage of work amongst the wealthy and nobility who can afford the safety to play petty political games with each other. Masterminds and Arcane Tricksters are more likely to have deeper connections in Nephalia, connecting them to other provinces. Inquisitives may be working for the church to investigate mysteries or may be civilian sleuths deciding to take matters into their own hands. Swashbucklers would almost be exclusively close to the sea while Scouts could be in service of any group or province who need their services.

Sorcerers

Sorcerers are those who are seen as either blessed individuals to embrace, or cursed folk to pity or scorn depending on their origins.

Divine Soul sorcerers are common, as far as sorcerers go, within the confines of the church. With the angels in such close contact with the people, many people are exposed to their holy powers and it can leave an effect on the bloodlines of cathars who live to retire and make families of their own. The church eagerly recruits such individuals, hoping their holy power can advance the church's purposes.

Draconic Bloodline sorcerers are descended from folk who perhaps came into contact with the rare dragons of Innistrad. Perhaps their ancestors bathed in the blood of dragons during a battle, or were touched by the dragon's magic. Some dragons, such as the Balefire Dragon, are considered subjects of fear, as are people touched by their power. Those who were touched by the Moonveil Dragons would be considered blessed and embraced by the people.

Shadow Magic sorcerers have been touched by the dark forces of Innistrad. Some are merely innocent and had ancestors who suffered under demonic attacks or curses. Others are descended from cultists and others who willingly conspire with dark forces. Regardless, all of them are persecuted by the church for their powers. Some turn to evil ways for this, but others hone their power to fight the darkness with darkness.

Storm Sorcerer sorcerers are connected to the old deities and entities of the sea and sky of Innistrad. Although not worshiped anymore, these entities left their mark on descendants of their followers. Some try to use this power to help people, but others try to hide it to prevent being ousted as a witch. Am act which became more common during the Lunarch Inquisition.

Wild Magic sorcerers are born more in Kessig and perhaps in communities close to the Somberwald in Stensia. Coming into contact with the powers of the fey and other spirits of nature can leave a mark on the bloodlines of those souls. They can take either a road of virtue or a path of evil. Their fates are never certain, just like the power of the magic they wield.

Warlocks

Warlocks are spellcasters who make deals with otherworldly forces for power and in Innistrad, there are many such forces who are happy to make a deal.

Archfey. The fey are a very real and solid force in Innistrad. Deeply entrenched in the Ulvenwald and the Somberwald, dryads populate many of the deepest areas and answer in their own heirarchy or are powers unto themselves. Some may be benevolent, taking pity or a shine to humans but others may be malevolent, angered over the cutting of the Ulvenwald, forcing so many fey and animals from their homes.

Celestial. Angels often mingle with humans in Innistrad and charge them with duties and responsibilities. Sometimes, the angels meet with humans they believe to be especially holy or touched by fate and charge them in a bond to give them the power they need to achieve their destines as champions against evil.

Fiend. Fiends see Innistrad as a bit of a playground, filled with so many potential souls for collections. The demons like Griselbrand, Withengar, or the imrprisoned Ormendhal are happy to make deals with the desperate or those that worship them.

Great Old One. Innistrad once played host to a number of cults and religions. Some of them worshiped true powers, but are now mostly forgotten after the rise of Avacyn and her true power to protect the people. These entities still exist and have a few worshipers or places of worship and can still make deals with those with the courage or insanity to seek them out.

Hexblade. Many mysteries of the shadows still exist despite how far the light of Avacyn reaches. Relics from these shadows have been known to appear now and then. Although the church has tried its best to remove such strange relics from the world, more seem to keep appearing despite their best efforts. For good or evil, these people wield awesome power with these weapons, and their unknown source.

Undying. Some people are so desperate to gain power or protect themselves from the evils of Innistrad, they make deals with the very forces they fear to protect themselves. Several powerful undead exist in Innistrad. Among them are the vampire nobility such as Edgar Markov, Olivia Voldaren, and Runo Stromkirk. Powerful geists could wander the land, searching for mortals to bond to. There are even rumors of a powerful lich hiding in the Nephalia city of Havengul.

Wizards

Wizards make up the majority of Innistrad's magic-using population. They can range from dedicated members of the church, to the independent scholars and researchers, all the way down to the necro-alchemists, ghoulcallers, and cultists. Depending on their school of magic, they can be accepted into the ranks of one group, or exiled from another.

Necromancy is likely banned by the church and any wizard or other magic user found studying it will likely be punished or even imprisoned for even using a single spell. Cultists would likely keep an eye out for spells wizards use which could also be used by clerics, indicating they are members of the church spying on them.

Adventuring in Innistrad

As the characters journey through Innistrad to retrieve the pieces of the Tablet of Planes, there are going to be people out to help or hinder them. They will also have to deal with the horror which comes with traveling through the darkness of Innistrad which is much different from the Forgotten Realms or most other Dungeons & Dragons worlds.

The Company of the Dragon

The Company of the Dragon are a mercenary group of adventurers for hire who were sent to find and retrieve the Tablet of Planes. They were present when it was shattered and each of them were sent to a different world in the multiverse.

Rhogar Kerrhylon is a silver dragonborn who ended up in Innistrad. He quickly found his niche as he took his strength and newfound power in his tablet fragment to crusade against the evils of Innistrad. Although he is clearly not human, his power and crusades against evil won him the desperate and needy for protection.

Because of his silver scales and his fights against the universal evils such as vampires and werewolves, he is quickly developing a following who he preaches the virtues of Bahamut, creating a cult to the Platinum Dragon.

Despite his benevolent actions in fighting evil, Rhogar is no ally to Avacyn. He denounces Avacyn and all angels as false idols, as angels serve the gods, not receive worship as gods themselves. He instead preaches the true light of Bahamut, the Platinum Dragon. With the idealism towards the silver Moonveil Dragons, it isn't hard for him to turn it to worship.

As Rhogar crusades, his zealotry grows, and he sees more and more evil and corruption in Innistrad. His ultimate goal is to seek out the true source of the evil which tempts people in Innistrad and wipe it out. He continues to collect power, experts, and influence, all of them dedicated to wiping the monsters from Innistrad once and for all... and little things like collateral damage mean very little to him.

Mordenkainen's Contacts

The wizard Mordenkainen is the leader of a group called the Circle of Eight whose goal is to keep balance in the multiverse. Usually their goals include keeping the Blood War between the devils and demons going, lest one side wins and begins focusing on the Material Plane. However, Mordenkainen has agents on many planes to keep an eye on things and to keep balance when it threatens to tip one way or the other. Some of these agents can come to the aid of the characters if they can find them.

Old Rustein

Rustein (LN Kessig Commoner) is a strange character who many in Innistrad know even if only by reputation. Called a purveyor of finest goods, he travels through Kessig and the surrounding lands. His carriage full of wares is covered in holy charms as are his clothes. His carriage even has a pure silver heron he says he 'found' in an abandoned cathedral strapped on top. He plays both sides, selling to cathars and priests as well as vampires and ghoulcallers.

Truthfully, Rustein is an agent since having both sides of Innistrad fighting means good business for him. He learns everything as the best and worse haggle with him for his wares. If the characters can find him, or he finds them, he can be a fine source of information on potential locations of tablet fragments, as well as deals on items that could end up helping them.

If or when the characters contact Rustein, he can offer them supplies if they are in a pinch, transportation if the price is right, or even the right item to deal with a threat holding a piece of the tablet. Somehow, he always had the right items for the job. On a given day, he has the normal stock of items and weapons found in the Player's Handbook. What other items he may have is up to the DM's discretion. Just remember: he always has it, or knows where to get it.

Fear and Horror

Since Innistrad is a plane set in horror, the characters will have to deal with their own fears and the horror of things they see which can affect their minds. To reflect this, the DM is suggested is employ the Fear and Horror rules outlined in the Dungeon Master’s Guide (pg266).

The checks should be used when the characters suddenly deal with overwhelming enemies such as a hoard of the living dead, facing a vampire in their own domains, or watching a werewolf forcibly transform from their human form to their beast-like one. Fear checks can be used on the native creatures of Innistrad like the ones mentioned above. Horror should be reserved for the demons, or if they are involved, the eldrazi creatures which are created by Emrakul.

When characters are faced with such an event, they will have to roll a Constitution saving throw for resisting fear, and a Charisma saving throw for resisting horror. The DC for this check would be 10 + the CR of the creature threatening to frighten or horrify them. Failing a Fear Check will have the characters become frightened for 1 minute. Failing a horror check will inflict a short-term or long-term madness. If they fail enough checks, they could even develop an indefinite madness.

Another suggestion is for the DM to consider the backstories of the characters. If the characters have some trauma in their backstory somewhere, the DM can try to steer events to have their fear or trauma return to haunt them at a climactic moment. If these characters do encounter the source of their phobias or traumas, they make their Fear or Horror checks at a disadvantage.

Adventure Hooks

Adventuring in Innistrad is not a business focused on profit or enjoyment. It's a profession which only the bravest or the most foolhardy decide to undertake. Rarely does one take it for coin, but instead take up such a profession for more personal reasons. If the native characters need inspiration for a reason to go on their travels, here are some ideas they can use or build from.

Dark Designs

One or all members of the party were cornered by one of Innistrad's many intelligent monsters. In return for your lives, the creature sends you to the corners of Innistrad for a number of tasks and has means of knowing if they try to break their bargain.

Divine Calling

The characters were called together by the Church, one of the angels, or Avacyn herself. They are charged with the duty of dealing with increasingly bizarre and worrying events in Innistrad

Ill Winds

Omens are appearing that the common folk recognize as ill tidings. Local mystics interpret them as bad signs and the charactersm, concerned locals, prepare themselves to deal with them before they get worse.

Interplanar Patron

The party are a group of skilled people brought together by the mage Mordenkainen. He tasks the characters to search out fragments of a tablet called the Tablet of Planes either as members of his organizations, or for their reputation and proven skills.

Mercenary Work

Talk of monsters and threats have gotten too close to a noble's ear for his or her liking. They've hired the characters to take care of the issue before their well-being is put at risk.

Race to Power

Rumors of strange relics and powers they offer has reached the ears of the characters. Seeking the power for their own purposes, they set off to find if there is any truth in them.

Enter

The

Darkness

The quest to recover the fragments of the Tablet of Planes has brought adventurers to the plane of Innistrad. A plane of gothic horror where man is the victim and source of its monsters.

Inside this document are rules and lore to help a DM role play the people of Innistrad and their ways. Others are to help a team of native Innistrad adventurers begin their own quest.

Take heart and may Avacyn guide you. You will need it...




This is a rules supplement for the Shattered Planes campaign, but can be adapted for any horror-based adventure

 

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